Li ming needs to be changed

I think she is the hardest character in the game to balance. So just keep her here but nerf orb at 4

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agreed,

if they dnt want to giv bam damage on ALL THINGS on calamity,

at least just adjust the lvl4 talent, NO reset NO mana refund if the orb hits hero at74% distance travel,

reset n mana refund com only if orb travels 75% or more distance.

this wil balance out everythign

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Yes. Think mana is just the biggest issue.
Ming can spam abilities with that 4 like im hearing 1812 overture

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True, getting resets is not a big issue at all,

its the FULL MANA REFUND that needs to be considered.

thts why i say, the distance travel before mana refund n reset is given should be 75%

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Li ming is a very strong hero, one of the best ranged carry. However, I don’t think it requires any major changes.

Li Ming, KaelThas, Aba are unfun to play against. Specially in QM where You Can’t Draft accordingly, much less of a problem in ranked. There only KT stinks.

The only build I despise is teleport. Good Ming obliterates team fights if your team can’t CC her and nuke her down quickly.

Well that is how Li-Ming works. She is a aggressive mage who relay on her trait to get max benefit in teamfights. If her team snowball then Li-Ming gets stronger and reverse if her team is weak then you get nothing from her.

She does have severe mana problems, the resets only stop when she runs out of mana in my experience.

I do agree anyway that she is a very strong hero, one of the strongest.
I haven’t taken the time to consider if she is deserving of being nerfed because i find her to be so predictable that she basically means no threat to someone prepared.

All her attacks are very predictable and she is therefore no threat if you know what you are doing.

I do think that the shield talent on the teleport is a little overtuned though.

Okay, I know a lot of stuff, but what is that reference?

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A classic song that uses a lot of real life cannons
(From russia)

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56% winrate in Masters Storm League with 48% pick rate.

59% winrate in Masters QM with 30% pick rate.

If 56%-59% winrate is not enough to tune her down, then just the sheer frequency in which she shows up in matches should justify it.

I appreciate that the Overwatch live balance team recently said that they would more harshly and frequently target the meta, looking to tune heroes that are overused so others can get a chance to shine and the meta doesn’t get stale.

I really think the HotS team should do the same. She’s in 1/3 of QM matches and 1/2 of SL matches. That’s not normal or healthy for a game .

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I recently made thread about this. The problem isn’t Mingg being OP. The problem is she had annoying build which rewards players by braindeadly spaming one ability on 3 seconds cd, which rewards players if they use only this one basic ability (you can stay out of Missiles range, but it doesn’t matter…), which is enormously easy to use and now it also costs no mana. And this is on what was supposed to be very aggresive and hard to master dive mage with enormous snowballing potential (her trait).

Ming is by far the most popular mage becasue Orb build is so braindead. It doesn’t matter if Triumvirate, the primary cause of all problems, procs every single time. Orb has 8 seocnds cd, you can definitely use it multiple times in most teamfights. Even if Triumvirate proc just once the value is huge. Yes, you can dodge it and it is easy, but the problem is it doesn’t matter who she hits, just she can just spam it on enemy tank. I know, any competent diver eat her alive, but it is much harder to be a good diver than pressing one button every 3 seconds.

As I already mentioned in my thread about orb build I don’t want to nerf Orb’s dmg, it is perfectly fine. I just want Orb build to be harder to use!

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What makes you say she was supposed to be a dive mage?
The Orb does increasing damage the farther it travels, that kind of suggests the opposite, and that Calamity build is just a way to change how she works.

I wish more heroes had ways to completely change how they worked, making up for their weaknesses by taking on new weaknesses.
But I don’t like how Ming has a bunch of talents that all work off each other.
It’s hard to justify Missile talents without going almost all Missile talents.
It’s hard to justify Orb talents without going almost all Orb talents.
I don’t like that kind of design.

Depending on my hero and positioning, I sometimes run toward it.
It does 1/3 damage when close to her.
Even less than 1/3 if she went Orb build and it has a higher cap.
If you just dodge it sometimes you just open the window for your ally to take the bigger hit and activate the rest.

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I really hate Li-Ming. It’s her fog of war oneshots that are just cancer on maps with vision granting objectives. By the time the spell effect appears your already instantly dead.

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Except diving on her is more effective since one of her largest damage abilities needs distance. Take that away from her and most LM’s will turn into a spastic mess just trying to run. Have anyone dive her with cc and she’s screwed moreso than other assassins who have a better escape, some form of cc in their kit (she does not), or don’t rely on distance to deal damage.

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Thing is diving on her is difficult because of her massive range. She will almost always be in a safe position.

True and easier than Chromie too and more dmg, more mobility .

Anyone with a charge attack like butcher, varian, diablo, muradin or any amount of cc can easily mess her up. Her teleport isn’t long range at all and if you get close to her, she’s going to turn into a mess trying to get away from you.
She has no cc and nothing to counter cc with.

If you aren’t focusing her down during a teamfight, that’s on you, not her. She should be one of, if not THE, top priority in a teamfight if she’s on the other team.

Even if you charge on to her, she’s so far into the backline that you just put yourself at risk. if you’re a butcher that went through the enemy team to kill a ming you’re dead.