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[Hero Balance] Some changes I think would be just AWESOME(a-z order)

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Post time 2019-5-1 07:29 AM | Show all posts |Read mode

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Edited by FALTERWANG at 2019-5-9 05:40 AM

Akai - No CD for passive and also shield amount wont stack. While using Ultimate, movement spd is increased by 10%. He's often not able to catch up to enemies and sustainability is very low early game. The shield passive will help him more and will become more useless towards the late game so he isnt TOO tanky

Alutard - Everytime he uses a skill he will get a teeny shield (kinda like Chou) and Ultimate now gives 20/30/40% additional lifesteal (if you didn't know it was 20/25/30%). This will help him be more sustainable in a battle (especially if controlled)

Argus - Base movement spd increased from 260 to 270. Ultimate CD reduced from 80/60/50 to 50/40/30 and using it will grant immunity to slows and when it ends, Argus has a 1.5s immunity to any slows or crowd control. He's often countered by control and slows, and has to waste his dmg potential with battle spells like Sprint or Flicker. Enemies also tend to wait til after Argus's Ultimate and stun him quickly, giving him no chance of escape.

Balmond (wannabe tank but not rly just a kill stealer) - Passive grants him +1% spellvamp for every kill or assist instead of his original. Skill 1 (dash) blocks blinks and stuns enemies hit by 1.5s. Skill 2 (spinjutsu) slows the movement spd of any enemy hit by 30% (better tank). Ultimate deals true dmg equal to 10% of enemy's max HP. Upon use, Balmond regens 5% of HP for every enemy hero hit

Bane - With a CD of 8s, the next basic atk will deal 200% dmg, and half the dmg dealt will hit nearby enemies. Each time an enemy (or multiple enemies) is dmged/hit by skills, CD will be reduced by 0.8s. This will make him a more effective and useful fighter, especially in teamfights

Chou - Passive now instead of 200% the normal dmg, the basic atk is now guaranteed crit but wont slow down enemies. His dmg is good, but his Passive does double dmg, might as well make it crit (I know it might be a bit OP with the MM Emblem + Berserker's Fury, but he still has a LOT of good counters)

Clint - After using a skill, the next basic atk deals 130% dmg, has longer range, and can hit multiple enemies in a line (basically how it is), and also grants him a +20% movement spd boost that lasts 1.5s and can't stack. Ultimate will explode upon impact and deal area dmg to all nearby enemies and can also crit

Granger - Passive includes the ability that allows crit to also affect skills. Reduced dmg (+45% phys atk instead of +70%) but now can pass through enemies. This will help him farm faster and be a better team fighter. Only the first enemy hit by each bullet will reduce his skill 2 (dash) CD. This will make it so that he's not too mobile

Hayabusa - Ultimate immediately kills minions, but skill 2 has a 2s delay before Hayabusa can teleport again. All skill dmg should be increased, but his own physical atk should be reduced (so that when he uses Endless Battle it doesnt deal too much dmg)

Johnson - Skill 2 makes him raise his shield, but its not really a shield. When shield is raised, he should gain 20% dmg reduction to help him be a better tank, and also helps him take magic dmg a little better

Lancelot - Dmg reduction on multiple enemies and spellvamp reduction removed from skill 2. The bonus dmg from Passive should become magical. We dont see Gusion getting a dmg nerf do we?

Lapu-Lapu - Instead of bonus dmg that cant crit (Passive), make his enhanced basic atk a guaranteed crit with no dmg increase. Building crit feels useless on Lapu especially when he has run out of skills and can only use basic atks that deal barely moderate amounts of dmg

Roger - Passive in wolf form deals 7% of targets loss HP and works on skills and basic atks (this is mostly so that Golden Staff and Demon Hunter Sword will be a better build than crit)

Saber - Kills or assists will increase his movement spd by 30% for 2s. This gives him a good chance to escape. Also, remove spellvamp reduction on skill 1. He has almost no sustainability and can't really do anything after his basic combo (because Ultimate's CD is long and isnt as re-usable as Gusion's Ultimate)

Thamuz - Movement should be increased from 250 to 260. Scythes are affected by CD (2s and 1.2s doesnt make THAT much of a difference does it?) Scorch effect from Passive should be able to be stacked faster with Golden Staff and basic atks. Golden staff doesnt work on his Passive, even though its a basc atk "effect"






Post time 2019-5-1 09:02 AM | Show all posts
Alutard - Everytime he uses a skill he will get a teeny shield (kinda like Chou) and Ultimate now gives 20/30/40% additional lifesteal (if you didn't know it was 20/25/30%). This will help him be more sustainable in a battle (especially if controlled)


Isn't ironic calling Alucard "Alutard", but you want a buff for him or it's just a typo.

Argus - Base movement spd increased from 260 to 270. Ultimate CD reduced from 80/60/50 to 50/40/30 and using it will grant immunity to slows and when it ends, Argus has a 1.5s immunity to any slows or crowd control. He's often countered by control and slows, and has to waste his dmg potential with battle spells like Sprint or Flicker. Enemies also tend to wait til after Argus's Ultimate and stun him quickly, giving him no chance of escape.


Oh dear MLBB GODS, please hear our prayers..

For the rest of the suggestions...

ROUND OF APPLAUSE AND THUMBS UP!

Comments

lols  Post time 2019-5-2 05:42 AM
oof also alutard isnt a typo he scks rn xD  Post time 2019-5-2 04:49 AM
imo they ignored all the request again  Post time 2019-5-1 11:38 PM
Post time 2019-5-1 10:38 AM | Show all posts
I also miss the old Lance with full spell vamp on 2nd skill.

Comments

ikr...been using festival of blood on lance lately xD  Post time 2019-5-2 04:50 AM
Post time 2019-5-1 09:40 PM | Show all posts
All suggestions are good.
Thanks for the feedback.

Comments

i especially know u like the thamuz suggestion  Post time 2019-5-2 09:36 AM
Post time 2019-5-9 02:40 AM | Show all posts
As a prior Lancelot main. I can say he's unfortunately one of the worst assassins rn.
Letting his second skill deal 130% total physical ATK (instead of 100%), and ultimate 180% total physical ATK (the damage prior to the neft) would bring him back.
The devs should also remove the deduced damage scaling from second skill. Fanny and Gussion does full damage on multiple enemies, plus benefit from full spellvamp.
You don't see these guys getting this treatment huh?
 Author| Post time 2019-5-9 05:39 AM | Show all posts
ExternalChamp77 replied at 2019-5-9 02:40 AM
As a prior Lancelot main. I can say he's unfortunately one of the worst assassins rn.
Letting his se ...

thank u and said it perfectly. gusion and fanny are great examples of being able to hv full burst area dmg and normal spellvamp while lancelot and saber too dont hv the spellvamp. lancelots dmg reduction is what shuts him down the most, and devs may respond w "oh hes got immunity," which is a dumb excuse for his lack of teamfighting ability and sustain
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