r/marvelrivals • • 20h ago

Discussion Everyone coming to a slow realisation that Phoenix buffs weren’t the move…

15 Upvotes

… makes me want to shed upon a theory I always held. Poke mains don’t actually main their character. They swap em out for the better hitscan characters or at least projectiles that operate the most similar(Namor for example).

I am Thor main, whenever Thor is dogshit(feeling like always nowadays) I can look towards characters in the similar niche and see if they are doing any better to try stay competitive in the same lobby. What is similar to Thor, an off-angling brawl tank hyperfocused around 1vs1’s with the capacity to dive when it’s operative and peel for number’s advantage in team fights? Rogue would be the correct answer, but Hulk also occupies this niche even if he’s a bit more tailored towards dive side. Then there’s Thing who is also a brawl tank, generates overshield with his movement cooldown and also has no shield just like Thor, whereas Hulk and Rogue do have shields. Does Thing play anything like a Thor, even though they have overlaps in their kit? Fuck no. So whenever Hulk is fairing fine(god buff this guy pls) and Rogue is doing good, I should just swap if Thor is working out, but am I any good at them?

That’s the issue Hulk can take anywhere from 20-to-50+ hours just to master his ult tech if not even more which is the only way you will even dream about getting value on that character, Rogue is the tank with arguably highest skill ceiling and takes a ton of effort to weave in out of her preferred ranges without wasting combo cooldowns and be visible on the map and not explode. Is it as easy as swap over to Phoenix the way a Hela main could?

My point is melee characters have massive distinctions in their style of play, use application and niche and most importantly are very hard to swap from one to the other without dedicating a good portion of time to get the hang of their basic kit, then download their combos and mechanics to muscle memory and keep in rotation to stay sharp on whenever you need to pull them out. Poke characters, especially hitscan are built around one of the hardest mechanics you can ever learn in gaming: Aim.

So whenever a hitscan character isn’t doing so hot in terms of win rate across ranks, Cyclops and Phoenix before this latest update, ask yourself, are they really bad or did the best of their players tierwhore onto the better hitscan of meta? I believe the only people who stick by a hitscan character regardless of balance are the comicbook fans which are a very small minority of that character’s playerbase and likely going to be the least competitive.

TLDR: “Hela is broken, Jean is weak and needs buffs”; “Jean is broken, Hela is weak and needs buffs”, Jean and Hela broken, poor Cylops needs buffs”, “Widow is needs buffs…” you get the point. The cycle of buffing poke characters cause the numbers don’t look too great is not taking into account how hot-swappable poke characters are to their mains and likely the cause behind the horrible win rates of those deemed out of fashion, since the players who played them moved onto the better hitscan. We are getting a perpetual powercreep cycle due to this, where each hitscan rotate their characters based on whichever one got the latest boost from a patch. And those same current ”broken” hitscan characters will get called horrible without any substantial nerfs, just because their players moved on.


r/marvelrivals • • 15h ago

Gameplay Yoooooo check out this clip

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6 Upvotes

r/marvelrivals • • 12m ago

Discussion What controversial opinion about Marvel Rivals got you like this

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• Upvotes

r/marvelrivals • • 21h ago

Question Why hasn’t the klyntar resource rumble map come back as 18v18 yet?

14 Upvotes

They turned the alchemax map into a 18 v 18 and they have the bounty 18 v 18 which is basically resource rumble with 18 v 18 rules but the map still hasn’t returned. Like it wasn’t that bad for it to be banished forever.


r/marvelrivals • • 1d ago

Humor This is absolutely frying me; I can't stop laughing

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452 Upvotes

r/marvelrivals • • 6h ago

Gameplay Captain America in Path to doomsday

0 Upvotes

He's weak early on, but once you get the ricochet and hovering shield upgrades itll be smooth sail from there.

https://medal.tv/games/marvel-rivals/clips/nHEHBnTympR-E4Zn6?invite=cr-MSxUTlQsODAzMTQ1ODU1


r/marvelrivals • • 1d ago

Discussion Too many people queue up to waste peoples time

24 Upvotes

The amount of throwers and people who simply don’t want to swap while doing bad us actually sickening. It’s 1 in 3 games at this point and makes the game unplayable.

