聯盟戰棋:8月份陣容排行。魔鬥凱薩起飛!冰川跟刺客又下去了。。。逆命竟然混到S級陣容裡面了?!
S級:虛空依然強悍,科加斯挖土機卡薩丁成為泛用外掛,魔鬥凱薩成為騎士陣容中的首選,前期費用低,容易升到三星
至於最後一組。。。。三巫三矮人三元素這樣強嗎?小編晚點再測看看,感覺挺詭異的。
六巫在這版依然強大,配上虛空以及裝備加成科加斯踩一下幾乎可以滅對面團
A級:都是一些老面孔
這些雖然不算是版本最強,但是通常能湊出來,還是有高機率贏得比賽的
但如果是像約德爾在這版可能就沒那麼吃香,畢竟技能輸出偏多的話,迴避這羈絆就顯得有點不夠了
B級:
恩。。。。。。。。六刺四忍又下去了,冰川守護也下去了,六劍士也下去了
CD級:
純惡魔跟純刺客看來都過氣了,上刺砍傷害砍機率那一刀真得太痛了
How we think about maintaining multiple versions of a feature
Given recent discussion around the Legacy Cursor I figured a bit of visibility into our thought process when it comes to offering multiple different versions of a feature might be of interest. Before diving into that though, for anyone who's missed it the option to use the Legacy Cursor's back in again.
So, first off, general thoughts on benefits and costs of maintaining prior functionality when we update something. I'm assuming here that the output of the feature in question is the same (e.g. a cursor you use to control the game, a patcher that updates the game for you, a particular UI etc). Things like old and new versions of a champion by contrast are a very different case because what one player chooses impacts others.
The benefit side of things is pretty straightforward - it lets us give different groups of players what they want. The cost side by contrast tends to be more complex, particularly depending on what the feature in question is. Meaningful costs we think about include:
- The ongoing extra time that will be required to support multiple versions going forwards. Tends to mean things like having to make additional new pieces of art, fix the same bug in multiple places, additional QA testing each patch. For some features that time cost's trivial. For others (e.g. maintaining multiple versions of the in game HUD after its update a few years back) it adds a lot of extra time.
- Some improvements that would be great for most users can end up being blocked by the need to support older functionality. Supporting really old operating systems for example can block improvements to things like memory usage for everyone else.
- The total size and complexity of the game's code base has some impact on how quickly we can develop new features. Removing anything unnecessary gives us future efficiency as a result, which is particularly important for games like LoL with long lifespans and regular updates.