The Marksman emblem in Mobile Legends: Bang Bang (MLBB) is often criticized for being underwhelming compared to other emblems, particularly the Assassin emblem. Here's why: Limited Stat Bonuses: * The Marksman emblem primarily focuses on attack speed and physical attack, which are stats that Marksman heroes already build into through their items. * It lacks other crucial stats like movement speed and physical penetration, which can significantly impact a Marksman's ability to position, kite, and deal damage effectively. Lack of Situational Talents: * The Marksman emblem's talents are generally less versatile than those of other emblems. * While some talents like "Weapon Master" and "Bravery" can be useful, they often don't provide the same level of impact as talents from other emblems, like "Killing Spree" from the Assassin emblem. Assassin Emblem Dominance: * The Assassin emblem offers a combination of movement speed, physical penetration, and powerful talents like "Killing Spree" that significantly enhance a Marksman's early game and overall survivability. * This makes the Assassin emblem a more attractive choice for many Marksman players, even though it's designed for Assassins. Possible Solutions: * Emblem Rework: A complete rework of the Marksman emblem could introduce more diverse and impactful stat bonuses and talents, making it a more competitive choice. * Talent Adjustments: Balancing the power of talents across different emblems could make the Marksman emblem more appealing. * Meta Shifts: Changes in the meta, such as the introduction of new items or heroes, could potentially shift the balance of power between emblems. While the Marksman emblem isn't entirely useless, its current state often leaves Marksman players feeling underpowered compared to other roles. Addressing these issues could make the Marksman emblem a more viable and competitive choice in MLBB.
For those who STILL prefer the Weapons Master talent: The Weapons Master talent DOES NOT BOOST your OVERALL DAMAGE by 5%. The Weapons Master talent INCREASES your PHYSICAL ATTACK and/or MAGIC POWER from ITEMS by 5%. Let's get that right even if you think you already know the basics. The "late-game synergy" that the Weapons Master talent is said to provide with your build can be shut down by any enemy who can delay your farming. The Weapons Master talent is WEAKEST AT LEVEL 1, so any claim that "the Weapons Master doesn't rely on items" is bullshit. If you talk about "bonus damage upon casting skills", what is affected is NOT the damage output, but the scaling. It's only a 5% ATTACK INCREASE, NOT 5% BONUS DAMAGE. Do not be too swayed by the Weapons Master talent.
To this day I don't get why people prefer WM. In the old Emblem system, it provided 12% increase and yet it was bad. They nerfed it more than half just becauss its free from MM emblem? Only reason devs aren't buffing it is because "its usage rate is high", as long as ppl don't understand how bad it is, it's not gonna cange sadly.
@ArzastinY. They were misunderstanding WM itself. The WM users said that WM "does not" rely on items and emblems even at level 1. Why? They think of 5% increase as "5% extra damage". The game already told them that "WM increases physical attack and magic power from items, emblems, talents, and hero abilities by 5%," but they see it as "damage increased by 5%". So you are correct that they don't understand how bad it is, because they don't understand WM's mechanics. They don't understand the difference between "5% attack increase" and "5% extra damage". Their argument against Master Assassin is that its damage boost is good for 1v1 fights, and that's all there is to it. They wanted to deal boosted damage during clashes, and Weapons Master, somehow, deals more damage against 2 or more enemies than Master Assassin. It's only because of the WM's increase in extra attack, not increase in overall damage like MA has. The difference between the MA damage and WM damage is significant against one enemy. But against 2 or more enemies, WM only gives a slight edge. This "slight edge" doesn't necessarily mean an advantage, because at level 1, the damage against 2 or more enemies with WM is the same as that without WM.
@myopiamlbb at that point its just a lack of effort to even read and test. And its cuz of this that devs won't buff these. Anyway great content, you gained a sub.
Hero specific emblems like marksman and mage is pretty bad right now. There are also dead talents like Firmness, Thrill, Weapon Master, etc. that doesn't actually do much impact. Tank or Common is usually the way to go in most cases
use tank emblem, It's the best even if you are skilled or not for the early game, which is arguably the most important part of the laning phase. Unless ofcourse for specific marksmen that want mana regen with common emblem and marksman emblem for wanwan. Edit, it seems this was already has been spoken about. I was typing this before it was mentioned.
