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Both are ultimates that target a specific teammate. Duolia can lock on while Yao can only manually select? Is this really discrimination?

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Hi everyone, I'm Xiaodi from Gaming.

Let me first ask you a question: When using Yao to attach to a teammate during a team fight, have you ever had the embarrassing experience of attaching to the wrong person? Especially in a chaotic team fight where five heroes are clustered together, it's not easy to precisely find and attach to the carry. Yet as a support, Duolia also has an ultimate that needs to be targeted at a single teammate, but she doesn't have this problem. Her ultimate can directly lock onto a teammate's icon, so there's no chance of giving it to the wrong person. So the question is: why doesn't Yao have this locking function? Is it really discrimination?

Why Duolia needs a locking mechanism

To understand why Yao doesn't have a lock-on, we first need to understand why Duolia does. Firstly, it greatly reduces the difficulty of operation. If the ultimate had no locking mechanism and required Duolia players to constantly find the target themselves, the difficulty would be too high. Because Duolia's ultimate doesn't just refresh a teammate's ultimate; it refreshes all their skills. So in that case, you would have to be familiar with the skill effects of all heroes and constantly pay attention to your teammates' skill usage. Without a lock-on, Duolia's skill refresh display would only show the icon of the teammate with the longest cooldown. In a five-man team fight, the difficulty is imaginable.

Secondly, it improves the tolerance for errors. Generally, Duolia's ultimate works best when it refreshes a teammate's ultimate, but that cooldown is often very long. Plus, Duolia's own ultimate also has a cooldown. So if she refreshes the wrong target, she cannot refresh again in a short time and for a long period can only rely on her first and second skill combos for some soft control. This leaves almost no margin for error. With a locking mechanism, this situation can be greatly avoided.

Furthermore, the locking mechanism also serves as a reminder. Because the effect has a certain range, it won't work if you go beyond that range. So it reminds Duolia not to be too separated from the bound teammate.

Why Yao doesn't need a lock-on

In contrast to Duolia's situation, Yao is the opposite. In terms of cooldown, Yao's ultimate has a very short cooldown. Actively jumping off only gives a 6-second cooldown, and being knocked off gives 12 seconds. What does this mean? Even if you attach to the wrong person, you can jump off in time and attach to the correct teammate without wasting much time. This gives a high margin of error.

Yao's own operation is already simple enough. Once attached to a teammate, the player doesn't need to control the movement joystick; they just need to use skills on the teammate. If Yao were given a lock-on function, this hero would truly be an AFK bot. Keeping this bit of manual operation as an upper limit leaves some room for skilled Yao players to show their expertise.

There is also another consideration: Yao actually requires some battlefield judgment. For example, in a team fight, should she attach to the carry or the front line? When should she jump off to take damage and block skills for teammates? These require the player to flexibly judge based on the situation. If a one-click lock-on were added, it would actually weaken Yao players' perception and judgment of the situation. So overall, Yao without a lock-on function is perfectly fine. Of course, the situation of attaching to the wrong person still requires more practice, because Yao can select a target by dragging the wheel.

That's all for today. If you think it's good, feel free to give a like to support me. If you have anything to say, ask, or want to see, leave your comments below—I'll read them all~

No game unknown, no thing unspoken; I'm Xiaodi, let's chat freely!

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