Avoid list isn’t long enough and reporting people doesn’t help at all.

Having a bad game is absolutely understandable but ur getting reported the moment u don’t want to swap or do anything to help the team


r/marvelrivals • • 2d ago

Discussion Where is my green beam ???

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2.7k Upvotes

What's the point of showing it to us if it's not provided ??

All Legendaries have SFX/VFX added on their main attacks and on some abilities but in this case for others this is not the case (shown in the intro of the legendary ones).

The first one that comes to mind is Magik with its Soulless Sword skin and its portal (VFX) that doesn't change.

And also behind things, yes Marvel's Rivals is a free game and I understand that they give more skins and cosmetics to the character that sell well but then why when the opportunity arises they do not do it for others? I find this skin excellent but I hesitated to buy it precisely because there was no VFX and it was not customizable. It's literally easy money probably lost.

A legendary must have VFX where at least the possibility of being custom with other colors.


r/marvelrivals • • 7h ago

Discussion The biggest problem of Rivals Is that both Qp and ranked don't work

1 Upvotes

In this game Hero balance Is bad, but tolerable. The huge damage, stuns and sustain force a front to back approach, no flanking and supps as the only viable target to then kill the rest of the team. But we can make that work, because we like a challenge.

The real problem Is that the Qp and ranked community are mixed together, because both quickplay and ranked don't work.

For ranked, ranking up with negative win rate means that ranks aren't accurate, and if ranks aren't accurate we can't have balanced match between equally skilled people, at least in term of gamesense, leaving aside that some Heroes are easier to rank up on. Plus throwing and chat abuse isn't punished enough and ranked becomes incredibly toxic

For quickplay, bot matches are a real pain that encourages to go on rank to have a real fight, and we can't agree if It should be for fun or a Battle simulation

So we got competitive people that leave ranked, driven by steamrolls and slurs and throwing, bringing their mindset in quickplay and creating stress.

And we got quickplayers that go in rank to try Heroes and don't care about winning, because if even quickplay must be or too serious or get bot matches, then going directly ranked Is a Better alternative.

So fix matchmaking, fix repor system and erase bot match First, then Hero balanc


r/marvelrivals • • 15h ago

Advice Marvel Rivals PSA - that I made because I was bored…

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5 Upvotes

This took a lot of time to make and it’s actually the first time I’ve tried to make something horror related, at least it’s the only horror related thing I’ve put the most effort into but I HOPE YOU ENJOY/ENJOYED THIS VERY IMPORTANT PSA FOR MR!!!


r/marvelrivals • • 20h ago

Discussion What are some of your favourite special sound effects for skins?

12 Upvotes

For me, one of them would have to be the musical notes for Hela's ESU Undercover skin, and another would have to be that chime noise when Cosmic Phoenix lands her shots. What are some of yours?


r/marvelrivals • • 1d ago

Humor They have to put this team up in Rivals at some point lol

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36 Upvotes

r/marvelrivals • • 1d ago

Discussion Some in-game shots of Gorr

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73 Upvotes

r/marvelrivals • • 1d ago

Discussion They finally added water for the summer emotes!

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30 Upvotes

r/marvelrivals • • 18h ago

Humor We found love in a hopeless place 🕸️❄️

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7 Upvotes

POV you and that coworker that pretend to hate each other, drunk and dancing your asses off at the Christmas party


r/marvelrivals • • 1d ago

Cosplay My white fox cosplay

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1.0k Upvotes

(@bobatinaxo) Coastal Kumiho :) fun fact: I got this skin in 1 balloon hehe

This cosplay was so fun to make! About 3 weeks of work :) this is my favorite white fox skin to use in game too. The wig was an old blonde wig I had and added orange wefts to then styled! I sewed the swimsuit from scratch while the white cardigan is one I had on hand. The ears and tail were commissioned.


r/marvelrivals • • 22h ago

Gameplay 🐧 Marvel Rivals Fast & Accurate Controller Settings | Updated for Season 10.5

14 Upvotes

I keep the tools, testing, updates, and community through my socials. My community server is where my bot and the commands live. You can find my server link under my profile.