I use Common Emblem with Fatal - Weapon Master - Quantum Charge for Lesley. I use Assassin Emblem with Penetration - Weapon Master - Quantum Charge for Layla.
(1) Why Common Emblem for Lesley? She has no fucking mana. (2) Why Weapon Master for both? (3) Why not Tenacity for both? (4) Why Rupture for Layla when she just needs critical damage? (5) I know Assassin Emblem is viable too, I recommend it for Layla as well, but why not also go for Tank Emblem?
@myopiamlbb 1. I have no way of knowing if Hybrid Regen affects her natural Energy regen or not. It would be good if you have access of a way to prove whether it does or it does not. Common Emblem also gives the same Attack addition as Fighter Emblem but I theorize hugging the tower while naturally regenerating your lost HP would be better over trying to spellvamp your way to sustain the lane. 2. My playstyle as MM involves prioritizing timing over everything else. If a safe kill that won't affect my farm is present, I'll take it. Otherwise, I prioritize farm and plating over helping my teammates. The MVP badge holds value in solo rank as it gives you tenfold the protection point. I find myself often still getting enough farm even when the game only lasts 10-13 minutes to take advantage of the emblem. 3. I consider Tenacity heavily when going against burst marksmen such as Brody and Clint. Otherwise, I forgo Tenacity. It may be due to a personal reason over an objective one, as I consider having extra durability on marksmen kind of harmful since I mainly play Mid lane, and I regularly use +10% movespeed talent over Tenacity as a Mage. I choose to generalize marksmen and mages as squishies over having to re-adjust and re-evaluate my survivability whenever I play mid or gold. 4. It helps her early phase a lot, and arguably the most important phase for a marksman player. I don't think I've missed a gold crab duel against other marksmen since she can deal more or less 800 damage with Rupture since level2. Stun + First Skill + 1 basic attack does the trick when the gold crab's health goes under 800HP, and all the damage is almost instantaenous. 5. I value movespeed and damage it gives over early game survivability. She can farm safe enough with her first skill without needing to rely on the benefits of tank Emblem in my opinion. 6. I would have to revise and edit my initial comment as I don't use Thrill on Lesley. I use Fatal.
@@Poroty (1) Out of the current 126 heroes, 86 of them (or 68.25%) use mana to cast skills. The remaining 40 (or 31.25%) don't use mana. And among the 40 mana-less heroes, 10 of them (or 25%), including Lesley, use energy. Since there are only a handful of heroes that use energy, the Common Emblem does not regenerate any energy per second. The hybrid regen is defined as the combination of "HP regen" and "mana regen", so the Common Emblem is theoretically covered by the 86 heroes that use mana. For Lesley, its passive has a flat pen to crit dmg conversion, with 1 flat pen = 0.5% crit dmg. With the Assassin Emblem, 14 adaptive penetration translates to 7% additional crit dmg for her. Add Fatal on the mix and you get 17% additional crit dmg. Buy a berserker's fury and you get 57% additional crit dmg. Her base crit dmg is much lower, which is 130%; compared to the normal base crit dmg, which is 200%. With the Assassin Emblem, Fatal, and berserker's fury, you get a total of 187%, which is higher than 180% with another emblem (they preferred the Marksman Emblem, Fatal, and berserker's fury). (2) The Weapon Master has an issue of item reliance. Buying defense items will not trigger its effects. It strictly requires you to go for damage items, and you have a much higher attack increase when you have a blade of despair or a holy crystal equipped. It needs an emblem with a high adaptive attack, combined with Thrill, to increase your scaling. But to deal damage, you cannot just rely on attack stats. You need penetration. And I'd rather have a higher penetration than a higher attack. Equipping Weapon Master renders you squishy in exchange of a slight increase of damage regardless of your build. Anybody can end the game early while you cannot complete your build for the late game. (3) Any smart enemy can take Layla or Lesley out in the early game, and repeated deaths mean you are under-farmed. The Weapon Master's item reliance is its ultimate drawback. Under-farmed means less damage items, and less damage items mean less damage output. And the attack increase depends on what items you buy, and on how many items you buy. And the reason why Tenacity is preferred is due to the issue of repeated deaths in the early game. Marksmen are targeted early on, that's what a "happy meal" means. (4) I understand your point about Rupture on Layla, more pen means more damage, but my recommended tier 1 talents for both Lesley and Layla are either Agility or Fatal. They both deal critical damage (or critical true damage in Lesley's case). (5) The Assassin Emblem is recommended if you opt for more damage, which is proven in my damage tests. But if you opt for survivability, the Tank Emblem is recommended.
