Chapter 154-4: Version Update, Pet Shop (4) |
A few hours later, Pei Yun finished writing the strategy post and read it carefully twice. After confirming it was correct, he chose to publish it.
As soon as his new post went online, it attracted a large number of player clicks, and messages poured in beneath the post.
[Arrived late. A strategy review of the pet function, along with personal analysis of thoughts]
Poster: Darkness Approaches
Content:
Opening with a layer of armor first. The following views represent only personal thoughts. If you have different opinions, you can leave a message.
If my viewpoint has errors, I will edit and correct it.
Now to the main topic. I will introduce in detail the ability traits and growth directions of the first batch of pets. I will rate from four dimensions players care most about: combat power, functional support strength, economic returns, and appearance, with a full score of 10 stars.
First pet: Chubby Peach.
I recommend that players who cannot afford powerful pets each get one. After all, everyone is preparing to retire in this game and will not switch games in this lifetime. Consider it an early investment in a pension. Guaranteed profit without loss, with pocket money produced every day.
Think about it. When you are older, receiving a large pension from Chubby Peach every day, is that not delightful.
Combat power: 1 star
Functional support: 0
Economic returns: 5 stars
Appearance: 10 stars (only personal aesthetics)
Recommended groups: all players.
Second pet: Treasure-Seeking Squirrel.
This pet’s form is also very cute. Its role is similar to Chubby Peach, able to produce continuous returns.
Specifically, it senses nearby spiritual substances through smell and then precisely finds nearby valuable items. The search range is related to the Treasure-Seeking Squirrel’s level.
But such returns are very unstable and purely luck-based. By comparison, I recommend the more stable-yield and lower-priced Chubby Peach.
Players who like surprises can also try the Treasure-Seeking Squirrel. It just might bring sudden wealth in one wave.
Combat power: 3 stars
Functional support: 0
Economic returns: 0 to 10 stars
Appearance: 10 stars
Recommended groups: exploration-party players (if you are an exploration-party player, do not hesitate. Lock in the Treasure-Seeking Squirrel directly. It will continuously bring you surprises on the long journey, making every step of your future exploration full of anticipation.)
Third pet: Lightfeather.
A must-have pet for fixed squads and lone wolf players. It can release a continuous healing light band linked to the target, which can be called a mobile health pack. The healing skill has no cooldown and is mainly maintained by consuming vitality, but Lightfeather can automatically restore the vitality energy it consumes.
The key is that this is a flying pet with high mobility. It can move around the battlefield providing healing. Melee players with the means are strongly advised to cultivate one.
Lightfeather’s appearance also fills a gap in our player camp. High level Lightfeather can completely serve as a healer, providing continuous combat sustain for the team.
If there is a downside, there is only one. The price is too high. One Lightfeather can buy three Chubby Peaches.
Combat power: 2 stars (if you are choosing Lightfeather, using it for combat is too absurd. The combat power value can be ignored).
Functional support: 10 stars.
Economic returns: 7 stars (although cultivation is expensive, it can save a large sum on recovery potions purchased from the shop).
Appearance: 8 stars
Recommended groups: fixed squads, guild warbands, functional support, melee builds (especially large teams. You must equip several Lightfeathers and form a Lightfeather healer brigade).
Fourth pet: Colorfruit.
The only pet among the first five types to have two cultivation modes.
They are Magic Colorfruit and Blood Colorfruit, which increase mental power strength and vitality strength respectively.
Presumably, everyone has played games with equipment enchantment settings. You can think of Colorfruit as a human-body enchantment. After completing fusion, it can significantly enhance the primary attribute of the chosen cultivation direction.
But that is not the point. The point is that after Colorfruit fuses with the body, it can also help players bear damage.
It is equivalent to the health bar being greatly extended. Its functionality is very strong, but the cost performance is a bit low. The price is the highest among the five pets, and it has no economic returns.
Combat power: 0
Functional support: 10 stars.
Economic returns: 0
Appearance: 1 star.
Recommended groups: melee players (Blood Colorfruit), spellcasters, functional support players (Magic Colorfruit)
A quick complaint: the price of 12,500 is too expensive. And that is only the purchase price. Later on you still have to invest a large amount of sacrificial power in cultivation. It can be called a money-devouring beast. If your family does not own a mine, I do not recommend cultivating it. Economically, it is purely negative returns.
