Chapter 371
After all, DPC is not a high-level game, and the time of this event is often at the beginning of the season, so most teams regard DPC as a place for warm-up and training at the beginning of the season.
Both sides, especially the strong teams, generally play more relaxed, because in the eyes of these participating teams, DPC may be a little more important than the training game.
Such games are often crowded and seem to be more intense than important major or TI events, but in fact the two sides will not make any special pre-match arrangements.
Therefore, the title of "Pheasant Race" is indeed not wrong at all. Although there are often players on the PC who contribute highlight operations, it looks like a show, but in fact, if you watch the live broadcast of the top score ladder, these shots are a little bit There are not many, because the rhythms on both sides are actually very loose.
If that was the case, DPC wouldn't be able to reach the level of "persuading them to retreat", but the most unacceptable thing for the audience is the same lineup on DPC, which often makes people feel like watching the video for a whole day.
The reason why the DPC game was played like this is actually because the team didn't pay attention to it, or it was "hidden tactics".
This is understandable, after all, the current dota2 professional ecology is like this, although V Agency did not say it clearly, but with TI and majors on it, dota2 events have actually been graded, and DPC is basically the lowest level in professional events.
Neither qualifying for TI or Major, nor having enough attractive prize money, it is not surprising that DPC games are used by professional teams to boost training.
However, this year's DPC has changed, and the level of attention of players has been higher than before, and it has even begun to be evaluated as "wonderful"!
In previous years' DPC competitions, there was more or less a sense of failure, but this year's DPC was just the opposite.Some games don't seem to be so gunpowder-flavored, but the rhythm of both sides has always been tight.
At the same time, the lineup is much more diverse than before.
Has the professional team changed their temper?
Or are they all trying to pull Serenity down?
In fact, it’s not that complicated, it’s just because the Major is coming soon, DPC has caught up with the first stop of the version update, and the training opportunities for each team are quite precious...
However, it cannot be said that their transformation has nothing to do with Serenity.
After the start of the game, Serenity cleanly defeated LGD and VG with two consecutive 2:0s, letting the domestic clubs who were eyeing each other understand that there is still a long way to go to shake Serenity's position.
There are not many stunned youths in professional clubs, so naturally they have made two-handed preparations.
If you can't beat it, just join.
The ruler's impact on the entire project is obvious. When the rest of the participating teams found that they were lagging behind Serenity, they immediately adjusted their attitude tacitly, directly changing from targeting to learning!
The conclusions drawn by professional teams through special replays may not necessarily perfectly fit Serenity's original intention, but they are far more detailed than ordinary players, and they can selectively absorb Serenity's lineup and style of play. .
Anyway, everyone learned something from Serenity, and DPC is not important, so why hide it?
Waterman, pom, Dazzle... Whenever Serenity chooses an unconventional hero, there will be teams copying it in the next day's DPC, or tentatively selecting other lineups to match it.
Regardless of the performance, at least it gives the audience a reason to continue watching.After all, if the competition is not competitive enough, then at least there must be something fresh to attract the audience.
However, if it's just like this, it's not really exciting. What really makes the audience hooked is not the hero selection of other teams following the same pattern, but that they really started a special arrangement.
Especially in the middle!
Although so far, no team has been able to accurately grasp the most critical factor of Serenity's mid lane core, but they have all achieved similarities.
The rhythm familiar to experienced audiences should be at the time when the talisman is refreshed, or when one of the mid laners makes a major mistake, making it difficult to maintain their own state, the support will come to the mid lane to try.
But I don’t know when the middle lane of this DPC started, and even 3V3 in the middle lane has become the norm!
Although none of the mid laners of any team can accurately judge the feasibility of killing like Jing Zhun, they all understand the superficial purpose of Serenity's tactic, which is to forcibly blast the opponent's mid lane and break the overall situation. The balance of the situation.
If the opponent is unprepared, the success rate of this style of play is extremely high, and once a breakthrough in the middle is achieved, nine out of ten it will become a crushing game.But when everyone knew this style of play well, there was only one result...