What is better emblem for Lesley? She can't have penetration, so obviously not assassin. And don't have mana, so common also not really needed. Maybe support for movement speed and cdr? Also wanted to ask if +12% healing in support emblem affects lifesteal and spellvamp?🧐
@@andywizard6102 You are wrong about the Assassin Emblem on Lesley, that's why you use the Marksman Emblem. 1 flat pen is converted to 0.5% crit dmg, which majority of the Lesley users are ignorant of this or they still prefer attack speed over anything else. If you are saying "she can't have penetration", that's because 14 adaptive penetration is converted to 7% crit dmg, which stacks with her base crit dmg (130%), Fatal (10%), and Berserker's Fury (40%), with a total of 187% when equipping all sources. Using the Marksman Emblem only gives you a total of 180% when equipping all sources. And 180% vs 187% is obvious. 187% is greater, meaning higher crit dmg. And the Support Emblem does not affect lifesteal and spell vamp.
@@diketarogg I will give you options. For survivability: 🟠 Custom Tank Emblem 🟠 Vitality 🟠 Tenacity 🟡 Weakness Finder or ⚪ War Cry For damage: 🟣 Custom Assassin Emblem 🟣 Rupture 🟠 Tenacity 🟡 Weakness Finder or ⚪ War Cry
Amazing content, top tier 100% enjoyable for me, but maybe shake it up with a blurred gameplay in the bg instead of the black screen The robotic voice doesnt really bother me, but then again i 100% enjoy the video as is, as it is very enjoyable A question from me would be, will you be covering Thunderbelts, and skypiercers? I.e is it worth it in certain situations and the risks associated with building thunderbelt on damage dealers and building skypiercer without first building penetration
@@radiance2826 Sky piercer usage is a gamble. "Either you establish dominance, or your enemy will" is its mantra. This means, either you snowball, or you get snowballed. If you snowball, your sky piercer becomes a powerful item. If you get snowballed, your sky piercer becomes useless.
Moonton: nerfs marksmen physical attack, making them not hurting as much as before. Also lower their defenses and hp plus defense equipments. Nerfs assassin emblem. Result: going full damage is less effective, plus easier to die Moonton nerfs everything squishies need to make tanks tougher, but because of that we rely more on defenses than ever before.
Wait, no, attack speed boots are not entirely useless. Think Argus. Yeah, sure, many don't build boots on Argus, but you have to if you play as the jungler. Also, when you don't have full build, boots are useful for rotating around, chasing and fleeing. Argus does not need defense because of his ulti. Why not extra movement speed boots instead? Well they are more expensive, and they don't help in combat.
@@diketarogg Argus is better off with early defense on boots like warrior or tough boots. This means less chances of using his ult prematurely. And I didn't see a jungle Argus in high ranking games. Why? Usually he's no longer recommended as a jungler (unless you adjust since your teammates don't).
Well, Argus jungle is niche, but can be good in some compositions because his ult could guarantee securing a turtle/lord. You don't see a.lot of Argus because noone really likes to play Argus (on my server anyway) and often there are better jungle heroes than Argus. Usually, I only see push nothing Argus players. As for warrior/tough boots? Why? My ulti gives me immortality, I never needed any defense. Activating ulti prematurely sounds like a skill issue tbh. Not only that, he has sustain from his passive. More than enough to not need ulti during the laning phase or finishung off enemies. If you dive into 1v5, no defense boots will help you, you just get oneshot if you don't use your ult, usually.
@@diketarogg I don't see Argus as well in my server. But when I see him, he is commonly used as an exp laner, not a jungler. The way I see it, they tend to play safe and push turrets when I'm not around to defend them early (as an exp Hylos, Terizla, Gatot, etc.).
