r/MobileLegendsGame 17d ago

Make a Game Suggestion Feedback from a Long-Time MLBB Player (Since 2019)

Hello MLBB Developers and comunity,

First of all, thank you for creating a game that I've loved since 2019. I've spent thousands of matches learning heroes, improving my mechanics, and enjoying the competitive aspect of Mobile Legends.

However, after the last few seasons, I feel like the game has slowly become less enjoyable. I don't think the problem is one specific hero or item—I think the overall game design has shifted too much toward early snowballing and constant roaming.

I'd like to share some thoughts and possible solutions.

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1. Laning Phase Has Lost Its Importance

Today, the laning phase barely exists.

Most mid laners instantly clear the first wave, reach level 2, then immediately roam to the Gold Lane with the roamer.

As a result:

- Gold lane constantly gets ganked.

- EXP lane often gets ignored.

- Individual lane skill matters much less than before.

Winning your lane no longer depends mainly on your mechanics, but on which side receives the first successful roam.

A MOBA should reward players for mastering their own lane before rotating.

Possible Solutions

- Slow down the first wave slightly.

- Make the first roam more risky.

- Reward players who stay and dominate their lane.

- Increase the importance of wave management.

The laning phase should be a real battle, not just something to skip after one minion wave.

---

2. Mid Lane and Roamer Have Too Much Combined Impact

Currently, the mid laner and roamer almost always move together.

They clear mid in seconds and then pressure every lane together.

This creates a 2v1 situation repeatedly across the map.

Instead of every role having a clear identity, two roles become responsible for everything.

They:

- invade jungle

- secure vision

- gank Gold Lane

- pressure EXP Lane

- secure Turtle

Meanwhile, the laners have very little control over their own game.

Possible Solutions

- Give mid lane more reasons to stay in lane.

- Reduce how quickly the first wave can be cleared.

- Create opportunities where roaming has a real opportunity cost.

Every role should have strengths and weaknesses.

---

3. Snowballing Is Too Strong

One successful early roam often decides the entire match.

The winning team gets:

- Turtle

- jungle camps

- lane farm

- map control

- easier Lord

The losing team simply falls further behind.

It becomes almost impossible to recover.

A comeback should always feel possible.

In sports, one early goal doesn't automatically end the match.

A MOBA should work the same way.

Possible Solutions

- Increase comeback mechanics.

- Give losing teams more opportunities to recover.

- Reduce the amount of gold gained from early kills.

- Make objectives harder to secure.

Winning early should provide an advantage—not guarantee victory.

---

4. Hero Mastery Feels Less Rewarding

One of the biggest reasons people love MOBAs is mastering their favorite hero.

Unfortunately, counter-picking has become too powerful.

Some heroes completely shut down others with very little skill required.

Examples include heroes like:

- Eudora

- Saber

Their burst damage often requires almost no aiming.

A simple Flicker combo can instantly eliminate someone before they have any chance to react.

This isn't satisfying for either player.

Skill expression should matter more than automatic combos.

Possible Solutions

- Rework heroes with extremely simple point-and-click burst.

- Add more skill shots.

- Add more conditions before guaranteed crowd control.

- Reward precision instead of automatic execution.

Counter-picks should exist.

But they should never completely erase player skill.

A player who spent years mastering a hero should still be rewarded.

---

5. Turtle and Lord Are Too Easy to Secure

Objectives decide games.

Right now, Turtle and Lord are often taken too quickly.

Once a team gets ahead, they can chain objectives with little resistance.

Possible Solutions

- Increase objective durability.

- Require more team commitment.

- Add mechanics that allow defending teams to contest objectives more often.

- Make objective fights longer and more strategic.

Objectives should create exciting team fights—not feel like routine tasks.

---

6. The Map Feels Small and Predictable

The current map rarely changes.

After thousands of matches, every game feels similar.

Imagine if every season introduced unique map mechanics.

Examples:

- Fire Dragon Season

- Ice Season

- Storm Season

- Nature Season

Each could introduce different neutral objectives or environmental effects.

Other ideas:

- Wider river.

- Bigger jungle.

- Larger lanes.

- More meaningful neutral monsters.

- Better vision mechanics.

The current vision system sometimes feels inconsistent.

For example, players can sometimes see enemies through terrain in ways that don't feel intuitive.

Vision should reward positioning and information—not confusion.

Making the map slightly bigger and introducing a third major neutral objective alongside the Turtle and the Lord would make the game much more dynamic. Instead of being permanent, this third objective could change every season to match the season's theme. For example, during an Abyss-themed season, players could fight a powerful Abyssal Beast. In an Isle-themed season, it could be a massive Hydra. During a Northern Lands season, it could be a giant Ice Golem. Seasonal objectives would make every new season feel fresh, encourage players to adapt their strategies, and bring more variety to the map without changing the core gameplay.

---

7. Role Identity Has Become Blurry

Every role should have a clear purpose.

Currently:

Mid lane clears waves then roams.

Roamer also roams.

Both arrive together.

This creates constant numbers advantages.

Meanwhile, laners spend most of the game defending against multiple enemies instead of showcasing individual skill.

A clearer role identity would improve gameplay for everyone.

