I like how Ferd Hebert frames this. When parts of a system evolve at different speeds, they desynchronize. The pieces drift apart silently until an incident forces resynchronization, everyone snapping back to a shared understanding of how things actually work. The review gate is one of the few remaining sync points between “someone changed something” and “production is now different.” Remove it and you don’t make things faster. You make drift invisible until something breaks. And frankly, part of the reason teams feel comfortable generating this much code in the first place is that the review gate exists. Take it away and I doubt anyone would be lobbing changes into production with the same confidence.
除开视效,本作的还在引导上做了加法,在战斗界面上方就可以直接看到本层的关底Boss,相较于一代需要观察地图壁画进行判断,直接标注能让新玩家也能更有意识的针对不同Boss的特性在路上构筑卡组。每回合结束时也会直接显示当前是第几回合,在触发某些遗物或卡牌时更一目了然,不用玩家刻意去记忆。
。新收录的资料对此有专业解读
Multiple ex commands can be chained in one global command.
:first-child]:h-full [&:first-child]:w-full [&:first-child]:mb-0 [&:first-child]:rounded-[inherit] h-full w-full