@@hairuldon6644 The MM Emblem only beats the Tank Emblem in terms of damage. It's obvious. The MM Emblem only beats all emblems in terms of HP restored per hit. Also obvious. The MM Emblem doesn't take the shortest time to kill an enemy at max level and with a full build, even with faster attack speed. Can't be more obvious than that. For marksmen, the Assassin Emblem is the best emblem for damage, and the Tank Emblem is the best emblem for survivability. The MM Emblem sucks. What can the MM Emblem contribute to your MM's?
I've always been using Assassin emblem for marksman not bcs of the stats of it but bcs I just don't feel the atk speed bonus from that marksman emblem when I use it, I feel so weak when using it lmao so I just go for penetration, thanks for proving it tho
@@rogue9318 Your reason for using the Assassin Emblem is already proven by the damage tests. In spite of the MM Emblem's attack speed stat included, the Assassin Emblem has the shortest time to kill the enemy in the late game.
I don't like the text to speech, quantitative analytical videos with a thesis will benefit more with a pure text commentary style like those found in ShyGuyMask's videos. Pure text commentary also forces the creator to make it concise, still, this is just my feedback.
👏👏👏
@@Sortudo-kp2cr ☺️😊🥰😘
I saw Strongwill game theory give you a shoutout and i immediately subbed. Just finished watching and I now know I'm a noob 😂. Thank you Sensei
The Marksman emblem in Mobile Legends: Bang Bang (MLBB) is often criticized for being underwhelming compared to other emblems, particularly the Assassin emblem. Here's why:
Limited Stat Bonuses:
* The Marksman emblem primarily focuses on attack speed and physical attack, which are stats that Marksman heroes already build into through their items.
* It lacks other crucial stats like movement speed and physical penetration, which can significantly impact a Marksman's ability to position, kite, and deal damage effectively.
Lack of Situational Talents:
* The Marksman emblem's talents are generally less versatile than those of other emblems.
* While some talents like "Weapon Master" and "Bravery" can be useful, they often don't provide the same level of impact as talents from other emblems, like "Killing Spree" from the Assassin emblem.
Assassin Emblem Dominance:
* The Assassin emblem offers a combination of movement speed, physical penetration, and powerful talents like "Killing Spree" that significantly enhance a Marksman's early game and overall survivability.
* This makes the Assassin emblem a more attractive choice for many Marksman players, even though it's designed for Assassins.
Possible Solutions:
* Emblem Rework: A complete rework of the Marksman emblem could introduce more diverse and impactful stat bonuses and talents, making it a more competitive choice.
* Talent Adjustments: Balancing the power of talents across different emblems could make the Marksman emblem more appealing.
* Meta Shifts: Changes in the meta, such as the introduction of new items or heroes, could potentially shift the balance of power between emblems.
While the Marksman emblem isn't entirely useless, its current state often leaves Marksman players feeling underpowered compared to other roles. Addressing these issues could make the Marksman emblem a more viable and competitive choice in MLBB.
For those who STILL prefer the Weapons Master talent:
The Weapons Master talent DOES NOT BOOST your OVERALL DAMAGE by 5%.
The Weapons Master talent INCREASES your PHYSICAL ATTACK and/or MAGIC POWER from ITEMS by 5%.
Let's get that right even if you think you already know the basics.
The "late-game synergy" that the Weapons Master talent is said to provide with your build can be shut down by any enemy who can delay your farming.
The Weapons Master talent is WEAKEST AT LEVEL 1, so any claim that "the Weapons Master doesn't rely on items" is bullshit.
If you talk about "bonus damage upon casting skills", what is affected is NOT the damage output, but the scaling. It's only a 5% ATTACK INCREASE, NOT 5% BONUS DAMAGE.
Do not be too swayed by the Weapons Master talent.
To this day I don't get why people prefer WM. In the old Emblem system, it provided 12% increase and yet it was bad. They nerfed it more than half just becauss its free from MM emblem? Only reason devs aren't buffing it is because "its usage rate is high", as long as ppl don't understand how bad it is, it's not gonna cange sadly.
