Mobile Legends Patch 1.9.14 Update: Hero Adjustments, Battlefield Adjustments and more
As a long-time Mobile Legends player, I can’t help but feel a mix of emotions about this latest update. On one hand, I’m excited to see Nolan getting some adjustments that make him more viable in the current meta. The reduced Energy Regen might seem like a downside, but making his Ultimate easier to land on target could open up new strategies for players who want to master him.
There are several complaints from everyone on the balance concerns about the removal of Mana for physical heroes. The developers have many ways to restore Mana in MLBB, such as returning to base, Common Emblems, Demon Boots, Enchanted Talisman and other equipment. Most physical heroes have no Mana issues after purchasing Demon Boots or equipping Common Emblems. We will talk more about the Mana changes, the balance changes for physical heroes and more in Mobile Legends: Bang Bang (MLBB). Let us break down the Patch 1.9.14 Update in Mobile Legends!
Mobile Legends Patch 1.9.14 Update: Mana changes, Hero balance changes and more
On the Main Server, the character named Alpha consistently has unlimited Mana and can utilize abilities freely, thanks to his unique equipment – the Demon Boots. If we were to strip him of his Mana, it would effectively grant him the benefits of the Demon Boots, allowing him to continue using his abilities unrestricted while you could still buy alternative boots. This way, we can measure and manage the enhancement properly.
As a player, I get that stripping Alpha of his Mana doesn’t make him stronger than what he can achieve with a pair of boosting boots or some emblems. However, when it comes to restoring Mana, going back to base seems like an option. In the fast-paced Mobile Legends: Bang Bang battles, developers have ensured that Fighter and Tank heroes can maintain their health without frequent visits to base. Developers don’t want us rushing back to base too often.
Mana restoration is the real problem
Although they have high health points (HP), these characters struggle to replenish their Mana, leading to situations where they are fully healed but depleted of Mana, compelling them to retreat to their base for recharge. As an example, Franco recovers HP when out of combat but not Mana, causing him to return to the base even with full health. This is an issue that game developers aim to avoid. Similarly, Chip will have a solution for his Mana restoration problem in an upcoming update.
In the development of upcoming physical Hero designs and upgrades, developers may choose to introduce new resource types such as Energy, Rage, or others, which won’t be restorable via equipment or emblems, in order to control the frequency of their skill-casting.
Mobile Legends Patch 1.9.14 Update: New and Revamped Heroes
Lukas – New Hero (Buffed)
Increased Lukas’ damage for all skills except Skill 1.
Skill 2 (↑)
Damage: 50 +120% Total Physical Attack >> 60-120+130% Total Physical Attack
Revamped Granger (Nerfed)
Reduced Skill 1 damage, added a new effect for Skill (cooldown reduced upon hitting with Skill 1).
Devs have adjusted the Malefic Energy Regen and Cost of the Ultimate to reduce downtime.
Skill 1 (↓)
Base Damage: 50-250 >> 60-180
Skill 2 (~)
New Effect: Upon hitting with Skill 1, reduces the cooldown of Skill 2 by 0.5s.
Cooldown: 8-6s >> 12s at all levels
Ultimate (~)
Malefic Energy Cost: 200 >> 250
Revamped Hanzo (Buffed)
Optimized the control experience of each skill and enhanced sustainability.
Skill 1 (↑)
New Effect: Hanzo can directly devour Minions in human form.
HP Restored by Devouring: 15% >> 30%
Skill 2 (↑)
Slightly reduced the foreswing time of this skill.
Ultimate (↑)
Now interrupts incoming projectiles when returning to the body’s position from Hanekage form.
Mobile Legends Patch 1.9.14 Update: Hero Adjustments
Lolita (Buffed)
Based on thorough evaluation of community feedback and analysis of Lolta’s performance data post-adjustment, developers have concluded that the recent changes had an overly significant impact on Lolita. As a result, they plan to undo last week’s modifications to Lolta’s Passive and Skill 2.
Yet, developers continue to strive for a balanced portrayal of Lolita, ensuring she functions as both a Support and Tank character instead of a Mage equipped with full magical gear. This balance has led to an alteration in the way her Passive shield is calculated.
