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I play a ton of him (daily since release) and can't unsee all the issues he is having.
His [E] ability has a ton of issues.
You place an object down with HEALTH that will revive someone.
> You have no ways to repair that thing. As CD is linked to its missing health, repositioning later will cause you head-aches, despite it got damaged once 2 minutes ago.
> You have no ways to decide who you want to bring back. Therefore it can be (and will be) wasted on useless dps-es, instead of holding it for a useful one.
> Shield pack and jump pack spawns. Literally no one picks them up, ever. Probably some people pick them if you deploy it in the spawn zone, but no one ever again will get any of those once that area is left.
> Those packs actually give away the location of the device for enemy flankers, or if you deploy it to a cheeky location behind enemy lines. It would be better if it did not spawn anything at all, rally.
> It simply despawns itself and gets on a 5 seconds cooldown if it is thrown on a place where it cannot extend upwards. Knowing how well-made the game's geodata is, the device thrown next to a wall might just unable to extend and despawn.
His [SHIFT] ability is fine, but...
He really should jet toward the direction key, and not forward.
His passive crawl is a great mobility tool
Except it gets stuck in any, non perfectly smooth geometry.
There is a crack on the wall? You turn 180 degrees back by touching it. Or just stuck into it. Or you just release the wall and fall instead.
His [Q] should be replaced to fit other supports
Damage boost is fine on paper, but in this game.
> Every support has an ultimate that helps the team survive, except this one. It is more of a tank ultimate rather than a support one
> If your team can't hit a dead pigeon, 40% damage boost won't help it, either
> Two or three support ults focusing on keeping the team alive always will worth more than 1 or 2 with 40% damage boost
Rocket is a fun little character, but not interactive enough. He is lacking one additional skill, since he has 1 he can use, which is a dash.
A [V] should be added that he can use during the game.
He would need an ultimate focusing on team sustain, fitting into the Marvel Rivals support formula.
His [E] needs tweaking cuz as it is, its just wrong (not bad).
He is a healbot, people say.
Make him more interactive.
> Let him the ability to pick who to revive with [E].
> Give him a [V] ability he can use on an average cooldown
I do not even touch his weapon at all. It is his signature to heal like that and deal crappy damage (unless there are tanks harassing too much, like venom or thor. In melee, it is kinda decent. A ranged weapon in melee, yes.)
I wonder what the future will bring to him.
You're not 7v6 each fight.
You start the fight at 6v6 and, if someone in your team dies, you can stay at 6v6 instead of going at 5v6 (in the best scenario). It cancel one death of a teammate (the one that dies first, so not necessarily the most important). It doesn't give an extra teammate.
And this can happen at best every 45 sec.
Jeff can heal without a line of sight too.
Either by placing an orb before it is needed (but most of the time, either the teammates pick them up for fun when they don't need them or avoid them when they need them).
Or by throwing an orb and using the rebound.
It's not as efficient as with Raccoon. But it is still a possibility.
On my own behalf, I will note that the raccoon alone really weakly heals everyone individually. At least a second healer is needed. Because the raccoon's healing is distributed to the entire team at once, and this can really help when the second healer heals someone alone. If there is no second healer, then this is already the problem of the team itself.
By the way, I experimented with my friend who plays Loki - he copied my ult, we ulted together, and it was just unreal damage, capable of destroying the entire enemy team in a couple of seconds, if there are good DPS. But also alone this ult is very good. I just gave an example that people like the topic starter do not study the character due to bias, and it actually has interesting applications.
And how many times the resurrection of the raccoon saved the whole game - you can't count.
But that's if we're talking about team aspects. If we're talking about gameplay - it seems very easy, but you need to keep a lot of things in mind - you constantly need to look for an inconspicuous spot to put a resurrection, keep track of how many healing orbs are left before the cooldown in order to deal damage in time (While healing orbs are recharging, you can't attack, so you need to distribute it correctly), and also think about where to put your ultimate, because it can be destroyed very easily, but it really gives a great boost to damage.
Let's not forget about the team-up with the punisher and winter soldier - at the right moment, it can really save the day. But the team-up with groot is very weak, and, in my opinion, needs to be reworked.
So, it's a very fun and interesting gameplay for me. I never felt like I didn't do enough for the team - my healing allows me to heal multiple players at once. Also, sometimes when I get good tanks, I can do enough damage to kill other tanks.
As for how to improve the raccoon: I think he needs to have his health increased to 300-350, the amount of armor his skill gives to another players should be increased (from 25 to 50), and maybe the number of healing orbs before recharge should be increased. But I think in good teams that don't mind having a shield up, this will make the raccoon too unbalanced.
Lets comprehend every supp ult:
Luna: high heal, no one shot protection, 12 seconds
C&D: 4 heal areas with low dmg for few seconds
Mantis: high heal, 8 seconds
Loki: every ult
Invis women: big heal area with invisible from outside and enemy slowdown
Adam: mass rezz
Jeff: big kill/team saver but needs to be executed well for value.
