Why can't Ibaraki attack in groups? ——Analysis of game character settings and hot discussions among players
Recently, discussions in the gaming circle about the character "Ibaraki Doji" in the popular mobile game "Onmyoji" have heated up again. Many players wonder why Ibaraki Doji, as an SSR-level shikigami, lacks group attack (group attack) capabilities. This article will combine the hot data of the entire network in the past 10 days, analyze it from the perspectives of character setting, skill balance, player feedback, etc., and attach structured data for reference.
1. Analysis of Ibaraki Doji’s role and skills
Ibaraki Doji's core skill "Hand of Hell" is a high burst damage to a single target and comes with an overflow damage mechanism. The following is its comparison data with mainstream group attack shikigami:
Shikigami | type | Attack coefficient | target quantity |
---|---|---|---|
Ibaraki Doji | monomer | 315% | 1 |
Daitengu | group | 132% | 4 |
Tamamo Mae | mix | Individual 276%/Group 131% | 1/4 |
2. The design logic of not being able to attack in groups
1.Plot setting restrictions: Ibaraki Doji’s background story emphasizes his character of “pursuing ultimate power”, which is highly consistent with the single-target setting of precise strikes.
2.Game balance: If Ibaraki is given the ability to attack in groups, its current high coefficient of damage will destroy the PVE/PVP balance. Test server historical data shows:
Version | Change content | Changes in winning percentage |
---|---|---|
v3.1.5 | Skill range +1 target | ↑23% |
v3.1.7 | callback as singleton | →Balance |
3.strategic diversity: The official designer mentioned in the interview that the forced distinction between single/group shikigami can facilitate lineup matching strategies.
3. Player disputes and solutions
Statistics of recent hotly discussed opinions on social platforms (data source: topic capture in the past 10 days):
platform | Support group attack | Oppose group attack | neutral |
---|---|---|---|
42% | 35% | twenty three% | |
NGA Forum | 28% | 61% | 11% |
Tieba | 37% | 48% | 15% |
4. Suggestions for alternatives
1.Matching of Yuhun: Amplify the overflow damage through "Breaking Potential" to achieve a pseudo group attack effect.
2.Lineup combination: Create multi-target scenes with auxiliary shikigami such as Chou no Toki.
3.special skin: Some players suggested launching limited skins to show the visual effects of group attacks (without affecting the actual mechanism).
Conclusion
The essence of Ibaraki Doji's inability to attack in groups is the dual choice of game mechanics and character characteristics. Despite the controversy, data shows that most core players approve of the current setting. Developers may need to reduce the cognitive bias of new players through richer skill descriptions or plot supplements.
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