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What's perhaps more interesting is that although we often think of him as a skill check character, his win rate isn't noticeably better in low elo, it tends to stay around 51% at all ranks.
Spider-man is not "overpowered".
He is *Problematic*. There is a difference.
Anyone who says he's "OP" legit do not play the game but people who say he is weak or "not strong" also do not play the game.
And we shouldn't be paying attention to people saying things about the game when they don't play it.
One way to balance him could be leaning into a brawlier role. Imagine Spider-Man with faster cooldowns on his web abilities for more consistent engages, a bit more survivability through a health boost or a brief damage reduction when dodging, and a steadier damage output. They’d need to dial back his burst by toning down the uppercut combo but this would keep his agile, web-slinging play style but make him more about sticking in fights than one-shotting supports and escaping. He’d still reward skill without feeling oppressive.
Because he has the most overtuned kit in the game and plays like a single player character. His movement breaks the game and overall he is toxic.
In case you missed it here you go:
- He can move across a full map in seconds. His mobility is ridiculous.
- He can double jump.
- He has a damage self-buff.
- He has a pull. As a bonus that pull can throw you off the map.
- The pull can be used as a zip for even more mobility.
- He can shutdown ultimate moves.
- He can wall crawl and run.
- He has a sense that alerts him if someone is close.
- He has a ranged attack.
- He has a relatively easy one-hit combo.
- He has an uppercut that throws enemies in the air and is a soft crowd control.
- His skills have multiple charges. The ranged shots have 5 the uppercut has 2 and so on.
- His ultimate is an area of effect damage with slow and he gets bonus health during the ult.
- His ultimate can stun.
- His melee hit box is quite forgiving.
- His own hit box is not that large making him harder to hit.
- He can engage and disengage very easily allowing him to succeed or simply run away to reset with pretty low risk.
- Because of his very over-tuned kit his counters are not very effective.
- Hit a web shot
- Zipline in to the webbed target
- Uppercut
- Finisher (Melee or suit explosion)
(may require a 5th hit depending on target HP, usually another web shot or melee)
Most notably, his web shot makes a very distinct "thwip thwip" sound that no other projectile makes, so you get a pretty decent warning that he's coming. If playing support, immediately use this time to try to determine whom he's aiming for and get ready to heal them, since as long as they get a heal during the combo they'll tank and he'll have to run.
The bigger threat is his ult of course. Note that most spidermans will still try to hit a web shot first, but you'll have to try to track roughly when he has ult and be ready to CC him (he is not CC immune during his ult, so Luna Iceball and Mantis sleep both work, or IW can just push him away). This is a tricky one for sure but it's big value if you can shut it down even occasionally.
Reading comprehension is clearly not your strong point. How about you demonstrate some of these "argumentative skills" you claim to posses? You could start by countering my points with actual logic instead of third grade level attempts at wit. I know you aren't capable but I will give you opportunity to figure that out for yourself.
But in a real match, it’s not that simple. The “thwip thwip” sound is a warning, sure, but matches in Marvel Rivals are chaotic. Abilities flying, ultimates popping, and teammates shouting for heals or focus. You’re often too busy dealing with what’s in front of you to constantly scan for Spider-Man or his prey every time you hear that sound. Every second you're looking for him is DPS or HPS lost. It’s not feasible to always be on high alert for him, especially when you’ve got other threats to manage.
His mobility lets him strike from angles you can’t predict, and even if you do catch him, he can often zip away before you can punish him. That’s why, despite the counterplay you outlined, his burst feels so oppressive in practice. That's why I still think making him less bursty and more sustain is a good route.
For example, one thing you'll get better at over time is knowing where (at least most of) your other teammates are. Once you have this down, you don't need to scan quite as much for where Spiderman is, because you know where his potential targets are. While still learning this, it is probably ok to just know where the other support is. If he targets your Squirrel Girl and she dies, oh well. It's better than losing a support.
Note that killing him isn't really necessary, forcing him to disengage is good enough. Due to his extreme mobility, he can actually come back from spawn in almost the same amount of time it takes for his cooldowns to refresh, so you're never going to be free of him for too long. About the only advantage to killing him (besides satisfaction) is a bit more ult charge.
As long as he's not killing anyone, he's not doing anything useful. He can't contest the point, and he doesn't do meaningful damage to your tanks.