The middle road is like a group of demons dancing wildly. Every refreshment of a talisman will bring a bloodbath. Both sides often die because of a talisman, or even more than one.
It’s hard to say how exciting such a scene is, but this kind of laning scene in the middle is indeed a new thing for the audience, and the fierce competition from the laning period is indeed exciting.
But... In the early ancient version, this style of play is actually very unhealthy, and it is easy to be self-defeating, but why is it so popular in 7.07?
There are two reasons.
First of all, the previous version of the three-way terrain was wide in the middle and narrow in the side.The narrower the terrain, the easier it is to be encircled and suppressed, so it was difficult for one person to mix alone on the sidewalks in the past.But after the version update, the open side road terrain allows the heroes on the side road to have more ways to gain experience in 1V2 situations.
Don't forget, the experience of being denied in the new version has been greatly increased!
In contrast, the open slope terrain in the middle lane allows mid laners to have more room to deal with the opponent's roaming, and the impact is much smaller than the current version.
After the terrain in the middle lane becomes narrow, the impact in 1V1 situations is not obvious, but once a mid lane hero who has no escape ability is copied to the flank by the opponent, he will definitely suffer a big loss.
In addition to the changes in the terrain, another major reason for this situation is that in the new version, everyone will have a TP at the beginning of the game. It is this TP that is given for free at the beginning, which greatly reduces the support 2 minutes of support costs!
(The bounty symbol in version 7.07 is not a team bounty, so there is no money at the beginning of the soy sauce)
If this kind of crowding in the middle lane is an individual phenomenon of DPC, then V agency may turn a blind eye to it, but when they saw that there was a frenzy of mid laners in various competition areas around the world, they realized that the loopholes in the new version were indeed too much. big.
Terrain change is a big project, so naturally it is impossible to go back right away after changing it, it can only be adjusted in subsequent versions, and the only thing Valve can think of right now is to do something with TP.
The change is very small, only a short line of words, but it directly doubles the value of the changed object:
Town Portal Scroll price increased from 50 to 100 gold!
(End of this chapter)
After all, DPC is not a high-level game, and the time of this event is often at the beginning of the season, so most teams regard DPC as a place for warm-up and training at the beginning of the season.
Both sides, especially the strong teams, generally play more relaxed, because in the eyes of these participating teams, DPC may be a little more important than the training game.
Such games are often crowded and seem to be more intense than important major or TI events, but in fact the two sides will not make any special pre-match arrangements.
Therefore, the title of "Pheasant Race" is indeed not wrong at all. Although there are often players on the PC who contribute highlight operations, it looks like a show, but in fact, if you watch the live broadcast of the top score ladder, these shots are a little bit There are not many, because the rhythms on both sides are actually very loose.
If that was the case, DPC wouldn't be able to reach the level of "persuading them to retreat", but the most unacceptable thing for the audience is the same lineup on DPC, which often makes people feel like watching the video for a whole day.
The reason why the DPC game was played like this is actually because the team didn't pay attention to it, or it was "hidden tactics".
This is understandable, after all, the current dota2 professional ecology is like this, although V Agency did not say it clearly, but with TI and majors on it, dota2 events have actually been graded, and DPC is basically the lowest level in professional events.
Neither qualifying for TI or Major, nor having enough attractive prize money, it is not surprising that DPC games are used by professional teams to boost training.
However, this year's DPC has changed, and the level of attention of players has been higher than before, and it has even begun to be evaluated as "wonderful"!
In previous years' DPC competitions, there was more or less a sense of failure, but this year's DPC was just the opposite.Some games don't seem to be so gunpowder-flavored, but the rhythm of both sides has always been tight.
At the same time, the lineup is much more diverse than before.
Has the professional team changed their temper?
Or are they all trying to pull Serenity down?
In fact, it’s not that complicated, it’s just because the Major is coming soon, DPC has caught up with the first stop of the version update, and the training opportunities for each team are quite precious...
However, it cannot be said that their transformation has nothing to do with Serenity.
