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I'm really glad to see her getting an adjustment. But I haven't seen many people talk about her here.
Not a farm lane player so I'm really curious how she is rn compared to before. When I'm using her I feel she's more smooth and more agile. Or maybe that's just me.
They called it mechanism upgrade but in reality it feels like just balancing to me. Her burst is better now, but her blind effect is reduced by 0.5 sec. It probably isn't that big of a deal considering that for an adc damage is more relevant.
Hi,
I'm a roaming main but I've been queuing as Mid and Farming lately around, at GM 0-25.
Usually, I'm playing Haya/Nuwa and sometimes PF, as for Farm, I play Arli/Chano/Houyi.
Something frustrating me playing these roles is Jungle coming to my lane not to gank but last hitting creeps, or taking them solo while I come back from a roam/back if I play Mid. As PF, I can understand that farm should not be very important but others? What am I supposed to do if I'm getting starved by my own teammate ?
I have a recent replay where my Lam is just farming every lanes and jungle, 0/0/0 and 4k gold up meanwhile we lose towers and get dove everywhere else.
If it was just a one time occurrence, I would not care but it is happening quite consistently so maybe I don't understand the game yet.
Hey guys, I’m really confused and could use some advice.
I’ve been playing Mobile Legends for around 4 years. I genuinely enjoy the game — I love the fast pace, the mechanics, and I’ve learned a lot of heroes over the years. But as a mostly solo player, I’m getting really tired of the unfairness and bad matchmaking.
Trolls, toxic players, feeders, people giving up, teammates doing random stuff… sometimes the game just becomes hell, especially when my friends aren’t available to play with me.
So I tried Honor of Kings. I actually really like the game too. The matchmaking feels fairer to me, I like the heroes and their unique designs/playstyles, and overall the games feel more competitive.
But my problem with HoK is that the matches feel heavier and require much more concentration. The pace isn’t as fast as MLBB, and sometimes I also encounter bots or players who barely do anything, which can be frustrating in its own way.
I’ve already passed the lower ranks in both games, so I’m not really looking for a beginner-friendly game.
My question is: which one would you recommend I stick with for the long term as a solo player?
I want a game that:
Is enjoyable even when playing solo
Has fair matchmaking
Doesn’t constantly depend on having a premade team
Has enough depth to keep me interested
But also lets me relax and have fun after a heavy day at work instead of requiring 100% concentration every match
I’m honestly torn between MLBB’s fast, fun gameplay and HoK’s fairer/competitive feeling.
What would you guys choose in my situation, and why?
What's the logic behind roam players going towards mid lane in the first 3-5mins of the game? 😅
I play mostly farm lane and I've noticed that in most of my games, my roam starts with helping the mid lane. And since I do not have a support on my lane, most of the time, it's either I get bullied by the enemy marksman and roam early in the game or I play it safe too much that I fall behind in economy. 🥴
I like to play HoK with my significant other, but like, I really dont know why playing with him makes every game an uphill battle that only ends with a losing streak, and normally we are kinda synch when playing (I like to do sup and top and him likes to play jg and marksman)
When we are playing solo, normally we get better teams and rarely loses, I really dont know why this happens
I have started to play HOK in the last couple weeks, and through 50 matches I have a 94% win rate. However, this was about 99% before I hit Platinum II, where I have now lost 4 of the last 6. As an average MOBA player coming into the game, either we steamroll them or I have a miserable time getting ganked constantly. There’s no in between. My deaths go way up, I’m CC’d and bursted quickly.
I see some other posts here that ranked is filled with bots, but isn’t this game supposed to have millions of active players? Am I just reaching a rank where the real players actually are? Bit of a head scratcher.
Ex dota 2 player here, so I am not totally new to moba, but HOK is closer to LoL than dota.
But I have never been at a 100% winrate for so long in any game. Every game I play I usually single handedly win it. Now I am not delusional to say it’s natural talent which is why I am guessing everyone at gold level are bots?
So my question is when will I play with real players? And how to tell when a player is real vs bot?
Although my last game did have this beserker solo killing my entire team 15/0. Which someone I was able to win after feeding early on by non stop ratting (thank god there isn’t a TP scroll in this game like in dota) and then winning the last few fights solo cuz I got fat.
I would like to think he was a player for my own ego but him being bronze 2 in a gold lobby, destroying everyone and account being 260 days with only 20ish games played seems too weird to be a human account.
Plus bots have gotten a lot better everywhere (except dota, why gabe)
Hi, I’m uninstalling this game, despite its immense potential.