Developers will keep tracking Lolita’s performance and contemplate potential modifications for the future, striving to achieve a harmonious equilibrium between her victory frequency and selection frequency in games.
Passive (~)
Devs have reverted last week’s adjustments to Lolita’s Passive.
Defensive Barrier per Stack: 80 + 16 multiplied by Hero Level + 60% of Total Magic Power >> 10 + 3% of Total HP + 25% of Total Magic Power
Skill 2 (↑)
- Shield Damage Absorption: 500-1000 +20% Extra Max HP >> 1000-2000 +15% Total HP
- Cooldown: 15s at all levels >> 15-12.5s
Zhuxin (Adjusted)
In simpler terms, Zhuxin’s minion-clearing skills are not very strong, but he has an excessively powerful role in controlling team fights. The developers plan to balance these aspects of his character.
Attributes (↓)
- Base Mana: 1300 >> 1500
- Base Mana Regen: 28 >> 12
Passive (~)
- Max Crimson Butterflies Stacks: 30 >> 20
- Mana Restored per Crimson Butterflies Stack: 3% of Max Mana >> 4% of Max Mana
Skill 1 (↑)
Casting no longer consumes Mana.
Skill 2 (~)
Instead of continuously using Mana for casting, the application of Soul Snare now depletes 100 to 150 Mana points. This implies that no Mana is expended if no hero or summoned creature is affected by it.
Increase: Total Magic Power from 33-88 to 44-99, with a boost of 36%. The bonus damage against Minions has been taken out.
Ultimate (~)
- Casting no longer consumes Mana.
- Removed the effect where Skill 2 does not consume Mana during the Ultimate.
Cyclops (Adjusted)
Developers are happy that the latest changes to Cyclops have been positively accepted. They aim to enhance his control feel even more.
In the upcoming change, the reach of Cyclops’ Skill 2 will be extended, whereas its potency will be slightly diminished to maintain equilibrium with the other abilities. Previously, Skill 1 and Ultimate had a more extensive casting distance, but now we aim to even things out by enhancing Skill 2’s range.
Skill 2 (~)
- Cast Range: 5.2 >> 6.2
- Damage: 200-350 +50% of Total Magic Power >> 200-325 +45% of Total Magic Power
Nolan (Adjusted)
Reverting the previous Energy Regen buff, and instead making his Ultimate easier to hit on target.
Passive (↓)
- Energy Regen: 20 >> 15
- HP Regen: 100 +70% Extra Physical Attack >> 150 +120% Extra Physical Attack
Ultimate (↑)
- New Effect: Slows the target hit by 30% for 0.5s.
- Cooldown: 24-18s >> 21-15s
Alice (Buffed)
As a devoted admirer of Alice, I’ve noticed that with her shortened attack range, she seems more suited for roles as a Tank or Mage. The developers have taken this into account and tweaked both her role and base attributes accordingly.
Attributes (↑)
- Attack Speed Growth: 0.1 >> 0.25
- Base HP: 2573 >> 2650
Skill 2 (~)
Cooldown: 7-5s >> 8-4s
Skill 3 (↑)
HP Regen: 300-500 +100% Total Magic Power >> 200-400 +150% Total Magic Power +10% lost HP.
Argus (Adjusted)
Partially reverted Argus adjustments.
Passive (↑)
- Effect Reverted: Demonic Slash ignores 40% of the enemy’s Physical Defense
- Effect Reverted: Meteoric Sword gains 10 Malice Energy per second.
- Malice Energy Granted per Basic Attack: 20 >> 10
Skill 2 (↓)
Movement Speed Increase on Cursed Trail: 40% >> 20%
Skill 3 (↓)
Base Damage: 400-600 >> 250-450
Mobile Legends Patch 1.9.14 Update: Battlefield and System Adjustments
Battle Spells
Inspire (Nerfed)
Following the optimization of the skill logic a week ago, the improvements made to certain Marksman characters were overly substantial. As a result, developers plan to decrease the number of basic attacks that are being boosted.
Number of Basic Attack (Enhanced): 8 >> 6
That’s all for the Patch 1.9.14 Update in Mobile Legends. Let us explore more articles on MLBB!
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2024-08-31 05:11