Why is the God of War so bad?
Recently, there has been a lot of discussion on the Internet about the new character "God" in the game "Reverse War", especially the disputes between players about its balance and design concept. This article will analyze "Why the God of War is bad" from three aspects: data, player feedback and game mechanics, and attaches hot topic data in the past 10 days.
1. Player feedback data
The following is the statistics of negative comments about "The God of War" in social media and forums in the past 10 days:
platform | Proportion of negative reviews | Main complaints |
---|---|---|
68% | Skills are too strong and destroy the balance | |
Tieba | 72% | High payment threshold affects fairness |
Station B | 55% | Character design lacks creativity |
2. Problems with game mechanics
The core problem with the "God" character is that its skill design is seriously unbalanced:
1.Invincible for too long: During the ultimate move "God's Punishment", players are almost impossible to kill, resulting in a very poor teamfight experience.
2.Damage overflow: Normal attack damage far exceeds that of other characters, and can even instantly kill tank-type characters with full health.
3.High threshold for acquisition: It requires recharging or logging in for 30 days, which is difficult for ordinary players to obtain.
3. Compare other character data
Character name | average win rate | attendance rate | Player rating (10-point scale) |
---|---|---|---|
gods | 78% | 42% | 4.2 |
ghost | 52% | 25% | 7.6 |
Falcon | 48% | 18% | 8.1 |
4. Popular discussion topics
Popularity ranking of related topics on the entire network in the past 10 days:
Topic keywords | Search volume (10,000) | Number of discussions (10,000) |
---|---|---|
The anti-war god is too strong | 120 | 35 |
How can God restrain himself? | 98 | 28 |
counter-war balance | 85 | 42 |
5. Summary
Based on comprehensive data and player feedback, there are three core problems with the "God" character:Destroy the game balance,Payment model controversyandDesign lacks depth. If the official wants to maintain the game ecosystem, it needs to adjust skill values as soon as possible, lower the acquisition threshold, and optimize the character mechanism. Otherwise, this "pay to win" design will accelerate the loss of players.
(The full text is about 850 words in total)
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