Marvel Rivals

Marvel Rivals

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Healer Ults Need To Be Changed
Cloak and Dagger, Invisible Woman, Luna Snow, Mantis and even Loki all have or can have ultimates that make them and their team more or less invincible. From what I remember, Overwatch had one and it was a powerful ability.

I have faced teams that were Luna, Mantis and Loki at the same time. That is three ults that make the enemy team invincible. That is just too much. It's much too frequent that I'll pop my ult and their ult just negates mine. It's too much. Especially when you have an Adam Warlock and Rocket as your healer and can't match that.

As Punisher, I'll pop my ult and lay into someone during their ult and I can't kill them. That is not okay. Increased healing sure...but that is not "increased healing" it's invulnerability.

I'd like to see all healers ults changed in a way that makes it good but not godly. Honestly, it's actually quite unimaginative as well. All the healers do the same thing. How about you add some unique ults that make it more fun.
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Showing 1-15 of 28 comments
I'm a strategist main and the lack of strategist ult variety is killing this game for me. I'm currently diamond 2 and am starting to have to pick the 4 meta supports, simply because they all have the same ult. It's boring and terrible design to have half the strategists using the same ult. I want to be a STRATEGIST, not a healbot.
Plagues Feb 3 @ 11:08pm 
Imo mantis's ult is fine. It's only really luna and C&d that need a change. Lune needs her duration cut to 7-8 secs (which is still insane) and C&d needs the 4th charged they just got removed.
Marzoval Feb 3 @ 11:38pm 
Played a match against a team with 3 healers, Luna, Mantis, and Loki. It definitely felt like more than half the match they were invincible as they were taking turns ulting with Loki copying Luna.
Tsorig Feb 4 @ 12:16am 
Yea they defenitely should cut the ult time like half. It would still be good defensive counter ult for team, but not overly prolonged.
Originally posted by Plagues:
Imo mantis's ult is fine. It's only really luna and C&d that need a change. Lune needs her duration cut to 7-8 secs (which is still insane) and C&d needs the 4th charged they just got removed.
Why did C&D even get a 4th charge? i don't understand that. What they really need is to make it more clear to the team that the ult heals them, time and time again i keep seeing my teammates run away from my C&D ult thinking it'll hurt them, like make it green or something.
Sledge Feb 4 @ 1:07am 
From a quick-play perspective, I don't think it matters much and is a good laugh.

From a competitive perspective, the hero design is absolutely hilarious. Strategist ultimate design for the most part is busted beyond belief.

Cloak & Dagger, Luna, Mantis and Invisible Woman all have ultimates that provide the same functionality with a teeny bit of flavour thrown in.

Mantis' ultimate should provide her with infinite life orbs for 7 seconds and provide her with full inspire during that period, or give her a minor shield and keep the movement speed.

Luna should provide a ice-shield to her allies in "heal" mode and a retain the movement buff in "speed" mode. Shield damage taken isn't replenished on toggle and disappears when toggled to speed, meaning she has to toggle it effectively to get use out of it.

Invisible Woman does not need intense healing in her ultimate, the entire point of it should be to weave in and out of it and provide a degree of area denial through visibility.

Cloak & Dagger's trail should be reduced to three trails again and the output should depend entirely on whether she's Cloak or Dagger. Cloak flips the trail to damage, Dagger flips it to healing. Keep the same time, reduce the healing potency somewhat.

There is NO reason for ultimate design to force you to stop playing the game for sizeable sums of time with zero counter-play.

If they remain on this trajectory from a balance perspective, I think I'll just stick to quick-play for the laughs akin to old-school Overwatch, because the comp scene right now is laughable at best.

The skill expression via ultimate play is borked beyond belief at the moment because most things have very little in the way of actual counter-play.
Last edited by Sledge; Feb 4 @ 1:09am
Tsorig Feb 4 @ 4:49am 
Originally posted by Yosh:
Originally posted by Plagues:
Imo mantis's ult is fine. It's only really luna and C&d that need a change. Lune needs her duration cut to 7-8 secs (which is still insane) and C&d needs the 4th charged they just got removed.
Why did C&D even get a 4th charge? i don't understand that. What they really need is to make it more clear to the team that the ult heals them, time and time again i keep seeing my teammates run away from my C&D ult thinking it'll hurt them, like make it green or something.

Yes the 4th dash for that ult was kind of unnecessary, but I think the blue color what you see on the ground is clear enough, maybe they could add some better outlines for that so it's easier to see where it ends. I guess those guys who have never played that hero doesn't know her ultimate or they just lack ability to focus enough to not take use out of it.
I think when it comes to abilities that can make characters invincible. Team Fortress 2's medic, with his medigun was the only actually good one in any shooter to date.

