Marvel Rivals

Marvel Rivals

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Still no moon knight ult fix
Crazy that it's obviously doing too much damage as healers have zero time to move but hey at least we got a new floor animation to tell us we're dead
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Showing 31-45 of 57 comments
Originally posted by Tore:
Originally posted by neuralnetwork:
Now while this person is crass, the post goes on to show how much agony the haunting moon can cause. I challenged the idea that MK ult needs another look at right this instant and here we have a near knee-jerk reaction refuting that.
This dude could be buying skins but if the moon drives him away, that's lost revenue.

I love you're so soft you think dying in a video game can induce "Agony"

The revenue would be lost from listening to idiots that think instant Ults are a problem and want to turn this game into some boring COD clone where only shooting does anything and it takes 20 minutes to get a kill.

NOBODY PLAYS SUPER HEROES/VILLAINS TO BE BORING AND SLOW

jesus christ you people are dense sometimes
The dude is riled up, what do you even mean? People get angry in games all the time, bash their teams etc. Not the best state of mind to be.

I'm not sure you understand counterplay but you do you.

Originally posted by Tore:
This is dumb.

You think a game should change constantly to keep idiots entertained, when the most fan loved games of all time literally do the opposite.

Super Smash
Counter Strike
TF2
DOTA
GTA

these are legendary games that are beloved and will be loved for all of my life, simply because they made something great and didn't screw it up into some ADHD nonsense for cry babies.

You want a pacifier because you got killed by an ULT, cry about it. Respawn, regroup, and pay attention to ULT timers because they are basically on a countdown in this game. If you aren't positioning to avoid MK Ults around the time of him getting his up then I know for a fact you have ZERO clue what you're talking about and simply just want the devs to save you from being trash.
Almost missed this. ADHD? Crybabies? What are you on about? You don't seem that okay either, at least you didn't block me yet. Everything good at home?

Yeah I get killed often enough by MK's ult but don't have a problem with it, said as much. You can escape it at times but instakills are common.
It's the devs that are saying that seasonal changes are to be expected, did you read the post at all? This isn't going anywhere at this point.
Personally I think all the big AOE damage ults should have a similar "wind up" or delay before going active. Makes for a more interesting match. Less "Gotcha" and more teamwork needed to setup ult combos.
Ngl until they nerf the problem children of the Supports, I don't think they should tweak his ult damage. On top of it not being the hardest thing to avoid (Not the easiest either to be entirely fair), it's one of the three things that beat Luna Snow's DA DAA DAT DA DA time scam outright. (the other two being Iron Man and Punisher. Sure you can also have a friendly Loki copy the Luna ult but that doesn't *beat* it per se)
The problem with moon is not the power but how cheap is to play against him. There are way more powerful abilities in the game than what moon has. The problem with him is that he doesn't feel like he deserved the kills he gets. The ulti is not the only problem but the solo dmg with an ankh is also the problem. Depending on the server ms/lag processing speed sometimes on our screen can feel like he killed you in 0.1 sec with no counterplay.
half of the supports do have mechanics to get out of a moonknight ult, albeit, with less than full health, but there are many ways to survive it as a support. It's either you adapt, and learn the mechanics, or you just fill aimlessly and be a detriment to your team without realising it. Also, if you're positioned farther back, it's harder for him to centre it on you, even with an ankh thrown. I'm not going to get into specific details on how you avoid it with certain characters, but, be more aware. If you have line of sight on him, his arm is raised in the air, with an ankh, you see that, BACK TF up and take cover. Simple things go a long way
IMO the damage is correct, it needs more delay. And not a lot.

Moon Knight is already very close to being bad. They can't make the ult much worse without ruining him. And besides, ults are supposed to get kills a lot of the time, look at Starlord or Spider-Man or Psylocke.
Alright to anyone saying:
"are you sure it's bugged"
"the damage is correct"

Yes it's a known bug, use google.
No the damage isn't correct, it's supposed to do 75 a tick. It's currently doing 150 a tick.