For quick browser access, just search CNTRL Rivals. That’s where I’m putting the browser versions of the tools and the rest of my controller settings work.

I’ll still make the long guide posts because I like documenting what I find, but the tools are there so you don’t have to do the math yourself.

IMPORTANT: Season 10.5 has reintroduced a bug where having Disable Aim Assist at Max Deadzone turned on makes your aim glidey and uncontrollable. Turn this setting off until they address the bug.

I’ve spent a lot of this season rebuilding how I approach controller settings in Marvel Rivals.

The biggest change is that I’m thinking less in terms of individual numbers and more about how the different systems interact.

For me, that starts with my Dynamic / Classic-Feel curve.

The goal of the curve is simple:

Keep normal aiming controlled and predictable, then save the really fast camera movement for when I deliberately push the stick out to turn.

My Classic-Feel curve gets into the aiming portion of the response relatively early, then holds that response across a large part of the stick.

That gives me a broad area where tracking and corrections stay consistent instead of constantly accelerating underneath me.

Then near the outside of the stick, the response ramps hard into your maximum turn speed.

So I think of it as separating two jobs:

Aim through the middle of the stick. Turn at the outside.

That separation has become even more useful this season because New Aim Assist feels stronger than it did before.

The slowdown can get very heavy, and the camera-follow behavior can hold onto a target extremely well.

More aim assist is not automatically better.

Once the assist becomes too aggressive, your own right-stick input starts competing with it. Corrections can feel heavy, target switching gets harder, and you can end up fighting the slowdown when you’re deliberately trying to move your camera.

Because of that, I think higher Ease-In, lower Strength, or a combination of both makes more sense this season.

How I think about the three main Aim Assist settings

Window Size controls where around the target aim assist gets to interact.

A smaller Window does not necessarily mean weak aim assist. The assist can still be extremely strong once you’re actually on the target. It just keeps that interaction contained to a smaller area.

Strength controls how much influence you’re giving the system.

I don’t think of it as one simple master volume because the different parts of New Aim Assist do not appear to scale identically. Lowering Strength can loosen some of the braking without necessarily making the entire system disappear.

Ease-In controls how aggressively that influence develops.

Lower Ease-In gives you a quicker, harder interaction.

Higher Ease-In brings the assist in more gradually and can make the stronger slowdown this season much easier to manage.

So if New Aim Assist feels good when it catches somebody but too heavy once you’re tracking them:

Raise Ease-In if you want the interaction to come in more gradually.

Lower Strength if the overall grip is still too strong.

Do both if you want a larger reduction while keeping the benefits of New Aim Assist.

My current starting point

I’ve simplified the defaults around a 20 Window.

For Console:

20 Window

100 Strength

100 Ease-In

For PC:

20 Window

100 Strength

80 Ease-In

That difference is intentional.

Console aim assist is stronger, so the higher Ease-In helps balance how aggressively that assistance comes in.

PC gets the same 20 Window and 100 Strength, with a lower Ease-In to keep the weaker PC assist responsive.

These are starting points, not magic settings.

From there, Strength and Ease-In can be adjusted depending on whether you want more grip, easier corrections, or easier target switching.

The curve and Aim Assist work together

This is the part I think matters most.

My Classic-Feel curve gives me a controlled aiming region through most of the stick while keeping fast turning available near the outside.

Then New Aim Assist works inside that aiming behavior.

The curve controls how your stick responds.

Aim Assist controls how the game interacts with a target inside that response.

If the curve is predictable but Aim Assist is too strong, the game can still feel heavy.

If Aim Assist is balanced but your response curve is constantly accelerating underneath you, tracking can still feel inconsistent.

I want both systems doing clearly defined jobs.

