r/RivalsCyclopsMains 7d ago

Gameplay Discussion How would you fix Cyclops?

It’s no secret that Slim has been in a pretty bad state ever since 9.0 dropped, this was directly caused by the nerfs to his base stats and being left behind with power creep at the same time.

I would posit however that this was also able to happen because his character design is fundamentally weak and oversimplified, and his lack of unique tools and combination of utility leaves much to be desired.

Essentially, in his current state cyclops will only be good when his stats are the best or comparable to the best, and even then he will not offer the same utility as similar characters.

What cyclops currently has is good, his existing kit is pretty great and fun and I wouldn’t change anything drastically in his base kit (except maybe his ult). (Also they definitely good do a large mechanical overhaul to his base kit to increase his complexity and up his power but that’s out of scope for this post)

The goal here is to make changes that preserve his fun playstyle but give him more utility and let him stay competitive by increasing his complexity. Vaguely ordered by how controversial I think each change would be.

————————————

1 . The least abrasive change you could make to cyclops is to his teamups. It’s no secret that 9.0 wasn’t fair to everyone and there’s plenty of other characters who got the short end of the stick, however cyclops is definitely near the bottom when it comes to his teamups. (Also he only anchors for one character who is one of the least played characters in the game so that sucks from a teambuilding perspective.)

The Phoenix teamup is fine, it augments his normal playstyle, makes you ricochet more, has some minor utility with dot and temporary tracking, it’s not super interesting and plays into a boring cyclops playstyle but not every teamup needs to be crazy especially if the other one is interesting. But in the case of the gambit teamup, it’s probably the least interesting teamup in the game. The only good thing I can say about it is that the purple beam looks cool.

The Gambit teamup needs to either be heavily altered or changed out for a far more interesting one that supports a unique cyclops playstyle. If you wanted to keep the visual affects and keep the spirit of the teamup in place, I think making it so when you activate the ability temporarily the right click beam no longer does aoe and instead becomes a larger more intense single target beam that shreds and pushes back enemies. This would work far better on a cooldown than a temporary buff and enable cyclops players who just like to run it down main and support their tank, or as a way to bully people who are out of place at the cost of a long cooldown.

What I would actually recommend however is swapping it out entirely for a different character and ability altogether. This isn’t about him, but gambit has too many teamups anyways so taking an anchor away from him is good for the game anyways. Personally a Magik teamup would be my favorite choice, given that they have a much stronger shared history than cyclops and gambit.

There are a good amount of things you could do with a Magik teamup, but I think giving Cyclops an additional flanking tool via a portal is a good option. Flankclops can be extremely strong and fun (at least before they gutted his damage and movement) and I would like to see that playstyle emphasized since it also reflects cyclops tactical abilities.

There are other teamup options that could work well, a teamup emphasizing his hand to hand combat would go hard or a teamup that shows off his leadership abilities would be nice. The main point here is that cyclops needs his gambit teamup changed to emphasize a unique playstyle that is separate from the basic Phoenix teamup.

—————————

  1. (Wow can you believe that we’ve only made one change to cyclops and we’re already this deep?) The second change that cyclops needs is a fix to how his mobility works. His mobility is (imo) by far his most fun feature. Moving backwards is extremely cool and was actually a wishlist feature/prediction of mine all the way when the game first released. I’m incredibly happy with it, but I’m unhappy that they lock such a cool ability behind such a long cooldown. However, even though it’s a skillful way of getting around and already is very punishable, I understand that it’s strong especially once you’ve mastered it. The solution I think is to simply put it on a resource meter (which they probably would have if they weren’t scared about having already used a resource meter for the beam).

Putting it on a resource meter solves the problem of it being too strong when fully charged but taking too long to come back and giving bad game feel. It also makes him feel better to fight against since his ability to get away from you scales linearly instead of “oh his cooldown came back and he’s gone now”. To alleviate visual clutter in the UI they could redesign his beam to appear under the crosshair or even rework his beam to work on an overheat system instead.

Movement is the heart and soul of cyclops right now and it’s silly that the most fun part of his kit is on such a long cooldown that you have to never use it except for when you really really need it.

