Marvel Rivals

Marvel Rivals

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Character archetypes not adhered to
Gamers all know that there are basic character archetypes that should be adhered to to make the player feel respected for their time and effort. We have the holy trinity in RPGs because of this:

Tanks, Healers, and Damage Dealers (DPS)
Tanks are durable characters that may be able to dish out some damage, but not as much as the damage dealers. Their strength is usually that they can take on a lot of damage from the enemy, resist the crowd controlling abilities, and lock down the enemies from reaching the rest of the party. Their physical traits are typically that they are an easy target for the enemy to attack, and are muscular to show their durability/high health pool.

Healers don't have the responsibility of dealing any damage, if they don't have the ability to do so, but they are the only character that can sustain the health pools of their party members. Without them, the rest of the party may become overwhelmed by the enemy's attacks before they can fight back. Their physical traits are typically that they don't have a high health pool, themselves, and don't have the strength/magic power to deal any significant damage to the enemies.

Damage Dealers make the most visual impact in the team when it comes to fighting enemies, as they hold the responsibility of reducing the health pools of the enemies to zero. All character types can deal damage to the enemy, but without the damage dealer, the player would be sitting there chipping away at the enemy for hours. The damage dealer is usually a character that is small in physical frame, but uses their weapons or magical attacks to decimate the enemies. Their physical traits are typically like the healer's, with a smaller health pool compared to the tank's, but even just a small stab will deal more damage to the enemy than when the big muscular tank smashes their huge hammer or sword right across their face.

TL;DR: Tanks take on the potential loss of HP. Healers recover the HP that has been lost. Damage Dealers reduce the enemy's HP to zero as quickly as possible.

You have to remember that the majority of video games, even to this day, are pretty much roleplaying games that have invisible dice rolls that determine what happens next. The above character archetypes allows the game to be fair in the sense that no one character has all the power, and they all depend each other to get through. But this doesn't happen properly in Marvel Rivals.

You have tanks that have high mobility AND can soak up the damage.
You have healers that can duel other characters 1v1 AND heal more than the enemy can dish out.
You have damage dealers that come in too many different types and sizes, sometimes to their detriment, AND they can dish out damage to different degrees.

Normally, there's nothing wrong with the above, as it's how the developers have decided to make their game. They make the rules, right? But the thing is that these rules they've made don't respect the gamer's time and effort.

We can counter characters with high HP because they're usually slow.
We can counter characters that heal because, even if they can heal themselves, they have a finite amount of healing resources AND they usually have small HP.
We can counter characters that deal damage because they also usually have small HP and can't protect themselves.

Knowing that, do you feel that Marvel Rivals adheres to this balance? I'd say not.

I had a big point to make, but I ran out of time to type this out. I hope they can balance the characters will high mobility in this game by limiting their mobility to a point that they can even the playing field.

There are characters like Spiderman, Blank Panther, Venom, that have been overtuned in their mobility. It would normally be alright, Spiderman and Blank Panther deal too much damage to balance their mobility. Venom's durability is also too much to balance their mobility.

How do you guys feel about the imbalance in mobility in this game?
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Showing 1-3 of 3 comments
you make several incorrect assumptions about game design in general. the balance in marvel isnt perfect, but it could be fixed easily. trying to completely redesign everything "the be more like other games" is a huge mistake that WILL kill a game insanely fast. Poor balancing direction kills more games than anything ive ever seen.
Twisty Feb 1 @ 1:50pm 
Imbalance in mobility stems from skill of aiming and tracking. Highly mobile characters, when played somewhat decently, will absolutely wipe the floor because below average tracking skill players can't hit them.

If you throw in a dps player with good tracking and awareness, they can definitely take out any high mobility character, or at the least make them back off and try again.

Then you throw in CC. Most of them are difficult to hit, sure. Peni, Hulk, Mantis, Luna, SW, etc all have CC that is hard to hit but can take down fliers and mobile characters for a second.

The main idea of high mobility heroes is disruption. Spiderman CAN kill someone quickly unless they get healed. Hulk and Venom jump in to disrupt the backline and can be easily punished so they have to jump away or die.
Last edited by Twisty; Feb 1 @ 1:51pm
suborn refusal to swap heros or roles when your team is clearly not working is often the problem specializing into one role or hero is actually a bad thing.
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Date Posted: Feb 1 @ 12:27pm
Posts: 3