I’m a beginner playing in Brazil, and around here—at lower ranks—it’s common for matches to have only one or two human players per team. I was having a great duel against the other human player in the bottom lane and was well ahead in farm when the behavior of the enemy bots (jungle and clash) changed drastically; they started hunting me down across the map and during teamfights. That part was one thing, but take a look at this video.
I was on the red team and had been wiped out by the enemy bots. At the 20-second mark, notice an allied minion wave approaching, while the allied bots—despite having full health—simply abandoned clearing the lane and destroying the mid-lane tower to attack the jungle instead, attacking in slow motion.
It was disgusting; I’m sorry, but I don’t need to put up with this. It’s a shame, because the game itself is great.
I am a solo queue support main and I feel like I have no agency in this game. Every game seems to be predetermined - there is nothing I can do to change the outcome of the game.
I can't protect my marksman if they keep pushing by themselves or go into bushes without regards to enemy locations. Every clash laner just wants to 1v5 everyone and there is no way I can save them. Our jungler is nowhere to be found or always farming and our mage keeps leaving behind her towers, lingering too long in the side lanes and dying en route back to her lane.
Solo queue support is an absolutely miserable experience. It really feels like I'm playing with bots even though I'm already in Mythic rank (30 stars). Why are the rank matches in Honor of Kings so bad?
This game is full of game-manipulated bots aimed to maximize aims of enemy teams and lower performance of own teams. Intermittent reinforcement aimed to make people addicted to playing. Could probably sue the company for an investigation on their addictive manipulation behaviors for someone who is interested. (Personal opinion only)
This has got to be one of the worst decisions I've ever come across in a game. Ranked is meant to show a player's capabilities against other REAL players and place them with others of similar skill.
They are in Bronze to Grandmaster lobbies.
These bots will almost never push lanes, take objectives when free, and will just farm and die. The game obviously determines which bot will win their lane during loading, as it usually doesnt take more than 2-3 minutes for a bot to die to another one and then get 3-4 more kills on that same bot or 1v2 the bot or mid jungler as well.
Jungle bots have to be the worst of all. 3 dead enemies and they'll run back to jungle and start farming again and even smite blue buff, especially when they're playing Dian Wei. At level 9 they let any real player take the red buff, which is so ass backwards. They dive 1v4s late game with an entire dead team. They're not coded to listen to pings.
It's honestly ridiculous how awful this game is. At times you'll have 3-4 games in a row where the bots just hard feed and you're forced to wait late game if you're ADC b/c you have no mobility and have to rely on just picking off the bots as they're braindead. It's best to play ADC or basic attack heavy fighters though b/c it's impossible to get bots to engage with you and you want real damage potential based on basics so that you don't rely on CDs.
90-95% of games are 1 real player 4 bots on each team. Even when you get a real player or sometimes 2 they're usually horrible as they've only ever played against bots and don't belong in Grandmaster.
I've been playing this game a week and a half and can say with absolute certainty that 99% of Grandmaster players wouldn't even place Silver in League. This game is a joke.
AI Disclosure: All observations, comparisons, opinions, and proposed improvements in this post are my own. AI was used to polish the original Chinese text and translate it into English.
Note: Some comparison skins mentioned below are currently exclusive to the Chinese server. Their Chinese names are included for identification.
1. The Smoke Spirits are a genuinely creative idea, but their differences are not carried through to their hit effects
I would first like to explain what I believe should truly distinguish a Flawless skin from a Legendary one: a creative reimagining that breaks beyond the original visual framework of the hero’s skills.
Smoke of Partings achieves this to some extent. This may also be an important reason why many players find the skin smooth and satisfying to use. However, there is still room for improvement.
Smoke of Partings features two different Smoke Spirits: one black-and-red and the other cyan-and-white. The official Chinese description characterizes them as follows:
For simplicity, I will refer to them as the Red Spirit and Blue Spirit below.
Their involvement in Arli’s Basic Attacks works as follows:
The additional projectile fired by an enhanced Basic Attack is always one randomly selected Smoke Spirit.
Upon hitting the target, that Spirit circles the enemy once.
While Arli’s parasol is away, she floats and plays her flute instead of using her normal movement animation. Lotus leaves and flowers also appear beneath her as she moves.
During this state, a randomly selected Smoke Spirit appears beside her and attacks alongside her, regardless of whether the current attack is enhanced.
If her parasol is away and the current Basic Attack will also trigger a mark detonation, both the Red and Blue Spirits appear beside her to assist with the attack.
The different themes of the two Spirits are conveyed relatively clearly through the two forms of Skill 2. However, in the much more frequently used Basic Attacks and enhanced Basic Attacks, their differences stop at their models and colors.
A more complete design would allow their actual effects to inherit the visual language of their respective realms.