Fifth pet: Pollution
The pet’s form is like a scorpion with demonic patterns branded on its surface. Its ability effect can release a ranged aura, dealing continuous corrosive damage to all lifeforms within its coverage. The ability performance is somewhat like the plague-series units of the Black Tide. It has high defense and a high health bar and can also serve as a tank.
I do not recommend this pet for fixed squads and solo players. From the perspectives of returns and combat power, it is meaningless.
It is more suitable for use by large teams in war mode, playing roles such as group damage, damage over time, defense breaking, and crowd control.
Combat power: 10 stars
Functional support: 7 stars
Economic returns: 0
Appearance: 2 stars.
Recommended groups: large guilds, large warbands.
Final summary.
For civilian players: Chubby Peach, Treasure-Seeking Squirrel, Lightfeather.
For paying players: Lightfeather, Colorfruit.
For team mode: Lightfeather, Pollution.
That is my detailed review of the pet function this time. If you have other ideas, you can leave a comment in the comment section.
A small tip at the end of the post: after asking Guide, I learned that the Rule trait Crowd Gathering can also be attached to the pet function.
In other words, the more players choose a pet, the stronger the additional Crowd Gathering amplification effect it gains.
Comments:
Floating Sea Leopard: As an exploration-party player I instantly picked the Treasure-Seeking Squirrel. Brother Darkness makes sense. With this pet, every step of exploration outside will be full of anticipation. Who knows when a windfall opportunity will come knocking. This is not a pet, it is a portable God of Wealth.
Eight Branches Eight and a Half: I hereby announce the champion of the first Pet Review Contest is Lightfeather. This is our players’ core need. The value of other pets to the whole player camp is not as high as Lightfeather. I personally have no interest in treasure hunting or finance. I only know that in a fight Lightfeather can heal me, improve my sustained combat ability, and save me a big potion expense.
Last Freedom: Why is there no combat-type pet I want? I want to raise a pet that can do group damage, work hard to earn sacrificial power for me while I handle remote command. Where is the promised boon for lazy people (dirt poor slamming table.jpg).
Immortal Legend: Sacrificial power expenses keep increasing. I can hardly open new Star Vein slots. Right now everyone is improving strength, and hardly any players are spending sacrificial power. The current situation is the officials tightly throttling sacrificial power output. Where are players supposed to get extra sacrificial power to raise pets? My suggestion is to raise Chubby Peach that can function as finance. Everyone raises them together to increase Chubby Peach’s resource output returns.
God King: Pollution is great. It comes with a negative damage aura and is a must-have for team fights. Everyone cultivate it quickly. The more people use it, the stronger the bonus attribute enhancement from Crowd Gathering. I strongly recommend everyone have one, mainly because I really want it.
Mou Xu Sheng: I would like to point out an error in Brother Darkness’s strategy post. Although Colorfruit is expensive, its cost performance is really not low. Damage sharing is equivalent to a special skill. Add the attribute amplification and I think it is very suitable for lone wolf players, greatly improving combat fault tolerance. But yes, the price is indeed on the high side.
—
Regarding the newly launched pet function, players launched heated discussions on the forum.
It could be seen that players were very interested in the pet function.
Pets can serve as companions, carry emotions, and also provide various ability support. Their practicality is very high.
But there were also points of dissatisfaction among players.
For example, the setting in this update that free pets can be brought back to the starter village space after purification.
Players who possess a Control Inherited soul were delighted by this.
But the problem is that this update did not include the setting they wanted of allowing freely captured pets to be revived. This means pets captured via control are still one-time consumables and cannot be reused like growth-type pets.
This made players who worked hard to capture free pets very sad.
It means the good buddy in their hands might leave them at any time.
Secondly, there is now one more function in the game that consumes sacrificial power, yet the officials have never opened extra sacrificial power output functions.
Because of this issue, players often protested on the forum, but the dog officials showed no intention of increasing sacrificial power output.
Such vile behavior is beneath contempt.
But aside from complaining, players had no means to counter the officials.
Game qualifications are hard-won. If they do not play, there are plenty of others who will.
In fact, players all knew that the Lunar Eclipse race issuing qualifications externally was more like a kind of support and that they did not care about foreign exchange earnings from various races.
This led to a complete imbalance in discourse power between the players and the officials.
Other than complaining, there was no other way.
And the officials’ indifferent attitude of never responding to player needs seemed to say in their eyes: ‘Play if you like. If you do not, get lost.’



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