Marvel Rivals

Marvel Rivals

View Stats:
How would you "Adjust" Cloak's Dark Teleportation?
I find it odd that a 2-second ability which needs to be timed well enough as it is (and oddly, though the official site indicates it's a 10m spherical radius, though I've countlessly seen times where those in that range don't get cloaked), this ability allows teammates to (many times inadvertently cancel out of the protection they are afforded if they do anything other then move)

It has such potential to be protective of a team during crucial times, but I can also understand that a 2-second window that has to be timed well can require superhuman reflexes to catch yourself from canceling out.

On one side, we don't want the ability to cause a team grief, but on the other, I understand why the devs don't want the team to be "invincible" and untargetable while being able to do damage or use an ability.

My suggestion is:

1. When teammates are within range of a Cloak who has their Dark Teleportation ready, maybe a subtle effect appears on character.

2. When a character shoots their weapons (not using abilities, just primary weapon), the cloak stays active, and all shots have damage reduced 50%. It's a short duration effect anyways; this minimizes nerfing team offense.

3. When cloaked, if a teammate chooses to use an ability other than moving or shooting their weapon, they instantly lose the cloak effect.
Date Posted: Jan 27 @ 2:48pm
Posts: 0