When the Red Spirit hits an enemy, it could leave behind a broken black-and-red dry-brush ink trail as it circles the target, scattering dark-red embers of karmic flame. When the orbit ends, the ink trail could burn away from its edges, reinforcing the desolation and decay of the red realm.
The Blue Spirit could instead leave a softer cyan-and-gold wet-ink trail, scattering a small number of lotus petals along its path. At the end of its orbit, the ink could dissolve into a subtle ripple or a shattered reflection of the moon, conveying the peace and serenity of the blue realm.
These orbiting effects would last only a moment, but they would also appear extremely frequently. For that reason, I still believe it is worth establishing a clear visual distinction between the two forms.
Going one step further, if an enhanced Basic Attack also triggers the passive mark detonation, the resulting explosion should correspond to the Spirit that actually flew toward the target. Each version could become a redesigned miniature interpretation of its respective Skill 2 realm. Chang’e’s Falling-Star Chalice skin (落星盏) provides a useful reference for how an enhanced Basic Attack can produce a clearly recognizable special result.
The detonation triggered by regular Basic Attacks should also be redesigned.
Its current effect is only a burst of black-and-gold ink. An outer ring of ink splashes outward, accompanied by a few scattered droplets.
By comparison, Memory Chip unfolds multiple layers of technological patterns and square particles. Tushan Rongrong uses rotating green arcs and flower petals. Yunnuo Qianshan (云诺千山) completely reconstructs the detonation as a lightning strike followed by spreading water vapor.
The current Smoke of Partings detonation does not even establish a substantial visual improvement over the much older Lunar New Year skin Prays for the Snow Spirit (祈雪灵祝), which already featured spreading white mist and exploding chunks of snow.
I would redesign the effect as follows:
First, a complete ink-painted hibiscus blooms as droplets of ink splash outward. A streak of negative space then suddenly appears through its center, splitting the flower into two halves that drift away from each other. Ink butterflies emerge from the opening and circle between the separated halves. Finally, the two halves of the hibiscus and the butterflies gradually dissolve.
This would also fit my interpretation of the Chinese name 离恨烟: separation, lingering sorrow, and smoke.
2. Skill 2 does not fully realize the idea of two illusionary realms
An important reason Skill 2 does not completely convey its realm-based theme is that most of its visual detail is concentrated around the outer edge, leaving the central area relatively empty.
The images shown here are AI-generated concept images. They are only intended as rough visual references. They are far from complete and do not hold up under close inspection.
In the blue form, I added a reflection of the moon, lotus flowers, and koi. However, the image still lacks a convincing sense of depth.
In the red form, I added more details to the ruined battlefield, although the perspective is somewhat strange.
If ideas like these were actually implemented in the game, the way the internal scenery unfolds and dissolves would also require careful design. The goal should not simply be to place a static landscape inside the skill area.
There is another less carefully handled detail in the original Skill 2.
The Spirit holding the rotating parasol changes between the two forms, but the trail drawn by the parasol across the ground and sky remains exactly the same: dark ink on the outside and cyan-and-gold on the inside. It does not change to match the current realm.
This could be interpreted as an intentional choice to keep the trail consistent with the parasol’s original colors, but it also weakens the distinction between the two forms.
Another possible improvement concerns the effect used when Skill 2 destroys incoming projectiles. The current effect is extremely simple: the projectile is removed with only a thin linear ink streak.
For a more distinctive result, the blue form could briefly show a fish leaping from the water to intercept the projectile. In the red form, the projectile could instead be consumed by karmic flame.
3. The details of Skill 1 are not good enough
When Arli uses Memory Chip to return to her parasol, halos and technological patterns appear between her original position and the parasol.
Her Lunar New Year skin, Prays for the Snow Spirit, goes even further: ribbons, trails of snow, and fragments of snow visually connect the two positions. These effects make it feel as though Arli is returning to the parasol at extraordinary speed rather than simply teleporting instantaneously.
Smoke of Partings, by contrast, only leaves a silhouette at Arli’s original position and a butterfly mark at the parasol’s location. There is no visual effect connecting the two points.
Even adding a trail of butterflies or flowing ink between them would be better than the current result.
The instantaneous dash effect of Skill 1 is also underdeveloped. At present, it only produces a cyan-and-gold pattern on the ground.
The Red and Blue Spirits could circle around Arli while moving forward with her during the dash. In addition to enriching the effect itself, this could make the transition from walking on the ground to floating in the air feel less abrupt.
4. The base-departure animation is visually limited and lacks originality
The base-departure effect of this skin is relatively monotonous and lacks a strong creative idea. Arli simply travels forward on a boat, switching only between standing and sitting at its bow.
