Game Balance (?)
I just wanted to take a moment to take a look at the current sitation of ML game balance, because right now i think there are a LOT of problems.
Before I start, i suggest watching this video (https://www.youtube.com/watch?v=1fSCRp6MjT0) since it’s what partially inspired me for this post.
IMPORTANT: Tecnically, most of what I’m going to say is not completely true for actual teams, such as those who play tournaments, but let’s stick with casual matches with random people. You know, when you get your phone and just tap “Play”to rage--- i mean, relax a little.
So, the first main problem is that as of now the game heavily encourage players to get kills more than actually playing the match: for example, did you know that kills count much more than assist for KDA (and thus MvP)? You might be thinking: “That’s totally reasonable”, but this opens up to many problems, such as the infamous kill stealing (which i’m sure has happened to everyone, although it was more common in the past than now), or people thinking:” Why would i ever play support or tank or other heroes who rely on team fights if what i need are the kills and i don’t want assists?” And this lead to our next point.
Problem numero 2:
Now, I might just be really unlucky, but I think it’s undeniable that the chances of getting a proper team when playing solo are really low. Honestly, if you are not queing with friends or an organized pre-made team of players, team fighting is almost non existent. (See the “IMPORTANT” note above) Later, you’ll see we’ll get to some reason why the situation is like this, but first let’s introduce our next problem.
Problem number 3!
Assassins. Yeah, just like that. Assassins.
Does anyone really believe that assassins are not the strongest, sometimes straight up OP, class of all?
(Quick disclaimer: this tecnically only goes for Classic and Ranked mode: in Brawl they suck (Luckly!)…which is why I almost exclusively play brawl…although this brings us to Mages monopolizing that mode (*ahem* PharsaVexanaZhask *ahem*) but that’s another story)
Back to our fellow assassins, let’s quickly take a look at class roles in a general Moba:
Tank: Tanks come with higher levels of durability and are the front-line defense for their team. They use abilities to protect their teammates and crowd control the enemies. Essential in team fights, they can damage enemies but not as effectively as most of the other roles, so they shouldn’t be left alone.
Fighters: Fighters are melee Heroes that are more balanced between durability and damage. They have more durability than Tanks but don't have quite the same damage as other classes. Their role is to push lanes and initiate combat.
Assassin: The Role of the Assassin is to take out weak members of the opposing team as quickly and efficiently as possible, using stealth and high attack power and speed to finish off low health targets from team fights or lonely targets. Their main targets will primarily be Mages and Rangers. For everything they gain in power however, they lack in durability, and they usually can’t sustain long fights.
Ranger/Marksman: Ranger Heroes utilize their basic attacks more than their abilities to damage their enemies, allowing them to deal major damage against their foes for a longer period of time. Rangers are a ranged class with very few melee abilities but their abilities allow them to inflict damage from a distance, as well as position themselves to against the enemy for an advantage. Thanks to their continuous dps, they are the main damage dealers ot the team, but they lack survivability in close combact or solo fights.
Mages: Mages utilize their abilities to control the battlefield. They are ranged Heroes that excel at some form of Crowd Control and utilize their abilities to dish out burst damage and help their allies. Since most of their abilities are AoE, they are more effective in team fights than alone.
Support: Support Heroes are those who's primary goal it is to aid their team with their abilities. They specialize in controlling the battlefield to their teams advantage. Their ability to do damage is lower than other Roles, including other Mage types but they make up for it with their utility.
Gankers: A Ganker is a Hero who's job it is to catch enemies unaware and 'gank' them (Surprise attack on the opposing players carried out by either the Jungler or a teammate from another lane). An Assassin type is especially good for this.
Carry: Build mostly full damage and are in charge of dealing most of the damage to your enemies. Role usually has a slow start in the beginning but becomes formidable in endgame. Means they will need to be carried in the beginning but end up compensating by carrying the team towards the end. These are your glass cannons who have long range attacks. They usually pair well with tanks.
Area Control: Great at clearing lanes and pushing objectives. Usually Fighters or sometimes Mages.
Pusher: A Pusher is a Hero who's job is to 'push' through waves of minions and keep the lanes clear. They do this by utilizing area-of-effect or multi-targeting abilities. Similar to Area Control.
Jungler: The Jungler is the Hero usually assigned the task of capturing harvesters and acquiring buffs for their team. Since they cannot clear lanes really well, jungle provides them with the needed exp and gold, and they rarely participate in fights.
Good. More terminology should be needed, but I’ll leave that to the readers. Now let’s look at roles in Mobile Legends:
Tanks: Same as above. But team fighting is usually non existing, so no one picks Tank in casual.
Fighters: Same as above. Except maybe if they are Fighter/Assassin Hybrids.