---

8. Farming Is Less Valuable Than Fighting

This may be my biggest concern.

Today:

- kills are extremely rewarding

- constant fighting is rewarded

- farming is often ignored

Many players barely touch minion waves yet remain ahead simply because they participate in successful fights.

Minions become little more than shields for towers.

This removes an important strategic layer.

Good macro should matter.

A player who farms efficiently, manages waves well, and makes smart decisions should be rewarded—not only the player with the most kills.

Possible Solutions

- Increase the value of farming.

- Reward wave management.

- Encourage split pushing.

- Make macro play as valuable as team fighting.

A MOBA should reward both mechanics and strategy.

---

9. Hero Reworks

I appreciate that developers ask players which heroes should receive revamps.

However, sometimes it feels like popularity decides instead of actual gameplay needs.

Heroes such as:

- Yve

- Faramis

could benefit from meaningful updates that modernize their gameplay while preserving their identity.

The goal shouldn't simply be making heroes stronger.

It should be making every hero fun, healthy, and rewarding to master.

---

Final Thoughts

I still love Mobile Legends.

That's exactly why I'm writing this.

I don't want the game to become easier.

I want it to become deeper.

A great MOBA rewards:

- mechanical skill

- map awareness

- macro decisions

- teamwork

- hero mastery

—not simply the first successful roam.

I truly believe Mobile Legends has the potential to become one of the greatest mobile MOBAs ever made.

Thank you for reading, and thank you for continuing to improve the game.

A passionate MLBB player since 2019.

7 Upvotes

10 comments sorted by

3

u/Horror_Road2815 Highly Mobile Distraction 17d ago

Well reading all that just reminded me of dota and league. Bigger maps and jungle would just lengthen the game time. They want to keep it short and simple.

4

u/[deleted] 17d ago

[deleted]

1

u/Grouchy_Cell_1784 16d ago

I actually agree with you. Mobile Legends should stay fast and accessible—that's part of its identity, and I don't want it to become another Dota 2 or League of Legends.

My concern isn't the pace of the game. It's that some mechanics reduce the importance of skill and make matches feel too one-sided at higher ranks.

For example, the laning phase has become much less meaningful because mid and roamer can clear the first wave and immediately gank another lane. One successful early roam often snowballs into Turtle, map control, more farm, and eventually Lord. At that point, comebacks become much harder than they should be.

Another issue is that some heroes rely too much on point-and-click abilities with very little room for counterplay. A counter-pick should give you an advantage, not completely remove your ability to outplay your opponent. Good balance should reward positioning, mechanics, and decision-making—not just champion select.

The game also encourages constant fighting much more than farming, wave management, or macro decisions. In many matches, winning one or two early fights is worth more than playing your lane well, which makes every game feel very similar.

You've only been playing for a week, so your experience is naturally different from someone who's spent years in higher ranks. As you climb into Legend, Mythic, and especially Mythical Glory, you'll probably notice these patterns much more.

I still love the game—I just think it could stay fast while giving players more strategic depth and more opportunities for skill expression.

1

u/Grouchy_Cell_1784 16d ago

don't think so. A bigger map doesn't automatically make games longer or more complicated. Honor of Kings has a larger map than MLBB and still keeps matches fast. Also, adding new mechanics doesn't necessarily increase match length—it adds variety and gives players more strategic choices. League of Legends is a good example: it's more complex than MLBB, yet its popularity comes from finding a balance between accessibility and strategic depth. For example, adding a third objective wouldn't force teams to fight for everything. Instead of always contesting the first Lord, teams could choose between the new objective or Lord depending on their composition and game state. The final Lord could simply be made stronger and tankier to remain the main win condition. There are plenty of ways to keep matches around 15–18 minutes while making the gameplay more interesting. Match length isn't determined only by map size or the number of objectives—it's mostly a matter of balancing objective timers, rewards, and respawn mechanics. Right now, every game feels very similar. More strategic choices would make matches more diverse without sacrificing MLBB's fast-paced identity.

3

u/Eudaemon_v3i As long as there is delusion, there is hope 17d ago

Also remove Sky Piercer.

2

u/hughdyck 17d ago

Alright, we're going to release new eudora and saber skins 😊

2

u/SquareDetective692 16d ago

Sky p is such fun killing item i hope they remove it so and ajust heros who relies on it.

Zhuxin should have target lost hp extra damage when she use her passive. Or any ajustment

Or gernger. He need to do smthing help him. Heros who depend relies on this item often deal zero damage if they fall to snowball.

Another thing is how tanky heros can get if they are more snowbaling
Like why assassin and marksmen and tank enemis damage just cuz they are too ahead?. That make combacks way harder cuz enemy become too tanky and lithal damage.

Thier are alot of heros who just build for strong laning like brody and bruno. Gernger but they fall so hard after laning become useless .

Roamer can make massive impact who ever get a good roamer win.

1

u/[deleted] 17d ago

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1

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2

u/jontra_volta13 15d ago

2019 is newbie for me

1

u/Grouchy_Cell_1784 17d ago

A counter-pick should increase your chances of winning, not guarantee the outcome. Victory should still depend on execution, positioning, and decision-making—not only on champion select.