Marvel Rivals

Marvel Rivals

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Add a damage stat
everyone is using pure kda to determine who should switch, but dps stat is just as equally important. If you don't include all stats, then include nothing at all, all context matter.
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Showing 1-13 of 13 comments
Steve Apr 21 @ 3:00pm 
High damage + low kills = someone's feeding ults. That is not a good thing.
actually you want to do as little dps as possible per kill, in this game strats are strong, the more dps it takes u to kill the more youre feeding enemy support ult charge, food for thought
☭Rosa Apr 21 @ 3:04pm 
there is a damage stat on the scoreboard though, and even 'achievements' for whoever does more damage.
thing is, doing a lot of damage is not really a good thing. you will do a lot of 'damage' by shooting shields or support ults, but you wont do anything productive.
Person with most deaths should swap.
The only time you want a lot of non-fatal damage is if you're actively destroying barriers and Namor summons or actively harassing healers to the point that the healers can't keep tanks and DPS up; sure, your Spider-man may not have killed anyone on that dive, but your Squirrel Girl used the time in which the healers were covering each other to take out a tank and so your team was able to push the cart further.

Any individual stat fails to tell the full story... usually. Someone who has been negative KDA from the start is probably either throwing or way out of their proper rank.
Windfire Apr 21 @ 3:36pm 
It would induce bad players the wrong behavior.
We've seen this in other competitive games.
Ferrsai Apr 21 @ 4:01pm 
Originally posted by Coffee:
everyone is using pure kda to determine who should switch, but dps stat is just as equally important. If you don't include all stats, then include nothing at all, all context matter.

Yeah, but a high/low damage stat can be good or bad depending on the specific situations that were presented. High kills with low damage shows either really good awareness at picking out low hp enemies and making sure they are finished, or quick and clean kills. Low kills and high damage means they are attacking characters that are getting killed and not confirming. High damage and high kills means there was definitely some attacking of characters being healed. Obviously or not, attacking the strategist first is the ideal option, but it's not always realistic to target them based on positioning and enemy team cohesiveness. Sometimes powering through the healing with brute force and better accuracy or combined attacks is the answer.

There's another factor. The score board lies to you, particularly if your team is struggling. Having SVP on a losing team could actually mean you are the problem.

I could ignore my team and go snipe the worst players on the enemy team all game and pump tanks with damage since I can't get at the hiding enemy supports without high risk positioning. I am being utterly useless in that scenario.

I've had games with players like this, that aren't working together, and they'll tell me to swap off Widow when they haven't been able to hold a single team fight without back peddling or someone dying within 5 seconds. No, I'm not going to swap. What would be the point? So I can be a different character and experience the same thing? The middle of a comp match is not the place to tell people that everyone needs to engage the enemy team together and hit some shots and be an active threat trying to control some space instead of getting run over like a deer staring into headlights.

Anyway, the point is, even if they include every stat you could think of, you can't put stuff like drawn and wasted enemy attention on a score board, but that can be very valuable if you are on a team that can hold their own and actually belong in that match. If a player kills a support, then gets dived by two people, but maims them both over the course of 20 seconds or so and maybe I kills one, maybe not, but either way the major value there was commanding the attention of three enemy players for around 30 seconds with travel time. Even if I only lasted 10 seconds against those two, that puts the rest of my team in a 5 v 3, which is a huge advantage if they bother to recognize it.

There are incredibly effective strategies that can be employed that can win games that do not pad stats. I mean, you can't and wouldn't want to try to solely rely on these strategies, but weave them to your game play when the situation arises.

Another fault of looking at the scoreboard in the middle of a match is to think one less death or a handful more eliminations means anything. It's only a fraction of a single match. Everyone in that match could be objectively terrible or objectively the best players in existence, either way, those scores could be all over the place depending on what went down.

Shared kills are good, but only half the value of securing your own. A player shouldn't get cocky because they have double the kills of a player. Often they are being pocketed by a support or have a friend or two in a premade group . This solo player with a lower score might be providing as much value as all three of that premade group together if you really analyze what is happening, but are struggling to work with whatever ass positioning and tunnel vision this premade group has going on.

A ♥♥♥♥ premade group still tends to at least kind of attack the same targets, so usually they'll get a little bit of work done. If they aren't very good, it wont' be three players worth of work, and that's the problem. They'll be working on their 3 v 1 or 3 v 2 and chasing those enemies out of line of sight. The remaining four enemies will attack the three of you, which may immediately converge on your support. You'll drop one while that happens, but then be overwhelmed eventually. With your three down, your premade group of 3 lost one player 3 v 2 and now have to face the remaining three at 2 v 3. Who's fault is it? You are correct, Black Widow.
Coffee Apr 24 @ 3:56am 
Originally posted by Ferrsai:
Originally posted by Coffee:
everyone is using pure kda to determine who should switch, but dps stat is just as equally important. If you don't include all stats, then include nothing at all, all context matter.

Yeah, but a high/low damage stat can be good or bad depending on the specific situations that were presented. High kills with low damage shows either really good awareness at picking out low hp enemies and making sure they are finished, or quick and clean kills. Low kills and high damage means they are attacking characters that are getting killed and not confirming. High damage and high kills means there was definitely some attacking of characters being healed. Obviously or not, attacking the strategist first is the ideal option, but it's not always realistic to target them based on positioning and enemy team cohesiveness. Sometimes powering through the healing with brute force and better accuracy or combined attacks is the answer.