Rocket: 40% dmg boost.
So besides loki, 3 ults are mainly their to counter enemies, not to push or so, just for counter ulting or time waste. Big problem: people just randomly throw them out and then someone goes "judge, jury executioner" and you stand there helpless.
One is focused on negating team wipes but is very situational or you just resurrect one person if done wrong.
One is, yeah do what you want loki style, good lokis know what ult to copy in what situation, bad ones just copy luna/mantis/c&d/invis.
One is just there to team wipe or save everyones ass but good jeff ults are hard to execute when enemies are decent.
Invis is an engagment/reactionary ult. You want enemies in your ult, you want that slow down on them to focus them out.
Now rocket.
Rockets ult is nearly fire and forget. Spam it when you engage 6vs6,you would wonder how hard this 40% can hit on them.
You think a deff ult would be better?
Why?
When the enemies crumble down through high dmg output, there is nothing to defend.
The big problem about rocket is, he is like a fluffy mercy, your team is good?
They will wipe out the enemies with 40% dmg buff.
If they are bad every supp ult is wasted.
And dont forget, rockets left click deletes people when they get near him.
Every dive can struggle against a good aiming rocket.
People just underestimate how much value his ult can generate in every team fight, his ult is ready. Its just brute force. The only thing you need is teammates hitting their shots.
Thats why he sees plays in high rank especially with triple support.
Thats why he sucks for low ranks as no one capitalize the value rocket can bring in.
"..huge number of good abilities.."
Bro, he has ONE abbility (not counting the mediocare ult and his mobility gimmick) that does nothing usefull if no one died yet in your team . That shield boost is a joke and the jumpkit is worthless to most heros.
The only REAL good thing he can do is the team up with Bucky and Punsiher. But that requires some one to pick that 2 heros out of 35 others.
That one respawn every 45 seconds is not that powerfull.
300-350 hp?? You realise he can heal himself right? You realise he has great evading abbilities right? You realise he has the shortest hitbox right? Why would you want to give him MORE survivability?
The BRB abbility pick ups will always be in the backlane (hidden away) and no one will go back to it to pick up extra 25-50hp. Actually the pick ups do more harm then good since a flanker can spot the beacon more easier thanks to the little pick ups giving away it's position. The hole thing is fundemantaly flawed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3413251782
I heard there are rank skins for hitting Gold? How do they work? Oh.... They're at the end of the season...
no it's not, rocket can reliably heal a Psilock or BP who is Medkit rotating literally 150-200m away around 3 walls without even leaving his team.
Jeff CANNOT do this, not even reliably, if Jeff is leaving bubbles for a diver instead of letting them rotate on medkits, you're at bronze elo.
The reason why is because Rocket's ult gets the rest of the team's ults over the top of the other team's ults (provided they also don't have a Rocket ready to cancel out your team's).
3H meta? C.Y.A.
4T 2D? Gone.
6D? Hilarious.
2/2/2? Bang-bang-bang.
I cannot tell you how much of an unmitigated pleasure it is to cut down Luna Snow during her ult. Rocket makes that happen, while still cranking out the heals and hits (just don't try to DPS from afar) and helping to ensure survivability with his body printer (preferably stashed in a safe place).
I'm going to level with you, hardly any of the strategists require any real degree of mechanical prowess.
Game sense comes with the territory because you need to have spatial awareness to support the team, but someone playing Rocket can pull that off just as effectively as any other class.
Two of the top support picks currently are Luna and Cloak & Dagger. Both are pathetically easy to play, like stupid easy and come with busted ultimate moves that grant insane healing (save for high burst like Pulse, it's practically invincibility) and area denial, one lasting 12 seconds, the other 6 - 7 seconds per trail.
Cloak can straight up phase the team through high damage burst, has damage output on par with Iron Man's Unibeam in terms of accuracy and range. Dagger has auto-lock for her damage and healing, her overall healing output is nonsensical for her utility.
Luna isn't limited by cool-down for her healing and can maintain a consistent output WHILST healing two targets with her guard & has a strong CC option built into her kit, with the ability to burst heal and damage.
Anyone peddling the idea that Luna, or C&D are difficult to play is smoking something fierce. Mantis is busted, but a slightly higher skill ceiling. It's the bloated kit which gives her a ridiculous win-rate imho.
Mantis has a bloated kit which offers ridiculously high team-utility due to her inspire, ability to self-inspire, fire and forget healing, powerful ult and her headshots refresh her healing. If you're any good at aiming projectiles akin to Zenyatta from OW, you're going to clap with her. Win-rate says it all.
She'll get a nerf, and she should. She's got a high pick and win-rate in pretty much every single ranked bracket. I think she's only like what, fourth picked in two of the brackets? But her WR is still insanely high.
He said Rocket is the only healer that can heal without a LOS.
I said it's false as jeff can too. Not as efficiently, but still possible.
You're giving an edge scenario where it's really not efficient but still possible.