@ArzastinY. They were misunderstanding WM itself.
The WM users said that WM "does not" rely on items and emblems even at level 1. Why? They think of 5% increase as "5% extra damage".
The game already told them that "WM increases physical attack and magic power from items, emblems, talents, and hero abilities by 5%," but they see it as "damage increased by 5%".
So you are correct that they don't understand how bad it is, because they don't understand WM's mechanics. They don't understand the difference between "5% attack increase" and "5% extra damage".
Their argument against Master Assassin is that its damage boost is good for 1v1 fights, and that's all there is to it. They wanted to deal boosted damage during clashes, and Weapons Master, somehow, deals more damage against 2 or more enemies than Master Assassin. It's only because of the WM's increase in extra attack, not increase in overall damage like MA has. The difference between the MA damage and WM damage is significant against one enemy. But against 2 or more enemies, WM only gives a slight edge. This "slight edge" doesn't necessarily mean an advantage, because at level 1, the damage against 2 or more enemies with WM is the same as that without WM.
@myopiamlbb at that point its just a lack of effort to even read and test. And its cuz of this that devs won't buff these. Anyway great content, you gained a sub.
I absolutely love this video, you have me convinced, keep going ❤ p.s. butt humour was funny as hell
Hero specific emblems like marksman and mage is pretty bad right now. There are also dead talents like Firmness, Thrill, Weapon Master, etc. that doesn't actually do much impact. Tank or Common is usually the way to go in most cases
The use of the old warcraft 3 theme in the background is just ✨🤌
isn't that an mlbb theme? I use that as a background theme so it can't be from warcraft lmao
S4 Nostalgia.
use tank emblem, It's the best even if you are skilled or not for the early game, which is arguably the most important part of the laning phase. Unless ofcourse for specific marksmen that want mana regen with common emblem and marksman emblem for wanwan.
Edit, it seems this was already has been spoken about. I was typing this before it was mentioned.
I use Common Emblem with Fatal - Weapon Master - Quantum Charge for Lesley.
I use Assassin Emblem with Penetration - Weapon Master - Quantum Charge for Layla.
(1) Why Common Emblem for Lesley? She has no fucking mana.
(2) Why Weapon Master for both?
(3) Why not Tenacity for both?
(4) Why Rupture for Layla when she just needs critical damage?
(5) I know Assassin Emblem is viable too, I recommend it for Layla as well, but why not also go for Tank Emblem?
@myopiamlbb 1. I have no way of knowing if Hybrid Regen affects her natural Energy regen or not. It would be good if you have access of a way to prove whether it does or it does not.
Common Emblem also gives the same Attack addition as Fighter Emblem but I theorize hugging the tower while naturally regenerating your lost HP would be better over trying to spellvamp your way to sustain the lane.
2. My playstyle as MM involves prioritizing timing over everything else. If a safe kill that won't affect my farm is present, I'll take it. Otherwise, I prioritize farm and plating over helping my teammates. The MVP badge holds value in solo rank as it gives you tenfold the protection point. I find myself often still getting enough farm even when the game only lasts 10-13 minutes to take advantage of the emblem.
3. I consider Tenacity heavily when going against burst marksmen such as Brody and Clint. Otherwise, I forgo Tenacity.
It may be due to a personal reason over an objective one, as I consider having extra durability on marksmen kind of harmful since I mainly play Mid lane, and I regularly use +10% movespeed talent over Tenacity as a Mage. I choose to generalize marksmen and mages as squishies over having to re-adjust and re-evaluate my survivability whenever I play mid or gold.
4. It helps her early phase a lot, and arguably the most important phase for a marksman player. I don't think I've missed a gold crab duel against other marksmen since she can deal more or less 800 damage with Rupture since level2.
Stun + First Skill + 1 basic attack does the trick when the gold crab's health goes under 800HP, and all the damage is almost instantaenous.
5. I value movespeed and damage it gives over early game survivability. She can farm safe enough with her first skill without needing to rely on the benefits of tank Emblem in my opinion.