Marksman: Same as above. They are quite weak during early game, but they becomes incredibly strong in late game. This makes them the Carry, right? Right? Right? Lol, no.
Mages: Same as above, but they can easily control a single lane. (That’s why they are so good in Brawl Mode)
Support: Same as above. But again, team fighting is usually non existing, so no one seriously picks Support in casual.
Assassin: ….Oh Boy. Let’s talk about this a bit later, shall we?
Gankers: Assassins. Except they do not need any help from teammates.
Carry: Marksman, right? You wish. Actually Assassins, except they don’t need to be carried because they are already strong at the beginning of the game, and they quickly out-level everyone else. Also, they are not glass cannons.
Area Control/Pusher: Tecnically anyone can do this, but no matter how hard you try, any assassin can do the same as you but faster and more effectively. If they decide to actually play the game instead of murdering everyone. Duh.
Jungler: Things here gets a bit more complicated. The problem is, in ML there aren’t really any team buffs you can get from jungle, except bosses which still *should* be fought as a team. So, for the most part, in the jungle you are on your own. Except jungling is super rewarding, and guess which class can jungle the easiest? Assassins, how surprising. Actually, most classes cannot jungle purely becose assassins are present; so assassins monopolize jungle and they can get stronger with barely any effort. Also, from my experience, they have the tendency to steal jungle monster from other teammates, despite them being severely lower in level, because “get out of my jungle” and “You don’t need levels, I am the one getting the kills”. Prove me wrong, I dare any of you. ☹
Now, you might have already got the point, put let’s actually analize the Assassin class:
High Damage: they can easily take on anyone in 1v1 starting from early game, and easily 100 to 0 you in late game before you can even react. Tecnically, they get outdamaged by Marksman in late game, but they are SO MUCH BETTER in early game that usually a Marksman will not even get to late game, so…
High Durability: Most of them have incredible mobility, which means both that you can’t catch them AND you can’t escape them. Also, with the right equipment they can heal any damage you have done with a single skill ( If you even managed to deal any significant damage).
Fast farming: They can easily kill jungle monsters, they can easily clear lanes, they can easily kill heroes. Right from the start of the game. So is not unusual to see assassin 4-5 level stronger than you after less then 10 minutes. The more they kill, the more they get stronger; the stronger they get, the more easiliy they can kill; the more easily they can kill, the more they kill; the more they kill, the more they get stronger… you get the point.
Ambushers/Gankers: Let’s be honest. If an assassin surprises you, you are already dead. (Omae wa…)
Turret diver: You thought you were safe under your tower with your minions, huh? You thought so, didn’t you? Let me just turret dive, kill you, kill your minions and escape withouth taking any damage, or even regaining some health. And then why not, let’s wait my minioins and destroy your defenseless turret as well.
Anti- jungler: You thought you were going to kill that monster and get some exp, right? Let me steal that monster from you, and take your life as well.
Anti-ambushers/gankers (wtf?): You thought you took me by surprise, right? Let me quickly get away at light speed, and then come back for revenge.
Anti…well, anything: Oh, you are leaving your turret to attack mine? Ambush! Ah, you prefer staying safe under your turret? Turret Dive! Why don’t you try jungling next?
OneManArmy: They don’t need protection from Tanks, they can survive alone. They don’t need damage from Marksman, they already do enough. They don’t need CC from Mages, sometimes they even HAVE CC. They don’t need a Fighter to initiate the fight, there is not even a fight to initiate. They don’t need a Support, same as for tanks. But let’s suppose for a moment they decide to fight with a teammate. It’s over. I mean, i don’t need to talk about abominations like Karina+Angela, Jhonson+Hayabusa, or even dual assassins like the nightmaric Helcurt+Natalia, right?
On the other hand, they are still not perfect. They are vulnerable enough when fighting in disadvantage, usually a 3v1 is the minimal option to take them down (And still there are a lot of Fanny/Gusion/Lancelot montages on YT to prove me wrong.). They are not at their best in team fights, even if they still puck a punch. They cannot play just the objective really well (WHO WOULD HAVE GUESSED!), they need farming. But they simply don’t care. As I said, team fights are rare in casual, they always have some 1v1 to take somewhere and they can ignore the objectives.
Because they are rewarded in doing so and still contribue to the team.
So here we are.
What do you get from a game that encourages you to focus on kills, a game that gives you perfect opportunity to do so (the Assassins), where playing like this is super easy and rewarding?
Solution: usually teams made of 2-3 assassins, no team fighting, and the blame when you loose because “Your Totally-under-level Estes has only 2 kills while their Super-farmed MvP Harley has 13 kills and so they did all the work and this team sucks elite noob uninstall.”
I'm done writing for now.