There's another factor. The score board lies to you, particularly if your team is struggling. Having SVP on a losing team could actually mean you are the problem.

I could ignore my team and go snipe the worst players on the enemy team all game and pump tanks with damage since I can't get at the hiding enemy supports without high risk positioning. I am being utterly useless in that scenario.

I've had games with players like this, that aren't working together, and they'll tell me to swap off Widow when they haven't been able to hold a single team fight without back peddling or someone dying within 5 seconds. No, I'm not going to swap. What would be the point? So I can be a different character and experience the same thing? The middle of a comp match is not the place to tell people that everyone needs to engage the enemy team together and hit some shots and be an active threat trying to control some space instead of getting run over like a deer staring into headlights.

Anyway, the point is, even if they include every stat you could think of, you can't put stuff like drawn and wasted enemy attention on a score board, but that can be very valuable if you are on a team that can hold their own and actually belong in that match. If a player kills a support, then gets dived by two people, but maims them both over the course of 20 seconds or so and maybe I kills one, maybe not, but either way the major value there was commanding the attention of three enemy players for around 30 seconds with travel time. Even if I only lasted 10 seconds against those two, that puts the rest of my team in a 5 v 3, which is a huge advantage if they bother to recognize it.

There are incredibly effective strategies that can be employed that can win games that do not pad stats. I mean, you can't and wouldn't want to try to solely rely on these strategies, but weave them to your game play when the situation arises.

Another fault of looking at the scoreboard in the middle of a match is to think one less death or a handful more eliminations means anything. It's only a fraction of a single match. Everyone in that match could be objectively terrible or objectively the best players in existence, either way, those scores could be all over the place depending on what went down.

Shared kills are good, but only half the value of securing your own. A player shouldn't get cocky because they have double the kills of a player. Often they are being pocketed by a support or have a friend or two in a premade group . This solo player with a lower score might be providing as much value as all three of that premade group together if you really analyze what is happening, but are struggling to work with whatever ass positioning and tunnel vision this premade group has going on.

A ♥♥♥♥ premade group still tends to at least kind of attack the same targets, so usually they'll get a little bit of work done. If they aren't very good, it wont' be three players worth of work, and that's the problem. They'll be working on their 3 v 1 or 3 v 2 and chasing those enemies out of line of sight. The remaining four enemies will attack the three of you, which may immediately converge on your support. You'll drop one while that happens, but then be overwhelmed eventually. With your three down, your premade group of 3 lost one player 3 v 2 and now have to face the remaining three at 2 v 3. Who's fault is it? You are correct, Black Widow.

all you said is proving my point "context matter", high kills could also mean i tickled the enemy at the last minute and it becomes part of my k.

This is the reason why the entire team where every members have 30+kills but still lose to a team with only 15-20 kills, and it happened a lot.

This is why I want more stats as much as possible to help with the context.
Coffee Apr 24 @ 4:03am 
Originally posted by mozzarxlla:
actually you want to do as little dps as possible per kill, in this game strats are strong, the more dps it takes u to kill the more youre feeding enemy support ult charge, food for thought

I'm fully aware of this, i played a game similar to this for over 7 years. This really didn't disprove my point about context matter.
Remove damage stat entirely and replace with last hits. track damage for quests, but not show it openly in match. Fixed. Edit: same for healing number, we don't need irrelevant stat for winning games to show.
Last edited by Sonrangeri; Apr 24 @ 4:08am
Aeekto Apr 24 @ 5:57am 
So many people still focused on the killstat and yet don't realize "kill" is not like the killstats in other games.
Kill in this game is just killcontribution.... basicly an assist (mostly 1 single hit is enough to get it counted), while assists in this game are only for healing and CC without doing damage to that target.
That's why supports often have the highest killstat.... they just accidently hit enemies while trying to heal teammates.
They just made it so players feel a lot better because of huge positive K/D ratio :lunar2019crylaughingpig:
The REAL Killstat will only be shown at the end of the match with "final hit".
Last edited by Aeekto; Apr 24 @ 5:58am
Drey Apr 24 @ 7:58am 
Originally posted by Aeekto:
So many people still focused on the killstat and yet don't realize "kill" is not like the killstats in other games.
Kill in this game is just killcontribution.... basicly an assist (mostly 1 single hit is enough to get it counted), while assists in this game are only for healing and CC without doing damage to that target.
That's why supports often have the highest killstat.... they just accidently hit enemies while trying to heal teammates.
They just made it so players feel a lot better because of huge positive K/D ratio :lunar2019crylaughingpig:
The REAL Killstat will only be shown at the end of the match with "final hit".


which also just shows out of 250 dmg you did the last one.

Tracker shows the real stats


Just yesterday i had a SG in my team while the enemy had 2 flyers. Told her to swap because SG has no value here and she started talking ♥♥♥♥ bout that he got more dmg than i do etc.

Shooting nuts into their tank frontline shields good job i guess

she swapped hela and we won
Last edited by Drey; Apr 24 @ 8:01am
Carson.F Apr 24 @ 7:59am 
We need final hits tbh
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