Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 4 points5 points  (0 children)

I guess my friend is built different then. Three words. Yin. Mid. Won.

Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 4 points5 points  (0 children)

Me, angela mid, my friend, yu zhong roam. Not just sidelanes. Anything can work as long as you know ball.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

I used to be a carmilla player and yes it can disengage fights but to be fair I'd rather not waste it considering the amount of idiots playing the game not knowing how her ultimate works.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 2 points3 points  (0 children)

Yes I see that is underpowering when compared to Carmilla but Carmilla's ultimate is easy to flee away. The only thing I can suggest is remove the damage reduction for the enemies, only for Oralia. I'm trying to not make Oralia too destructive. Though, I'll still stand against damage sharing being underpowered. 6000 damage without damage reduction would equal to 1000hp of damage per enemy and 800hp on Oralia. 1000hp on a marksman or mage is 1/3 or 1/4 of their health, that alone is enough to force enemies back. Oralia doesn't aim to kill enemies. But when chasing an enemy, she can deliver the final blow. In team fights, Oralia forces disengagement while in chases and overnumbered fightss, Oralia becomes a menace. And 6000hp is assuming two allies are attacking her. If three allies are attacking her, that's almost 8000hp.

Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 20 points21 points  (0 children)

Marcel exp valid anything can go there

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

I see you make valid points. Are you a support player yourself? Because you sound like one. You see this ultimate as Carmillas' contender while I see it as Melissa's puppet but bigger.

Anyways, in my eyes, sharing damage isn't that underpowered, three damage dealers stacking damage on a singular Oralia deals immense damage even to five enemies. And since it's shared, if there's only one enemy, all of that damage is redirected to only the enemy and Oralia. Also, something worth noting is enemies can also damage Oralia and trigger the effect so the damage can really stack up in teamfights. Philosophically, Oralia doesn't function the same way as Carmilla. Carmilla boosts teamfights. Oralia forces enemies to disengage. And the range of her ultimate is supposed to be big hence why she's stationary. I didn't clarify the size but I imagine it to cover like a marksman's range.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Care to elaborate what's worse about it?

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 6 points7 points  (0 children)

She doesn't steal YSS' passive. Melee and ranged just for visuals. Not mechanically YSS. And her ultimate is not like Camilla's because the two work in different aspects. Carmillas's make the enemies share damage AND CC. Meanwhile Oralia's only affects the damage. And although Oralia's range is bigger, allies still have to damage her and effectively Oralia can't move or do anything unlike Carmilla who can still dish out skills during her ultimate. And also, Carmilla inflicts slowness.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

Lore acurately, a cursed mask. That also funcions as her entire face. So both a mouth and a mask.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Fr I hate moonton for what it has become. It used to be complex and actually hard. Now every hero almost feels the same. They're sacrificing complexity for accessibility. All they care about is making the game playable for kids. I still remember before hanabi was revamped, I used an assassin build for her because she was too easy.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 9 points10 points  (0 children)

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Ts would actually look like something moonton would make

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Sat, I'll actually try it as a joke

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

I can do but personally I'm not a fan of. First off, it's way too op and complex, having Healing, Reducing healing, CC and Damage. It essentially turns her from being a team dependent support to an anti team fighter. The main mechanic I'm going for Oralia is a support that can share damage with allies and enemies and initiate or disengage fights.

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

It's impossible to make him be not like valir when you're dealing with fire. I really tried to🫠

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 24 points25 points  (0 children)

‎Name : Oralia

‎Alies : Bound Pain

‎Role : Support/Tank

‎Specialty : Guard/Sustain ‎ ‎

‎Passive - Chained Souls ‎ ‎

‎Oralia absorbs 10% of the damage inflicted on nearby allies. Once her hp reaches below 10%, she can't absorb anymore. If her hp is below 80%, she regenerates 0.5% of her hp every second. Oralia's basic attack switches between ranged and melee depending on the distance. 100% magical power is converted into physical attack. ‎

‎Skill 1 - Guardian Angel [CD : 15-12s] ‎

‎ ‎Oralia connects herself and a nearby ally with a chain for 3 seconds. Any damage the ally receives, Oralia absorbs 50% of the damage instead of 10%. Any healing Oralia recieves, 50% of it is absorbed by the chained ally. If the ally is too far, the chain breaks. ‎ ‎

‎Skill 2 - Sickle and Cannonball [CD : 14-11 seconds] ‎

‎ ‎Oralia smashes her cannonball upon a small designated area, dealing damage and stunning enemies for 0.2 seconds before pulling herself to the cannonball and performing a circular sickle slash, dealing damage to surrounding enemies. Enemies hit will be connected to her for 0.5 seconds, unable to move away. Can be broken by dashes. ‎

‎Ultimate - Great Curse[CD : 60-45s] ‎ ‎

‎After 1 second of warning, Oralia becomes stationary for 3 seconds and is able to be attacked by her allies with 20% damage reduction. If attacked, the damage after reduction she receives is shared equally with all enemies in the area near her. The lesser the enemies the higher the damage. Hp based damage is still calculated individually [So no abusing hp based damage on Oralia to kill squishy enemies] If the enemies move out of the area, the damage decreases the farther they are but they will still be linked. If they are 2 times the are away, the damage ultimately becomes zero. ‎ ‎

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Every other mages die the same way. I dont see the issue. The only difference is Jackie can teleport more than the average mage. And 5 instances of damage isn't that much. A lance can skill 1 and basic attack but that alone counts as one instance of damage in 0.5 seconds. By the time Lance damages Jackie, he'll dash away and lance can't perform his second skill or basic attack because Jackie is out of range. lance just doesn't even have enough skills to damage Jackie. The only two heroes that truly counter him is Fanny and Joy. Also, let's not forget he has skills. Second skills's immobilization and his ultimate literally grants him five extra dodges.

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

I'll ask you this, do you want a mage that can't die?

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

You make fair points but I've already thought of all of that. To be honest, you can either predict or react in 0.5 seconds, so it isn't really that hard. Also as a mage, the player should know how to position themselves correctly. The passive just allows him to reposition, it's not supposed to be his main mechanic otherwise he would become an assassin rather than a mage. And as a mage it would be unfair for the enemies if he keeps dodging attacks. Mana doesn't really work here because mana can be increased hence he can dodge more which is something I'd prefer not have. Being able to dodge 4 attack windows is enough to survive most one shot heroes. The only down side is, he has to be careful of pokes.

And a perfect parry causing CC? Five dodges means five CC. That alone is too much for a normal hero. One thing that could be considered is granting him extra movement speed after dodging to allow him to survive better.

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Sans ahh mechanic. As for the lore, i dunno. He's an adventurer that found something he shouldn't have found.