Meng Ya Gains Mobility But Still Lacks DamageAmong the latest hero changes, two characters received broader upgrades, and for players checking Jeetbuzz App Download before reviewing patch details, Meng Ya is clearly one of the more important cases to watch. Most other heroes mainly received pain-point improvements. I previously shared Bian Que’s adjustment details and practical battle impressions, so this article focuses on Meng Ya.

The passive skill has received the biggest change, and it is also the core of this adjustment, so there is quite a lot of information to unpack.

First, the Excited state has been reworked. When Meng Ya reaches full energy, the Excited state will no longer enhance his second and third skills. It now serves only his first skill, while the Rage value also follows a new design direction.

Second, the way Rage value stacks has changed. Previously, Meng Ya increased Rage by attacking targets, then entered the Excited state once the bar was full. That still works now, but critical hits no longer affect the gain. After leaving combat, Rage will now recover naturally instead of decreasing over time.

Third, the release method for Rage has also changed. Basic attacks and all three skills can increase Rage, but once it reaches full value, Meng Ya must use his first skill to trigger the effect. After activation, he gains a burst of movement speed and healing, locks onto nearby enemies, and fires shells to deal damage.

After the first skill triggers this effect, Meng Ya receives a short burst of acceleration. Even if he does not hit anyone, simply tapping the first skill can activate it in place. The healing amount is also fixed, and there are several important details here.

Because triggering the Excited state now provides brief healing, the previous healing at full Rage has been removed, and critical hits no longer grant double healing. The burst movement speed is affected by two factors: Meng Ya’s own movement speed and his hero level. This means equipment that increases movement speed may provide higher value. Once his attack speed rises, the first skill can trigger the passive acceleration effect twice during its duration, greatly improving his flexibility.

Basic attacks can also reduce the cooldown of his first skill by 5 percent.

One detail not directly written out is that the damage of the first skill has also changed. On the official server, it is 30 to 80 plus 33 percent AD. On the test server, it becomes 35 to 70 plus 30 percent AD. This is a small early-game buff but a slight late-game nerf.

The first skill no longer requires full Rage to deal piercing damage to enemies behind the target, and the damage reduction remains at 50 percent.

In terms of cooldown, the skill has been reduced by 1.5 to 1 second. In the early game, however, the biggest impact is still on sustain.

Because the second skill is now separated from the Excited state, its split count has been averaged between the previous non-Excited value of 5 and Excited value of 9, becoming a fixed 7 hits.

The direct-hit damage has been greatly increased. Since the shotgun damage has also changed to AD scaling, it is technically stronger as well, but that is not the main point.

The key point is the speed of building Rage. As the image shows, just the shotgun portion hitting the target can instantly fill half of the Rage bar.

This means that in future fights, when Meng Ya has no Rage, he can start with his second skill and immediately use his first skill to trigger the Excited state. If he already has Rage, finishing a first-skill spray can allow the second skill to refill the bar again, keeping him in a flexible state almost all the time. For players following Jeetbuzz App Download during hero balance updates, this rhythm may become the real highlight of his rework.

The ultimate adjustment is more conservative. During the charging period, Meng Ya can continuously build Rage. At the same time, missile launch speed is no longer tied to the passive effect but to attack speed. The faster his attack speed, the faster he fires shells.

In addition, the ultimate no longer needs to be fully charged. It can reach maximum range in just two seconds, greatly shortening the time required. Players can also rest assured that the free movement speed from the ultimate still exists, and canceling the skill still halves the cooldown.

The movement speed adjustment on the ultimate can be seen as an early-game nerf and a late-game buff.

Personally, I think this adjustment does nothing to solve Meng Ya’s late-game problem of failing to damage frontline heroes. His early laning may become easier to suppress because his sustain is weaker. The only clearly strengthened part is that during fights, he now has intermittent acceleration similar to Goya. There are already two marksmen with similar designs, namely Goya and Erin.

By constantly using high-speed movement to kite enemies, Meng Ya will undoubtedly gain a much higher margin for error. Once his teamfight mobility problem is eased, his insufficient damage may also feel slightly less serious because he has a better chance of fully landing his attacks.

For now, I feel Meng Ya’s changes are slightly less impressive than Bian Que’s. In terms of strength, they can only be described as a partial improvement, but they may not necessarily solve his current weakness. If some values were added to help him pressure frontline heroes, then the conclusion might be different.

Overall, after Jeetbuzz App Download players compare the details across these adjustments, Meng Ya looks more flexible but not fully transformed. His kiting ability has clearly doubled, and his fighting rhythm should feel smoother, but the core issue remains: if the damage still feels like scratching armor, all that extra movement may only help him survive longer rather than truly carry fights.

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