u/GrieverXVII

▲ 211 r/rivals

black cat is easily the most broken hero in this game, bar none..

if she's going to be this untouchable, undetectable, untraceable, and just be black panther/invis girl hybrid on steroids, they need to make her have like 100HP or some shit. in the right hands, she's absolutely broken. and its not even the fact that she can kill, its the fact that she can just exist in your backline all game making you constantly have to waste time looking in directions, burning abilities when she can just go invisible to waste your shit.. the amount of value she singlehandedly provides to a team whilst being lethal is so fucking game breaking, its crazy that she doesn't get more hate than she does..

when you have heroes like wanda and namor who are literally designed to counterplay high mobility heroes who depend on it for suvivability.. and even they struggle within their design, you now have a real fundamental issue happening.

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u/GrieverXVII — 1 day ago
▲ 29 r/rivals

bad heroes don't exist to the majority of the playerbase..

tier lists (as usual) have completely skewed the mindset of the average player. I'm just here to provide some perspective..

  • the majority playerbase resides in gold/plat.. thats like 60-70% of players.

  • every hero can be played into Celestial, that's usually top 5% or less.. every. single. hero.

  • tier lists, "meta" and "bad" heroes generally only actually apply to Eternity and beyond, players that are the top 1% or below.

with those points being made, its odd to see the majority playerbase echo a game experience that only applies to the top 1% of players.. yet this same majority will act like it applies to them.

yes, there are better heroes than others, yes.. some won't scale as high as others, but to 60-70% of you, this does not matter at all, the only players these tier lists apply to are the top 1% eternity and above.

can we please stop letting tier lists dictate everything? team comp, counterplay, and game sense is what makes you a good player.. not just picking a hero that has a high tier rating from players who aren't even playing the same game as you are.

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u/GrieverXVII — 11 days ago
▲ 52 r/rivals

players are misunderstanding how QP functions..

I see at least 1 post almost daily complaining about how QP is harder than ranked, or how "im plat going up against celestial players" is not fair. This is because QP and Competitive are the exact same modes, except QP doesn't show your rank and has bot matches as a "feel good match" when you've lost a couple of games.

many competitive games do this in their "QP or casual modes", Rocket League is a good example where their casual matches have hidden mmr, basically you still gain points and lose points whether you win or lose, and it will match you with opponents who have within a certain range of your points.. but its all hidden to the player.

the same applies in marvel rivals, in QP you have hidden mmr, when you win games, you gain points.. eventually, you will reach a plateau in QP as well where your opponents feel very tough and similar to your skill level sometimes a bit higher, this is because you've hit your peak hidden mmr in QP.

the disconnect happens when people correlate their competitive mode ranks with their opponents in QP, "im Silver going up against GM players".. all this means is that if you play competitive mode as much as you play QP, thats where you would probably peak at as well.. in GM like your QP opponents.

you can't correlate peoples ranks in competitive mode and apply it to QP, its a seperate point system. if you find the above to be the case, then your competitive mode ranked games would actually be much easier than your QP games until you've reached your peak in both modes, then they both will start to feel identical in terms of your opponents.

the video i've posted with this topic shows a brand new account, all quick matches, as you can see the first 10-15 games is just clear stomps, all MVP, all wins.. but as time goes on, my mmr is increasing with each win, and therefore i start to verse tougher opponents over more games that i play..

using opponents ranks as a metric to prove QP has hidden mmr, in the first few matches of this video, my opponents were all bronze-silver, around the 10th match, they were around gold-plat, near the end they were reaching diamond-GM.

this better explains how hidden MMR works in a more detailed way.

u/GrieverXVII — 12 days ago
▲ 3 r/rivals

this is terrible.. paired with his unreliable shield, getting animation locked like this during crucial moments is also unacceptable, its been like this since launch.. where sometimes the game will just lose his shield the the rebound, and you're just locked in this animation and can't do anything else until it decides to return.. in critical moments, this can easily get you killed.

Cap is riddled with inconsistent bugs and netease just refuses to fix this shit..

u/GrieverXVII — 15 days ago
▲ 16 r/rivals

just to preface this topic so you know where my thoughts come from, I've played about 80% of the heroes in this game in all 3 roles since S1 mostly solo queue, I mostly play cap/pun/ironman/luna among several others, i've also managed to play cap and ironman into ther respective top 30 leaderboards in prior seasons.

I really started to like Ironman around S4. I liked how I was able to force backlines to spread out, take cover, and break their healing line of sights, his unibeam is strong enough for peels and helping with frontline pushes when picking off priorty targets.

Though I learned quickly that Ironman is a glass cannon, he can do amazing dmg output, but he is incredibly fragile at 250hp with almost no self-sustain, so he mostly needs to often be babysat and constantly supported, especially when he starts gettin elims, he gets hard focused by the opponents very quickly.. which is not ideal or efficient as you climb rank into higher elo.

the reason i say ironman is flawed is because, flying is supposed to be their gimmick, their mobility is where the tradeoff is that they are more fragile than other heroes.. but the reality is ironman is actually best played on mid-to-ground level with everyone else using his unibeam mostly, where you can hide behind your team and take less damage while damaging through your teammates onto the enemy.. flying up high is a literal death sentence, you just end up creating a clear line of sight for the enemy to 1-3 shot you.. using map cover is great, but that also means you're taking a support teammate out of the game by forcing them to constantly look away from the team and up at you, and only heal you.. you're almost always better off playing ground with the team using unibeam where the supports can also be most efficient in healing the team, and flying mid height to blast backline supports when opportunity is there.

this is why he is fundamentally flawed, flying is supposed to be the gimmick thats the tradeoff for him having low hp and hardly any self-sustain, but the reality is good ironman players are mostly playing near the ground in brawler territory almost, peeling and helping frontline pressure with unibeam.. and not having the self-sustain like other brawlers have built-in just makes him so much worse.

the easiest rework would be to just remove those stupid useless missiles that literally do nothing, and replace it with nano-armor, let us get some overshield or self sustain, it would just make so much more sense for how he actually should be played.

he is designed to be in the air, but to be good with him you actually should play him more like a brawler.. so he is fundamentally flawed by design. he ends up suffering because he is better to be played like a brawler but doesnt have the built-in sustain or higher base HP like brawlers have.

u/GrieverXVII — 18 days ago