6. I would have to revise and edit my initial comment as I don't use Thrill on Lesley. I use Fatal.
@@Poroty
(1) Out of the current 126 heroes, 86 of them (or 68.25%) use mana to cast skills. The remaining 40 (or 31.25%) don't use mana. And among the 40 mana-less heroes, 10 of them (or 25%), including Lesley, use energy. Since there are only a handful of heroes that use energy, the Common Emblem does not regenerate any energy per second. The hybrid regen is defined as the combination of "HP regen" and "mana regen", so the Common Emblem is theoretically covered by the 86 heroes that use mana.
For Lesley, its passive has a flat pen to crit dmg conversion, with 1 flat pen = 0.5% crit dmg. With the Assassin Emblem, 14 adaptive penetration translates to 7% additional crit dmg for her. Add Fatal on the mix and you get 17% additional crit dmg. Buy a berserker's fury and you get 57% additional crit dmg. Her base crit dmg is much lower, which is 130%; compared to the normal base crit dmg, which is 200%. With the Assassin Emblem, Fatal, and berserker's fury, you get a total of 187%, which is higher than 180% with another emblem (they preferred the Marksman Emblem, Fatal, and berserker's fury).
(2) The Weapon Master has an issue of item reliance. Buying defense items will not trigger its effects. It strictly requires you to go for damage items, and you have a much higher attack increase when you have a blade of despair or a holy crystal equipped. It needs an emblem with a high adaptive attack, combined with Thrill, to increase your scaling. But to deal damage, you cannot just rely on attack stats. You need penetration. And I'd rather have a higher penetration than a higher attack. Equipping Weapon Master renders you squishy in exchange of a slight increase of damage regardless of your build. Anybody can end the game early while you cannot complete your build for the late game.
(3) Any smart enemy can take Layla or Lesley out in the early game, and repeated deaths mean you are under-farmed. The Weapon Master's item reliance is its ultimate drawback. Under-farmed means less damage items, and less damage items mean less damage output. And the attack increase depends on what items you buy, and on how many items you buy. And the reason why Tenacity is preferred is due to the issue of repeated deaths in the early game. Marksmen are targeted early on, that's what a "happy meal" means.
(4) I understand your point about Rupture on Layla, more pen means more damage, but my recommended tier 1 talents for both Lesley and Layla are either Agility or Fatal. They both deal critical damage (or critical true damage in Lesley's case).
(5) The Assassin Emblem is recommended if you opt for more damage, which is proven in my damage tests. But if you opt for survivability, the Tank Emblem is recommended.
What is better emblem for Lesley?
She can't have penetration, so obviously not assassin. And don't have mana, so common also not really needed.
Maybe support for movement speed and cdr?
Also wanted to ask if +12% healing in support emblem affects lifesteal and spellvamp?🧐
@@andywizard6102
You are wrong about the Assassin Emblem on Lesley, that's why you use the Marksman Emblem.
1 flat pen is converted to 0.5% crit dmg, which majority of the Lesley users are ignorant of this or they still prefer attack speed over anything else.
If you are saying "she can't have penetration", that's because 14 adaptive penetration is converted to 7% crit dmg, which stacks with her base crit dmg (130%), Fatal (10%), and Berserker's Fury (40%), with a total of 187% when equipping all sources.
Using the Marksman Emblem only gives you a total of 180% when equipping all sources. And 180% vs 187% is obvious. 187% is greater, meaning higher crit dmg.
And the Support Emblem does not affect lifesteal and spell vamp.
@@andywizard6102
🟣 Custom Assassin Emblem
🟡 Fatal
🟠 Tenacity
⚪ Quantum Charge
@@myopiamlbb thank you 👍
Lol I've been telling my duo this for freaking months on end... He still prefers mm emblem. No wonder he's stuck in legend.
@@jaydengroep9364 Is your duo a marksman user?
So, what emblem do you recommend for Wan Wan?
@@diketarogg I will give you options.
For survivability:
🟠 Custom Tank Emblem
🟠 Vitality
🟠 Tenacity
🟡 Weakness Finder or ⚪ War Cry
For damage:
🟣 Custom Assassin Emblem
🟣 Rupture
🟠 Tenacity
🟡 Weakness Finder or ⚪ War Cry
@@diketarogg The MM Emblem is no longer recommended even if her passive scales with attack speed.