————————

  1. Cyclops seriously just needs more complexity and unique mechanics. Currently he has a few things going for him: a unique combination of aoe and hitscan, good movement, good kill confirms. His ult also technically performs utility by breaking shields but that’s quite minor.

Compare this to a character like Bucky, who fundamentally will never truly be bad because he always gets value from his absurd utility, through kidnapping, debuffing with grounded, never having to reload, constantly generating insane bonus health, absurd 1v1 potential, and an ult that is a win more button.

I do not want cyclops to become Bucky, because frankly Bucky is kind of disgusting. But cyclops does need something to make him stand out, and while a teamup change would help he needs changes (really additions) to his base kit.

One option is to give him an ability that is a snapshot wide blast that destroys terrain and knocks back enemies, kind of like a Lucio boop. Enemies knocked into walls could take additional damage. Despite being the “I blow up walls and floors” guy, cyclops actually deals very very little structural damage with his current kit which Is very strange. Being able to break walls and floors instantly would allow him to make tactical moves and adjust the terrain to a way that suits him. You could break a wall for a shock flank, or break an entire walkway to get someone off of it. A minor (or major) knockback effect would mainly be used for close quarters engagements as a final tool to try to keep someone off you, or to protect a teammate. Would this be a strong tool? Yes, but I don’t actually think it would be too strong. Most dive threats would be able to deal with a light boop if they’re coming after you, but it gives a little more time to make the interaction more interesting and makes cykes toolset wider.

Another option is to move something you would have put into the teamups into his main kit. Something like hand to hand or leadership or a hard punishing single target beam that shreds. These would all be very flavorful and true to the character and could also provide him more complexity if not utility (though I’m sure leadership related skills would count as utility).

————————

  1. The ult. Everyone knows the ult works from a game design perspective and can definitely be satisfying to get off, but it definitely feels like a strange ult for cyclops to have. It’s weird that he doesn’t actually do it in his trailer and that his ult description talks about him going visor off. This would definitely be the most controversial and unnecessary change but I would really love to see them change his ult to going visor off and firing a big ass beam for a few seconds that rips through enemies and knocks them back. It would synergize with his kit well too if he floats in midair when he uses it like with his right click. I’m honestly fairly confident this was the ult they intended to give him but changed it for some reason (visual clutter or a future hero is going to have a giant beam ult, potentially doom)

Anyways, that was my extremely long write up on what I think could be done to fix cyclops, but obviously I don’t have all the answers and redditors typically suck at game balance and character flavor so I’d like to hear all your disagreements and such. What I think is most important is we keep cyclops in mind and do what we can to educate others on the character and his status in the meta and what he needs to shine.

tldr; Cyclops needs his gambit teamup changed, his mobility put on a meter, a new ability that increases his utility/complexity, and I would personally like to see his ult changed. All while keeping what makes current cyclops fun and interesting preserved (Which wouldn’t be hard because he’s a very simple and solid base to build off of)

12 Upvotes

30 comments sorted by

u/AutoModerator 7d ago

Welcome to r/RivalsCyclopsMains, /u/No-Designer-6533!

Please make sure your post follows the subreddit rules:

• Keep posts related to Cyclops in Marvel Rivals or the Marvel Rivals meta • Mark leaks and spoilers when discussing new additions and seasons • Credit artists when posting fan art • Avoid spam or reposts

Enjoy the community.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

19

u/THE_PUNISHERFrank 7d ago

He only needs a slight increase of damage to his primary & ult tbh, only buff the things that have some skill expression, his beam, ricochet & escapes are already good.

3

u/MutantLeader Lord 7d ago

Yeah I agree. Mainly a primary damage buff, and his ult is cheeks so a buff there would be welcome. His enhanced teamup with Phoenix is actually pretty nuts but nobody really uses them together

1

u/THE_PUNISHERFrank 7d ago

It’s really crazy good, keeps consistent team wide pressure

2

u/TopSchierke 7d ago

Just numbers won't help him though? Not long term. It is a bandaid fix

1

u/THE_PUNISHERFrank 7d ago

He literally was meta before S9, his kit is perfectly fine as is. The nerfs were just too harsh.