After the start of the game, Serenity cleanly defeated LGD and VG with two consecutive 2:0s, letting the domestic clubs who were eyeing each other understand that there is still a long way to go to shake Serenity's position.
There are not many stunned youths in professional clubs, so naturally they have made two-handed preparations.
If you can't beat it, just join.
The ruler's impact on the entire project is obvious. When the rest of the participating teams found that they were lagging behind Serenity, they immediately adjusted their attitude tacitly, directly changing from targeting to learning!
The conclusions drawn by professional teams through special replays may not necessarily perfectly fit Serenity's original intention, but they are far more detailed than ordinary players, and they can selectively absorb Serenity's lineup and style of play. .
Anyway, everyone learned something from Serenity, and DPC is not important, so why hide it?
Waterman, pom, Dazzle... Whenever Serenity chooses an unconventional hero, there will be teams copying it in the next day's DPC, or tentatively selecting other lineups to match it.
Regardless of the performance, at least it gives the audience a reason to continue watching.After all, if the competition is not competitive enough, then at least there must be something fresh to attract the audience.
However, if it's just like this, it's not really exciting. What really makes the audience hooked is not the hero selection of other teams following the same pattern, but that they really started a special arrangement.
Especially in the middle!
Although so far, no team has been able to accurately grasp the most critical factor of Serenity's mid lane core, but they have all achieved similarities.
The rhythm familiar to experienced audiences should be at the time when the talisman is refreshed, or when one of the mid laners makes a major mistake, making it difficult to maintain their own state, the support will come to the mid lane to try.
But I don’t know when the middle lane of this DPC started, and even 3V3 in the middle lane has become the norm!
Although none of the mid laners of any team can accurately judge the feasibility of killing like Jing Zhun, they all understand the superficial purpose of Serenity's tactic, which is to forcibly blast the opponent's mid lane and break the overall situation. The balance of the situation.
If the opponent is unprepared, the success rate of this style of play is extremely high, and once a breakthrough in the middle is achieved, nine out of ten it will become a crushing game.But when everyone knew this style of play well, there was only one result...
The middle road is like a group of demons dancing wildly. Every refreshment of a talisman will bring a bloodbath. Both sides often die because of a talisman, or even more than one.
It’s hard to say how exciting such a scene is, but this kind of laning scene in the middle is indeed a new thing for the audience, and the fierce competition from the laning period is indeed exciting.
But... In the early ancient version, this style of play is actually very unhealthy, and it is easy to be self-defeating, but why is it so popular in 7.07?
There are two reasons.
First of all, the previous version of the three-way terrain was wide in the middle and narrow in the side.The narrower the terrain, the easier it is to be encircled and suppressed, so it was difficult for one person to mix alone on the sidewalks in the past.But after the version update, the open side road terrain allows the heroes on the side road to have more ways to gain experience in 1V2 situations.
Don't forget, the experience of being denied in the new version has been greatly increased!
In contrast, the open slope terrain in the middle lane allows mid laners to have more room to deal with the opponent's roaming, and the impact is much smaller than the current version.
After the terrain in the middle lane becomes narrow, the impact in 1V1 situations is not obvious, but once a mid lane hero who has no escape ability is copied to the flank by the opponent, he will definitely suffer a big loss.
In addition to the changes in the terrain, another major reason for this situation is that in the new version, everyone will have a TP at the beginning of the game. It is this TP that is given for free at the beginning, which greatly reduces the support 2 minutes of support costs!
(The bounty symbol in version 7.07 is not a team bounty, so there is no money at the beginning of the soy sauce)
If this kind of crowding in the middle lane is an individual phenomenon of DPC, then V agency may turn a blind eye to it, but when they saw that there was a frenzy of mid laners in various competition areas around the world, they realized that the loopholes in the new version were indeed too much. big.
Terrain change is a big project, so naturally it is impossible to go back right away after changing it, it can only be adjusted in subsequent versions, and the only thing Valve can think of right now is to do something with TP.
The change is very small, only a short line of words, but it directly doubles the value of the changed object:
Town Portal Scroll price increased from 50 to 100 gold!
(End of this chapter)
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