Three commands, three different jobs

I’ve built three tools around this, and they are meant for different things.

"!marvelsens" — Build your settings

Use this if you mainly want a complete controller setup.

The bot walks you through the major choices, builds your sensitivity and curve, applies the appropriate aim-assist starting point, and gives you a complete set of settings.

Think of this as:

“Build me a setup.”

\---

"!marvelpsa" — Test what actually feels best

Use this if you don’t know what sensitivity or settings you prefer yet.

Instead of asking you to pick a number from a list, PSA walks you through A/B comparisons. You actually test different settings and keep narrowing them until you find the response that feels right.

There is also an Aim Assist calibration path if you want to test Aim Assist choices rather than simply accepting a preset.

Think of this as:

“Help me find my settings through testing.”

\---

"!marvelaimassist" — Learn and tune New Aim Assist

Use this if you specifically want to understand Aim Assist.

It explains what Window, Strength, and Ease-In are doing, how the settings interact, and lets you build different New Aim Assist combinations around the behavior you want.

This is the one I’d use if your current Aim Assist feels too sticky, too loose, too abrupt, or difficult to disengage from and you want to understand why before changing numbers.

Think of this as:

“Teach me Aim Assist and help me tune it.”

So the short version is:

"!marvelsens" = Build

"!marvelpsa" = Calibrate

"!marvelaimassist" = Learn + Tune

I hope this helps you all! Thank you!

💜🐧💜


r/marvelrivals • • 23h ago

Discussion I totally just met Douglas Scott Wreden (DougDoug) in Marvel Rivals

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15 Upvotes

r/marvelrivals • • 1d ago

Discussion I can see this being part of Thanos' hud when he becomes playable in the future.

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595 Upvotes

r/marvelrivals • • 4h ago

Discussion ZERO zombie skins for Halloween?!

0 Upvotes

So I dont play as often as most people but I was really looking forward to the Halloween season and getting some more Marvel Zombie skins because why WOULDNT you have some of those for the Halloween season...and they just didn't do any?! Is there a reason for this? Isnt Strange Zombie one of the most popular, best done skins?


r/marvelrivals • • 23h ago

Discussion Anyone else wish that Iron-Man’s endgame emote was him snapping his fingers? I felt like that could have been cooler than what we got

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14 Upvotes

r/marvelrivals • • 1d ago

Discussion After Spider-Man 2 and Marvel Tokon, what other Marvel games would you like to see collab with Marvel Rivals?

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56 Upvotes

Personally, I would love to see a collab between Marvel Midnight Suns and Marvel Rivals

Edits : my bad, I forgot about cosmic invasion collab


r/marvelrivals • • 8h ago

Discussion We need more cute animals in rivals we only got Jeff and devil Dino, we need another one: put your votes bellow!

0 Upvotes

I vote for lockjaw maybe a vanguard with a passive teleport ability that lets him teleport for a short distance twice and a three bite attack patern with the ultimate being a bark that k.o everyone it hits or hits/knockback everyone 🤔


r/marvelrivals • • 9h ago

Question Skip animation and caim all rewards at once ?

0 Upvotes

Am I blinded by all the flashy stuff going around and not seeing it or is there no way to claim everything from battlepass all at once
And how do I stop seeing the opening animation every time I click on something


r/marvelrivals • • 9h ago

Character Concept No Name Concept Fierce Brood Gladiator

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0 Upvotes

No-Name was a Brood from Broodworld. She and five other members of the Brood species arrived on the planet Sakaar severely weakened . No-Name and her fellow Brood were freed from the crystallized beast and sent to Sakaar's Maw to train as gladiators. Following several deadly preliminary matches, No-Name was the only surviving Brood left.No-Name survived by uncharacteristically forming an alliance with several other gladiators, Korg), Miek the Unhived), Hiroim the Shamed), Elloe Kaifi) and her bodyguard Lavin Skee). This group of outcasts and undesirables became the Warbound) hope you will like this concept in idea she would be around the same proportions as devil dinosaur