"Moon Knights Hand of Khonshu opens a portal, bombarding enemies within 5 meters with talons, each dealing 75 damage. This goes on for three seconds, meaning players have enough time to escape after losing 75 health. However, a new bug is causing insta-death, preventing heroes from surviving the AoE.

Many players noticed their beefy Tanks dying much faster to his ultimate and found some closure when a Reddit user broke down the bug. It turns out each talon has been dealing 150 damage when it hits an enemy directly, while nearby talons still deal 75 damage. This means only direct-hit talons can annihilate a fully healthy opponent after the recent patch update."

A little research goes a long way.

https://www.tiktok.com/@sarthegames/video/7464317388553555242
Last edited by ¤ OpN ¤; Feb 7 @ 4:25am
Didn't they hotfix patch it?
Last edited by [JRE] Joe Rogan; Feb 7 @ 4:27am
Someone on the Dev team must love Moon Knight or simply messing with players. 😆
Originally posted by ¤ OpN ¤:
Alright to anyone saying:
"are you sure it's bugged"
"the damage is correct"

Yes it's a known bug, use google.
No the damage isn't correct, it's supposed to do 75 a tick. It's currently doing 150 a tick.

"Moon Knights Hand of Khonshu opens a portal, bombarding enemies within 5 meters with talons, each dealing 75 damage. This goes on for three seconds, meaning players have enough time to escape after losing 75 health. However, a new bug is causing insta-death, preventing heroes from surviving the AoE.

Many players noticed their beefy Tanks dying much faster to his ultimate and found some closure when a Reddit user broke down the bug. It turns out each talon has been dealing 150 damage when it hits an enemy directly, while nearby talons still deal 75 damage. This means only direct-hit talons can annihilate a fully healthy opponent after the recent patch update."

A little research goes a long way.
It's not that each hand is doing too much damage, it's that, for some reason, each hand spawns 2 aoe entities, one that hits 5m, and one that hits 10m, so you dont need to be a direct hit, just within 5 meters of any impact, to be damaged for 150 damage (unless of course each hand is 5 meters in diameter in which case, yes, it would need to be a direct hit, but the more pressing point, is that due to the distance at which hands spawn, if you get hit by both instances of the AoE of a single hand, then the 10m aoe of the second hand was almost guaranteed to also hit, for practically 225 damage in burst.

If it was "just" a 150 damage burst, most characters who aren't exactly at the center of the ult should be able to escape, since there aren't really "original tracer"-like characters with only 150 Base HP, the real problem is the extra 75 burst from the second impact coming so soon after the first, that it is very likely other sources of damage bring you into kill range before that second claw hits.
Originally posted by ¤ OpN ¤:
Originally posted by RhodosGuard:
It's not that each hand is doing too much damage, it's that, for some reason, each hand spawns 2 aoe entities, one that hits 5m, and one that hits 10m, so you dont need to be a direct hit, just within 5 meters of any impact, to be damaged for 150 damage (unless of course each hand is 5 meters in diameter in which case, yes, it would need to be a direct hit, but the more pressing point, is that due to the distance at which hands spawn, if you get hit by both instances of the AoE of a single hand, then the 10m aoe of the second hand was almost guaranteed to also hit, for practically 225 damage in burst.

If it was "just" a 150 damage burst, most characters who aren't exactly at the center of the ult should be able to escape, since there aren't really "original tracer"-like characters with only 150 Base HP, the real problem is the extra 75 burst from the second impact coming so soon after the first, that it is very likely other sources of damage bring you into kill range before that second claw hits.
Go read the multiple reddit post please....
No.
Originally posted by RhodosGuard:
Originally posted by ¤ OpN ¤:
Go read the multiple reddit post please....
No.
So you refuse to research and be properly informed lol typically steam forum user
Originally posted by ¤ OpN ¤:
Originally posted by RhodosGuard:
No.
So you refuse to research and be properly informed lol typically steam forum user
I've seen enough videos of people explaining it, and slowing down what happens to know what happens, but sure, keep claiming that my eyes are seeing the wrong things.
Originally posted by ¤ OpN ¤:
Yes it's a known bug, use google.
No the damage isn't correct, it's supposed to do 75 a tick. It's currently doing 150 a tick.