Thanks, appreciate it!
Amazing content, top tier 100% enjoyable for me, but maybe shake it up with a blurred gameplay in the bg instead of the black screen
The robotic voice doesnt really bother me, but then again i 100% enjoy the video as is, as it is very enjoyable
A question from me would be, will you be covering Thunderbelts, and skypiercers? I.e is it worth it in certain situations and the risks associated with building thunderbelt on damage dealers and building skypiercer without first building penetration
@@radiance2826 I hope my next video will cover them.
@@radiance2826 Sky piercer usage is a gamble. "Either you establish dominance, or your enemy will" is its mantra. This means, either you snowball, or you get snowballed. If you snowball, your sky piercer becomes a powerful item. If you get snowballed, your sky piercer becomes useless.
Ty for info
Moonton: nerfs marksmen physical attack, making them not hurting as much as before. Also lower their defenses and hp plus defense equipments. Nerfs assassin emblem.
Result: going full damage is less effective, plus easier to die
Moonton nerfs everything squishies need to make tanks tougher, but because of that we rely more on defenses than ever before.
@@zackzoom8779
MM users: *still prefer the MM Emblem*
Saber: *kills them without effort*
MM users: *trashtalk intensifies*
Good content but the robotic voice is annoying
Nah, I like it.
Wait, no, attack speed boots are not entirely useless. Think Argus. Yeah, sure, many don't build boots on Argus, but you have to if you play as the jungler. Also, when you don't have full build, boots are useful for rotating around, chasing and fleeing. Argus does not need defense because of his ulti. Why not extra movement speed boots instead? Well they are more expensive, and they don't help in combat.
@@diketarogg Argus is better off with early defense on boots like warrior or tough boots. This means less chances of using his ult prematurely. And I didn't see a jungle Argus in high ranking games. Why? Usually he's no longer recommended as a jungler (unless you adjust since your teammates don't).
Well, Argus jungle is niche, but can be good in some compositions because his ult could guarantee securing a turtle/lord. You don't see a.lot of Argus because noone really likes to play Argus (on my server anyway) and often there are better jungle heroes than Argus. Usually, I only see push nothing Argus players.
As for warrior/tough boots? Why? My ulti gives me immortality, I never needed any defense. Activating ulti prematurely sounds like a skill issue tbh. Not only that, he has sustain from his passive. More than enough to not need ulti during the laning phase or finishung off enemies. If you dive into 1v5, no defense boots will help you, you just get oneshot if you don't use your ult, usually.
@@diketarogg I don't see Argus as well in my server. But when I see him, he is commonly used as an exp laner, not a jungler. The way I see it, they tend to play safe and push turrets when I'm not around to defend them early (as an exp Hylos, Terizla, Gatot, etc.).
Mm emblem is to trigger item requires attack and passive proc. It's obvious
@@hairuldon6644
The MM Emblem only beats the Tank Emblem in terms of damage. It's obvious.
The MM Emblem only beats all emblems in terms of HP restored per hit. Also obvious.
The MM Emblem doesn't take the shortest time to kill an enemy at max level and with a full build, even with faster attack speed. Can't be more obvious than that.
For marksmen, the Assassin Emblem is the best emblem for damage, and the Tank Emblem is the best emblem for survivability.
The MM Emblem sucks.
What can the MM Emblem contribute to your MM's?
I've always been using Assassin emblem for marksman not bcs of the stats of it but bcs I just don't feel the atk speed bonus from that marksman emblem when I use it, I feel so weak when using it lmao so I just go for penetration, thanks for proving it tho
@@rogue9318 Your reason for using the Assassin Emblem is already proven by the damage tests. In spite of the MM Emblem's attack speed stat included, the Assassin Emblem has the shortest time to kill the enemy in the late game.
👀👀👀➡️➡️➡️
I don't like the text to speech, quantitative analytical videos with a thesis will benefit more with a pure text commentary style like those found in ShyGuyMask's videos.
Pure text commentary also forces the creator to make it concise, still, this is just my feedback.
@@Waaz732 Thank you for your feedback.
@myopiamlbb take it with a grain of salt, pure text commentary is what *I* like, other people might not want that so much.