For those of you who are tier / rank still stuck there and it feels really hard to go up to Legend and Mythic, maybe it will be frustrating even though it's been a long time ago but how come the food is stuck (even down because it continues to lose / lose in a row), maybe something is wrong with how to play you, maybe it is too bad / bad to get a bad team, or indeed get an opponent who is good at it
5 MISTAKES WHEN PLAY RANKED MODE (PUSH RANK)
ohayo |
But there are some mistakes that ML players often make when playing ranked mode especially when push rank solo (playing solo / solo queue), here are 5 types of fatal mistakes that often occur when we play a draft pick on Mobile Legends:
1. Forced to use a meta hero
This is the most common mistake and I still find it often in all tiers, both Epic, Legend, and Mythic, that is, using the hero again OP (meta hero) like Lancelot or Gusion even though it doesn't work. In season 8 there are a number of heroes who tend to be OP / strong and often become auto banned heroes, such as:
- Lancelot
- Gusion
- Johnson
- Angela
- Martis
- Fanny
- Kagura
- Helcurt (usually banned just for sacrifice so you can pick up other OP heroes especially Fanny)
Maybe you often experience it, even though it's clear that the win rate hero player is low (if they show WR) but still using the meta hero (between the person who is a good person or is forced to be his own team), and later if the game is burdened, it will become a signaling material. and 1 team, I usually usually when I play, I always suggest "using a hero who can only", don't need to insist on making an OP hero or telling the team to use a meta hero if they don't want to, Fanny is an OP (if you can) but if the ones who play it can't / don't know how to use them, the edges actually turn out to be garbage (landline Fanny), as well as other OP heroes like Lance, Gusion, Martis, etc.
The point is to use a hero that you really master well and not be too pushy to use a meta hero unless we can indeed play it, and more importantly still pay attention to the composition of the team, because I often find teams that only pick good heroes but don't pay attention to the balance the team and finally got messed up in the game because of the scramble for buffs, grabbing mid lane, 4 people using Retribution, etc.
2. There is no communication about what to pick / ban
Even though the system has made it very easy for us to communicate to the team / friends like what kind of hero we want to take (I want to use), suggestions for what hero tires (suggest ban), and finally there is a swap feature so we can take the hero we want take it without having to wait for the s1-s5 position queue, with all these features, miss communication still happens because usually many players are silent, even being asked to remain silent and once the hero they want to pick has been banned / taken away, the chatter and the worst is the sulking which leads to AFK / feed in the game.
Wherever the position / sequence of turn picks our hero (S1-5), there is no harm in informing the hero what we want to take (just press the button below), and if we get the chance to tire the first hero (which means our team will pick a hero first) we can talk to the team if anyone wants (and can) pick a certain meta hero so we can set up what hero is banned so that the meta hero can be obtained by our team.
3. Too much regulation
This one usually often makes the team fall apart because there are many players in this arrangement, such as this pick tank, who is setting up the lane formation in the middle of who is up / down, or taking certain heroes, and sometimes if the team is too submissive even though they don't like using the hero instead becomes not maximal in the game, for example there are usually people who like to set up (maximal) using meta tanks (Akai, Hylos, Johnson) even though the person has said they want to use Balmond / Lolita but is forced to use Akai / Hylos and finally he uses Hylos, but playing is bad, then you will even get angry "how is the tank disabled" or "can you use Hylos or not" and so on, even though maybe the person is better at using Balmond / Lolita.
If we are in a position like that (forced / regulated by the team), try to just point out the win rate hero that we want to use (even though WR doesn't actually guarantee we play well, it can only be considered by others), or we can say first " I can't use this hero ", yes the point is not to try to hero in rank (except if you want to drop stars) and use a hero that is in accordance with the way & style we play, after all I have met a team that used Bane and originally said- katain (it is said that Bane is weak / weak even though it is good for the push turret and it will OP if the strategy + the build is correct) Once playing it turns out that Bane is very good and can dominate the game because he plays a quick push tower (focus on destroying the tower).
4. Don't want to lose for good composition
Examples of defective compositions that are very frequent when we play rank / draft mode:
In 1 team there are 3 (even 4 if the team is selfish) farmer, the farmer here means hero burst damage that spells Retribution like Karina, Harley, Moskov, etc., so it will fight buffs, fight mid lane, fight for jungle, and so it's not maximal in the game .
There is no balance in physical output and magical damage, for example already know the team lacks mage, instead it still uses a physical hero. What's the importance of this physical / magic balance? The main goal is that enemy tanks are divided into concentrations of defense items (if for example our team attributes all of these magic to make it easier for the opponent's tank because it only builds magic def and will be very hard / thick so it becomes harder to kill).
There are no CC (crowd control) heroes, this is usually also the case because the team only uses hero burst damage regardless of the existing CC hero, CC hero is very important and there must be at least 1 to help us win teamfight / war team, usually hero This CC is mostly tanks or mages like Akai, Aurora, Saber, Chou, Nana, etc. This CC hero damage is not big / significant but its contribution in managing the situation and situation is crucial to bring the team to victory.
Now usually the 3 things above must be considered, whether the team is lacking burst damage or physical / magic attributes or CC hero, and we should be willing to budge (if the others have already picked up a hero or nobody wants to lose) to balance the composition of the team. According to me personally the main cause of losing teams in ranked mode is the problem of composition, things that are really basic but are often ignored because of the individual ego.
5. Touchy person
This one mistake depends on each individual's emotions, yet his name is playing ML, there must be a diseased disease, especially if someone is playing badly (including us), he is accused of being a little annoyed and AFK, being teased at the same time directly emotionally and fighting each other. own team, I myself usually never chat / talk about anything when I'm playing, even if there is a fight, just let it stand (after all, if the comment only makes things hotter), it is better to stay focused instead of focusing on chat.
Even if we are insulted / ignored, it is better to ignore (if you are the type who can't listen to someone's voice, it's better to turn off the chat feature so that we can't see other people's comments) and play as usual. and being a burden, even top / pro player players have also become feeders and the game is ugly, after all by talking about that person (remember that even though it's our team) it doesn't make him immediately good and suddenly MVP.
The point is not too bad and carried emotionally, if someone is playing badly just let it go (or give advice without offending), if we play badly, just focus on playing instead of focusing on chat or explaining why we play bad (or blame others) and the like
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