A little research goes a long way.
Well, I did. This' an interesting topic.

Checked the tiktok vid, read the reddit post, skimmed through a handful of gaming news articles, looked into MR own hero page, S1 patch notes. Then I annihilated a few forests worth of Groots at the practice range.

Hate to say it, but these news and videos work much like fake news. They keep sourcing each other and repeating the same vague claims based on someone else so while the evidence might seem overwhelming at first glance there's not that much substance behind it. Content creator material tends to be what it often is, hyperbole for the sake of entertainment and views.

Yes, the 150 damage hits are undisputed by actual in-game testing. There's a bit more to it however.
What happens in practice is, if you have an enemy at the edge of the ult radius yet still clearly inside even a (near) direct hand hit does 75 damage and only the closest one does anything. When you inch the opponent just a meter or two deeper inside, the 150 hits begin to flow in.

This secondary blast is quite peculiar. It does have range, 9-10m like estimated by various sources but it takes effect only around 6-7m radius within the ult circle. Perhaps about the blast spot triangle region could be considered "max damage" area.
So that's that, double damage does occur under certain circumstances yet it's still not all.

At S1 start the Moon Knight got a buff to his ultimate to increase the hand count from 10 to 14. As the ult lasts for 3 seconds the current fire rate is tough to handle once the hands start dealing hits.

This makes me consider that the damage has always been like it is, but because of the hit count increase it seems so much more devastating. Back with 10 hands, and the fact that the hands rotate in a fixed cycle I'd think most people managed to move away after the first hit.
Hand radius used to be 4m instead of current 5m too, which possibly but unverifiably correlates with the "hidden" inner extra blast now reaching more targets with ease.

So why wouldn't this be a bug? Because a lot of the information is not up to date or poorly/partly explained. Funnily enough I checked Groot HP value and MR site states currently that it'd be 700. When I changed the Moon Knight into him at the practice range I was packing 850.
The hands do 75, unless you're deep enough inside and then will take twice the heat. I'm no coding expert but that sure seems like going through a few extra hoops to glitch out the blast radius like that.

I lean back to the initial argument that such a massive bug for double damage would be crazy to ignore. Maybe it is an actual bug, but I'm not fully convinced. Moreso as MK is popular pick in lower tiers but the higher you go, the more he falls off.
Game balance is overall quite decent and this supposedly bugged MK does have his place. Now if you'd "fix" the hands down to solid 75 dmg regardless of anything else, he'd be placed below Widow by far and with ease.


Originally posted by HaramWuKong:
half of the supports do have mechanics to get out of a moonknight ult, albeit, with less than full health, but there are many ways to survive it as a support. It's either you adapt, and learn the mechanics, or you just fill aimlessly and be a detriment to your team without realising it. Also, if you're positioned farther back, it's harder for him to centre it on you, even with an ankh thrown. I'm not going to get into specific details on how you avoid it with certain characters, but, be more aware. If you have line of sight on him, his arm is raised in the air, with an ankh, you see that, BACK TF up and take cover. Simple things go a long way
This is some solid advice.

Moon Knight seem to be fine to me the more I think about it. Maybe just a slight reaction time increase could be in order, but then again they just tweaked the visual indicator so that should help.
Originally posted by neuralnetwork:

Moon Knight seem to be fine to me the more I think about it. Maybe just a slight reaction time increase could be in order, but then again they just tweaked the visual indicator so that should help.
Seems fine to you that the tool tip doesn't state it working the way it's currently working and you don't believe it's a big because it's not working as the tool tips describe.
Interesting take. However, it's not fake news, the math is done. If you did read the reddit post you would see the math and how the ult is not working as to how the tool tip describes it to work.

He doesn't even finish his ult phrase before the ult goes off killing healers instantly. "The mooooo" healers on point are dead.
Last edited by ¤ OpN ¤; Feb 7 @ 11:04am
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Date Posted: Feb 6 @ 8:41am
Posts: 57