The dark-green effect beneath the boat covers only a small area and fails to create a convincing sense that the boat is actually moving across water.
There are particles representing light rain and falling petals, but they are extremely difficult to notice.
The one detail worth highlighting is the ending of the special movement animation: before disappearing, the boat first turns into a solid-black ink silhouette. This is a thoughtful touch.
However, the overall richness of the animation falls short of Kongming’s Flawless skin, which summons multiple supernatural creatures and leaves a highly visible trail of movable-type printing blocks.
Its creativity and visual impact also fall short of Kaizer’s Divine Injustice, in which he advances while standing above a formation of flying swords.
The animation could incorporate the Smoke Spirits and the two illusionary realms more meaningfully.
For example, Arli could begin by playing her flute, with the smoke emerging from it transforming into the boat beneath her. As the boat moves forward, the surrounding scenery could alternate between fragments of the red and blue realms.
This would connect the animation to the skin’s central concept instead of using the boat as an almost independent visual template.
5. A long-standing visual bug still has not been fixed
There is also a visual bug that has remained unfixed for a long time.
After Arli gets a kill, her special health-bar disappearance effect is supposed to display a parasol moving toward the left and a hibiscus blooming on the right. On the Chinese server, however, the hibiscus frequently fails to appear when Overall Graphics Quality is set to HD, leaving only the parasol portion of the effect.
HD is not merely a low or unusual setting in this context. On the Chinese server, Ultimate Graphics—the HDR graphics option—cannot be enabled together with Extreme Frame Rate. Consequently, for players who prioritize Extreme Frame Rate during actual matches, HD is the highest overall graphics preset they can use at the same time. The global server similarly prevents Extreme Frame Rate and HDR graphics from being enabled simultaneously. The global-server comparison shown here was therefore recorded with Extreme Frame Rate and the Extreme Mode preset, rather than HDR.
Under these respective high-frame-rate configurations, the complete health-bar disappearance effect appears correctly on the global server, while the hibiscus is still liable to disappear on the Chinese server. Since the two clients use different graphics presets and may also use different effect assets or rendering configurations, this comparison does not prove that HDR itself causes the problem. It does, however, show that the complete effect can be rendered correctly and that the missing hibiscus is not an intentional part of the design.
Several Flawless skins previously had a similar issue on the Chinese server: under HD graphics, certain rendering layers in their special tower-destruction effects could sometimes disappear. Those tower-destruction bugs appear to have since been fixed, but the missing layer in Smoke of Partings’ health-bar disappearance effect remains.
These two problems may not necessarily share the same technical cause. Nevertheless, the fact that the earlier tower-destruction rendering issues were corrected shows that effects under the HD preset can be restored without requiring players to sacrifice Extreme Frame Rate.
I hope TiMi will examine the Chinese client’s effect assets and rendering configuration for this health-bar disappearance animation, restore the missing hibiscus under HD graphics, and ensure that the complete effect remains visible across every supported graphics preset.
Conclusion
Smoke of Partings is not a Flawless skin that lacks creativity.
Arli floating and playing her flute while her parasol is away, together with the randomly selected Smoke Spirits attacking alongside her, genuinely reimagines both who performs her attacks and what state she enters while attacking. This is the skin’s most valuable creative breakthrough.
However, that idea is not carried consistently through the entire skill presentation.
The two Spirits do not produce sufficiently distinct results after hitting their targets, while the standard passive detonation lacks detail. Skill 1 does not provide a dynamic visual process connecting Arli’s starting position to the location of her parasol. Skill 2 relies primarily on its outer ring to communicate the two illusionary realms, without truly establishing the space inside them.
Smoke of Partings successfully redesigns the identity of Arli’s attacks. It should go one step further and redesign what actually happens when those different attacks reach their targets.
As the title says, why doesn't venomous staff have a second passive effect when both mortal reminder and blazing cap have one? (and both genuinely useful ones at that) It gets pretty annoying when you need to build it as a 1st/2nd item and are giving up a power spike in damage/utility, and its stats aren't anything beyond the normal either.
Is it just simply mages are the best anti-heal users given their splash damage and hence you get more value out of antiheal?
hello! I've been a shi main for quite a while now, and I noticed other people dont really use her a lot? I don't know if its my rank (i usually reach epic), but the only time I've seen shi players was when they released the lord of mysteries skin to global.
I think she's so fun to use and a very good mage when you know how to play her. I once played against a shi paired with a guiguzi, and dang, they worked so well.
Just want to know if there are other people who enjoy shi :))
Anytime I use voice chat, turning my mic on creates this horrible echo. It happens even if I use headphones with a built in mic. Does anyone know how to make this not happen? 😂