It takes a fair amount of time to build, you can only uber so many people at one time. Either stick to one, or flash multiple people by switching patients during the uber. If you flashed, the duration of the uber is lowered a few seconds if I believe, but you'll be able to uber multiple targets this way, even if it quickly goes away after switching patients. You have to stick with your patient as it's limited by the mediguns range. You also lose it completely if you get killed holding onto the uber, so there is a huge risk vs reward set up if you want to attempt to hold onto it and use it at a more ideal time.
It is so funny to see people cry about supports being OP and complain about them. Supports across the board have negative winrates. CND has 47.27 Win rate, Invis woman has 48.01%, Luna has 48.97%, The only support you guys mentioned that has positive winrate is mantis at 51.98%.
Tsorig Feb 4 @ 5:22am 
Originally posted by andynnos:
It is so funny to see people cry about supports being OP and complain about them. Supports across the board have negative winrates. CND has 47.27 Win rate, Invis woman has 48.01%, Luna has 48.97%, The only support you guys mentioned that has positive winrate is mantis at 51.98%.

I tell you a secret now, brace yourself. Shocking news.
those characters have high pick and what does high pick rate do?
They are most likely played by each sides. So when other team Luna wins, the other team Luna gets lose. They are not getting higher win rate like that. That is same for every high pick characters, only Raccoon being exception. Take account also that 2% of game are draw, which mean that when you have 2 Lunas each side that are draw game they are both marked as lose to static, that is where the 48% win rate comes down from 50% winrate.

My theory for raccoon winrate:
Why is raccoon exception, because he is a lot played with his team-up ability and not in every game both sides have that team up and about half of players still has that old school defensive ultimate mind that quite usually try to counter others team raccoon picking defensive ultimate, most likely that doesn't work if they are already half way to lose the game.
Originally posted by Tsorig:
Originally posted by andynnos:
It is so funny to see people cry about supports being OP and complain about them. Supports across the board have negative winrates. CND has 47.27 Win rate, Invis woman has 48.01%, Luna has 48.97%, The only support you guys mentioned that has positive winrate is mantis at 51.98%.

I tell you a secret now, brace yourself. Shocking news.
those characters have high pick and what does high pick rate do?
They are most likely played by each sides. So when other team Luna wins, the other team Luna gets lose. They are not getting higher win rate like that. That is same for every high pick characters, only Raccoon being exception. Take account also that 2% of game are draw, which mean that when you have 2 Lunas each side that are draw game they are both marked as lose to static, that is where the 48% win rate comes down from 50% winrate.

My theory for raccoon winrate:
Why is raccoon exception, because he is a lot played with his team-up ability and not in every game both sides have that team up and about half of players still has that old school defensive ultimate mind that quite usually try to counter others team raccoon picking defensive ultimate, most likely that doesn't work if they are already half way to lose the game.

I don't care about your opinion or what you think, I care about facts. Opinions are opinions and your cognitive bias is your cognitive bias. Your excuses can be safely applied to all heroes and roles.
Tsorig Feb 4 @ 5:29am 
Originally posted by andynnos:
Originally posted by Tsorig:

I tell you a secret now, brace yourself. Shocking news.
those characters have high pick and what does high pick rate do?
They are most likely played by each sides. So when other team Luna wins, the other team Luna gets lose. They are not getting higher win rate like that. That is same for every high pick characters, only Raccoon being exception. Take account also that 2% of game are draw, which mean that when you have 2 Lunas each side that are draw game they are both marked as lose to static, that is where the 48% win rate comes down from 50% winrate.

My theory for raccoon winrate:
Why is raccoon exception, because he is a lot played with his team-up ability and not in every game both sides have that team up and about half of players still has that old school defensive ultimate mind that quite usually try to counter others team raccoon picking defensive ultimate, most likely that doesn't work if they are already half way to lose the game.

I don't care about your opinion or what you think, I care about facts. Opinions are opinions and your cognitive bias is your cognitive bias. Your excuses can be safely applied to all heroes and roles.

Yes the statics and win rates are facts, behind the facts are reasons, behind reason are theory and opinions.

Why would Luna and C&D being in top 5 bans ever, if they are so bad like you make it sounds like they are. Why would most of community ask supports getting nerf if they are just so bad like you are telling as a "fact", right?
Last edited by Tsorig; Feb 4 @ 5:29am
and dps ults that mass destroy teams is ok?
Sledge Feb 4 @ 5:34am 
Originally posted by Ironside:
and dps ults that mass destroy teams is ok?

Moon Knight's ultimate needs a delay and should be changed to increase in damage per tick the longer you're in it as opposed to what it is now.

Iron Man's is balanced by a loud call out and long load time.
Originally posted by Ironside:
and dps ults that mass destroy teams is ok?
Every dd ult has counterplay, supp ult - not
Last edited by Dick LeCock; Feb 4 @ 5:37am
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Date Posted: Feb 3 @ 6:43pm
Posts: 28