During the preseason, our designers and developers have been competing with you commanders every day, overwhelming the new comers or being whipped by pros. Overall, much of us have achieved above Lv100. On the other hand, however, we feel more urgently to improve Art of War: Red Tides.
Since the Art of War: Red Tides is a strategy game, our dev team has been always keeping a close eye on its difficulty. To be frank, we don’t think that the current unit/Commander Skill balance and variety are good enough, for instance,
- There’s barely a change in strategy in a single battle, and players usually go with the same old strategy.
- In 3V3 battles, three teammates are always rewarded the same amount of soul essence/tech points regardless of their performance, which makes pro players’ largely depend on their teammates and unable to lead the team.
- 1V1 mode intensified the imbalance in unit and race, making the overwhelmed player even weaker.
- There are too many units that seldom show on the battlefield compared to the total unit number, and each race has this or that shortcomings. A lot of units’ battle performance hasn’t lived up to our expectation.
- As for race traits, Mass Production is not very useful compared to Immolation.
So based on your feedback, our data analysis and our own game experience, our dev team will deploy some adjustments and improvements in terms of game mechanics in the update scheduled for July 6th. Therefore, Season Zero which should start on July 6th will be postponed by two weeks and start on July 20th, for the following reasons:
- Give you some time to familiarize yourselves with new game mechanics and balance.
- Give the dev team more time to see if the adjustments and improvements work.
We will share with you the details of the adjustments and improvements, as well as our design philosophy and the future direction of our game.
Commander, we sincerely ask you to join us in this expedition to the future full of uncertainties!
Art of War: Red Tides Team