The discussions over at SK had, of course, not reached Huaxia. If Position were to find out how much Esports Giants SK valued their IG, they would probably be laughing uncontrollably.
However, at this moment, Position was likely unable to smile.
In fact, from the moment he was solo killed by Great God, he knew he was in trouble.
That solo kill hit him hard. The loss of experience and minion waves completely stripped him of his initiative in the mid lane.
What happened next only confirmed Lee Sang-hyuk's viewpoint. After gaining an advantage in the mid lane, Great God and Penguin Entertainment quickly shifted their strategy to a snowball tactic.
To be fair, Penguin Entertainment executed this aspect quite well. By the time the match reached the Thirty-Fifth Minute, Struggling IG was finally caught off guard by Penguin Entertainment, who seized an opportunity to secure a Great God Double Kill and clinched This Match.
Since the League had just been established and its systems were not yet fully developed, this Opening Match was merely a single game in a best-of-one format.
With their victory in This Match, Penguin Entertainment temporarily took the lead at Leaderboard First Place with a three-point advantage.
Meanwhile, IG quietly exited the stage.
Beside Li Hong, Scallion wore a face as dark as a pot bottom. In contrast to the gloomy expression of Scallion, Ma Ge couldn't hide his delight.
The reason he attended this Opening Match was simply to support Li Hong. Even though he didn't play much of Goddess Alliance, he was aware of IG and Position's reputation. Therefore, before coming, Ma Ge had little confidence in the outcome of this match.
However, he never expected the result to be so dramatic.
Indeed, Great God from Penguin Entertainment left a deep impression on Ma Ge.
Shaking his head, Li Hong exchanged greetings with a few people before leaving the Western Suburb Esports Arena.
For fans, this match might have seemed like an unexpected upset filled with excitement. But from the perspective of the organizer, Li Hong, there was really nothing noteworthy about it.
This wasn't because he hoped for IG to win or that he didn't want Penguin Entertainment to succeed.
In fact, the outcome of who wins or loses had little impact on Li Hong. Whether IG emerged victorious or Penguin Entertainment took the win, it made no difference to the organizer, Riot Games.
What truly disappointed him was that the way Penguin Entertainment secured their victory was not the type he had hoped to see.
After gaining an advantage, Penguin Entertainment continued to snowball their lead by taking map resources. For players of Goddess Alliance, this was nothing unusual; even a standard Jungle process was bearable for them.
However, for those who had never played Goddess Alliance, it seemed rather dull.
By the end of the match, the total number of kills barely exceeded ten, which was not good news for Li Hong.
Without fast-paced tower pushes and kills, how could Goddess Alliance attract those who had never played before? They couldn't rely on a tedious Jungle strategy to draw in players, could they?
Li Hong thought it best to have Mark come up with a solution when they returned. If these teams wouldn't speed up the pace, then perhaps the Official team could help them do so.
As long as they accelerated the pace of Summoner's Gorge matches, he believed they would eventually reach an extremely intense competitive rhythm.
It was likely that they would never see another match where Penguin Entertainment crushed IG with sheer strength again.
There was no choice; to make the match pace quicker and attract more players, some sacrifices had to be made.
When it came down to it, Shroud World’s League of Legends operated in a similar manner. All of this was for the sake of viewership, sacrificing the interests of professional teams.
In a fast-paced match format, comebacks from being over ten thousand gold behind were common. But under this version, such occurrences were impossible.
This type of match format allowed two teams with vastly different strengths to create nail-biting battles. Until the very last moment, no one could predict who would emerge victorious.
This was unlike now; once a match fell into a significant deficit, comebacks became nearly impossible.
This showcased the power of a team's hard strength, while the subsequent fast-paced version significantly weakened the role of that hard strength in matches.
Is this a good thing or a bad thing? Li Hong couldn't come to a conclusion right away.
To those Professional Players, he might seem like a lucky star, at least giving them a chance to pull off an upset against those powerful teams.
However, from the club's perspective, he was likely the person they hated the most. This fast-paced update undoubtedly prevented them from crushing other clubs with sheer strength, increasing the variables in matches.
For countless Goddess Alliance players, a quicker game pace added significantly to their enjoyment.
In a match, even if one found themselves in a dire situation with a ten-thousand gold deficit, there was still a chance for a comeback. Unlike before, when falling behind meant waiting for defeat.
In the current Goddess Alliance game, the team with a substantial lead rarely loses unless teammates disconnect or betray the team.
With the shift to a fast-paced version, such occurrences have become more variable.
A single Elder Dragon or a team wipe could bury all previous advantages.
Moreover, when unexpected events happen consecutively, it’s not impossible for the trailing side to turn the tables.
This is the power of fast pacing; it will change the entire landscape of Goddess Alliance.
Of course, many aspects are involved in this fast-paced version; it cannot be summarized by just one lackluster game rhythm.
For instance, in the fast-paced version, Defensive Tower damage will be reduced and Armor lowered. Weakening Defensive Towers will make it incredibly easy for players to push down towers.
Additionally, there’s an increase in Respawn Time.
This increase in respawn time will multiply the rewards for kills while also invisibly increasing the losses from deaths.
This change will make players more eager to secure kills.
At the same time, a bounty system will be introduced, where players can earn significant rewards for killing enemies with high kill streaks. Assistants will also receive monetary rewards.
These changes will greatly increase players' enthusiasm for killing. Additionally, this alteration will eliminate a current phenomenon.
In the recently launched version of Goddess Alliance, a strange occurrence has been noted. Many teams that rack up kills often find themselves losing to opponents who focus solely on farming gold in the Jungle.
With this update to a fast-paced version, such situations will no longer occur. The money earned by killers is now guaranteed, which will significantly alter players' initial strategies.
Laning and Jungle are no longer the only options for development; killing will also become a viable choice. Moreover, compared to the time spent on laning and Jungle, killing can be the most time-efficient method.
How long does it take to acquire an item through laning or Jungle?
What about killing? You can buy a Longsword after taking down one enemy, and two kills mean two swords. If you happen to end a Killing Spree on the opposing team, the money earned could be enough to purchase half of a major item!
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