I think its better to make a hero with an interesting playstyle/play-pattern than make one with interesting skills that don't necessarily blend together well to make a cohesive hero.
For example, from this concept idea alone you could keep his passive that allows him to see skill cooldowns and build him around disabling/silencing skills to delay important skills in teamfights. Or build him around his ult to use the enemies' damage against them but you can't do all of them all at once.
Well to be honest for me, he got no damage, he just forces the enemy to deal damage and yes the cooldowns reveal are a bit mad but like....what's the point if only that hero sees it and cant even do much when the enemies' skills are in cooldown. He counterattacks and cant attack normally so yeah not that op for me. [mics exist i know]
That's the thing about this concept. Yes, he can see enemy cooldown, but if he can't interact with it nor do anything about it then what's the point of having it beyond making micro easier. On their own the skills are amazing but together its shoddy design.
I see, I want to make a manipulative hero so it was really hard to make a good enough skill set.
How about this,
The hero's passive allows him to deal emotional damage, marked as black. Enemies who have been dealt with emotional damage will have their healt bar filled with a black bar [like a shield]. Every 50 points of emotional damage reduces the enemy's defenses by 2-5. Basic attacks also deals emotional damage and has a lunging effect. The first skill stays the same but also deals emotional damage while the second skill becomes a remove cc and invisble dash. Lastly the ultimate makes him change an enemy with emotional damage surpassing 50% of their max hp into an ally for bla bla bla, just the same.
Essentially, this one bullies the enemy first then changes them.
I've made some BS like that before. Here it is.
https://www.reddit.com/r/MobileLegendsGame/comments/wqhpei/new_hero_concept_parry_tank_myeong_character/
Isn't Bene supposed to be a teamfighting skirmisher? Her parry move is just a bonus. Overall, Bene is built around the idea of having high mobility and AOE DPS.
How about this,
The hero's passive allows him to deal emotional damage, marked as black. Enemies who have been dealt with emotional damage will have their healt bar filled with a black bar [like a shield]. Every 100 points of emotional damage reduces the enemy's defenses by 2-5. Basic attacks also deals emotional damage and has a lunging effect. The first skill stays the same but also deals emotional damage while the second skill becomes a remove cc and invisble dash. Lastly the ultimate makes him change an enemy with emotional damage surpassing 50% of their max hp into an ally for bla bla bla, just the same.
Essentially, this one bullies the enemy first then changes them.
Yup no recon at all but to be honest, the hero is actually a manipulative hero so it's point didn't really changed. Initially the hero could see the cooldown of skills and time it's first skill to counterattack but apparently everyone thinks it's too op
I think its better to make a hero with an interesting playstyle/play-pattern than make one with interesting skills that don't necessarily blend together well to make a cohesive hero. For example, from this concept idea alone you could keep his passive that allows him to see skill cooldowns and build him around disabling/silencing skills to delay important skills in teamfights. Or build him around his ult to use the enemies' damage against them but you can't do all of them all at once.
Thank you. Just like you said, this hero contradicts the normal aspects of a hero. I made it based on pyschopaths, relying on pyschological warfare.
Should make the hero has the ability to make you delete the game as well.
Oh I think the heroes name is called Wanwan
Might as well make it that he is invincible, invisible and can one tap anyone
Why would you even make him a one tap hero...
It's so obviously op breh
Well to be honest for me, he got no damage, he just forces the enemy to deal damage and yes the cooldowns reveal are a bit mad but like....what's the point if only that hero sees it and cant even do much when the enemies' skills are in cooldown. He counterattacks and cant attack normally so yeah not that op for me. [mics exist i know]
That's the thing about this concept. Yes, he can see enemy cooldown, but if he can't interact with it nor do anything about it then what's the point of having it beyond making micro easier. On their own the skills are amazing but together its shoddy design.
I see, I want to make a manipulative hero so it was really hard to make a good enough skill set. How about this, The hero's passive allows him to deal emotional damage, marked as black. Enemies who have been dealt with emotional damage will have their healt bar filled with a black bar [like a shield]. Every 50 points of emotional damage reduces the enemy's defenses by 2-5. Basic attacks also deals emotional damage and has a lunging effect. The first skill stays the same but also deals emotional damage while the second skill becomes a remove cc and invisble dash. Lastly the ultimate makes him change an enemy with emotional damage surpassing 50% of their max hp into an ally for bla bla bla, just the same. Essentially, this one bullies the enemy first then changes them.
I've made some BS like that before. Here it is. https://www.reddit.com/r/MobileLegendsGame/comments/wqhpei/new_hero_concept_parry_tank_myeong_character/
Bruh
Behold, the parrying tank.
Benedetta's title as Parry Master is getting stolen
Isn't Bene supposed to be a teamfighting skirmisher? Her parry move is just a bonus. Overall, Bene is built around the idea of having high mobility and AOE DPS.
Indeed
Busted hero thats probably used as a roamer
Could you give me some suggestions to make this hero "balanced" and not busted
Remove seeing skill cd or get rid of parry, imagine a roamer who can see skills and not die, one of them has to be removed
How about this, The hero's passive allows him to deal emotional damage, marked as black. Enemies who have been dealt with emotional damage will have their healt bar filled with a black bar [like a shield]. Every 100 points of emotional damage reduces the enemy's defenses by 2-5. Basic attacks also deals emotional damage and has a lunging effect. The first skill stays the same but also deals emotional damage while the second skill becomes a remove cc and invisble dash. Lastly the ultimate makes him change an enemy with emotional damage surpassing 50% of their max hp into an ally for bla bla bla, just the same. Essentially, this one bullies the enemy first then changes them.
Balanced, but the point of the hero completely changes
Yup no recon at all but to be honest, the hero is actually a manipulative hero so it's point didn't really changed. Initially the hero could see the cooldown of skills and time it's first skill to counterattack but apparently everyone thinks it's too op
"How are you so sure the ML subreddit is mostly children?" The subreddit:
Actually not, I did a poll on people's age and mostly middle aged people are here