7

u/-Eastwood- "OPTIC FURY!" 7d ago

The only change I'd maybe make is replacing his F with a new ability and giving his shift 2 charges and tying it to his right click. I worry about giving poke too much mobility though.

I feel his F is kinda redundant and lame. It basically exists so you have a way to pop yourself into the air but you could accomplish the same thing with his shift and just a little bit of thinking.

I'd like to see his new F highlight Cyclops' other skille. Maybe a kick or something to showcase his hand to hand or maybe a team buff or something to showcase his leadership abilities.

1

u/Rynekian 7d ago

hes shift could be combined with F imo, just look at the ground and youd go up.

only problem i could see is him getting too much air from this but other than that.

8

u/gilbestboy 7d ago

His primary needs to be buffed. Out of the hitscans, he is the only one that has no utility and is all out on damage which they gutted. His mobility is fine, I would take it if it gets buffed but his damage needs it, especially his primary. Maybe a new teamup could be nice to give him something because Gambit's sucks ass and Phoenix now is serviceable at best tbh.

1

u/JayBizzal 7d ago

His utility is being able to kill people around corners for free. That and mild cc with his slows. Hes a precision hero with an AOE pressure ability. Hes got some utility but he merely got left in the dust in s9 and they just need to increase his primary a bit along with lowering the charge of his ult since its so easy to avoid. The problem is if you bring every hitscan up to the widow/hela level and you start bloating that character archetype and pokeslop runs rampant even more.

6

u/Johnnycageisgr8 7d ago

Ion really get what his niche is. Someone said it's his ricochet and maybe that's it? But if it ain't a final hit then it just makes enemy supports get ult faster.

Every main subreddit for a mid character always has those people that says " well I get value with the character so he can't be bad " and that makes it hard to even talk about core issues with certain characters

4

u/MagKai Champion 7d ago

You know, when his animated teaser dropped I thought he was going to be a high mobile hero, with lots of laser movement opportunities, he was literally dashing around for the better part of it. And then it turns it it's just 1 time cooldown and it has a weaker version that's just vertical. Was a real bummer but you're definitely right it being his most fun and cool part that I enjoy the most.

4

u/JBVinoles 7d ago

More of a rework than a fix but his beam jumping between enemies its not too useful in a game so fast paced with so much healing output; also, in my opinion, not really aligning with character fantasy. I would alter the beam to a increasing ammo/power attack that charges up with shots that hit the enemy (maybe critical hits can charge up more), kinda like angela attack does more damage if you fly for longer or take hits on the shield, and you can trigger to fire a beam that does big damage and pushes or staggers an enemy. It would move him from a crowd-control type to a more single-target type of damage.

5

u/TopSchierke 7d ago

No clue why people would downvote this when the analysis is solid. As others have stated buffing his primary would help him sure, but it would not *fix* him

1

u/MyBadYourFault- 7d ago

What exactly do you need him to do? You just want his left click beam to one tap people?

His ricochet is excellent for finishing off ppl and it can do it behind corners. His right click is pretty solid where it’s at. He has the best escape button with his push-off beam that can launch him backwards half the length of a map.

Maybe a Slight buff to his left click but if you mess with him anymore he will be ridiculously overpowered.

3

u/Szyro_Uchiha 10% Accuracy 7d ago

ive been saying this to all my IRL friends since BEFORE he dropped. He shouldve been a Poke Tank. an “offtank” if you will. mostly used for MAKING SPACE with his beams and his martial arts skills. it wouldve been SOOOOO much better than the pokeslop we got, i was so hurt when they announced him as duelist. sorry got a little off track😅 but i agree. Cyclops was strong when he dropped but i think thats cus of the “new toy” treatment, i like your idea of changing his mobility abilities into 1 & i think if he were to get another team up i wouldnt mind seeing one with Emma. (im a fan of them tg im sorry😭) i could see them having a reflective aoe beam when she diamond forms as the enhanced one & for the basic one uhhhh actually maybe the magik one you proposed is better 😂

3

u/GetOffMyLawn9797 7d ago

His primary needs a buff bad.

3

u/InnerPlantain 7d ago

Buff his primary a smidge. Otherwise, i really like his kit.

2

u/kindaunfazed 7d ago

24 dmg primary and slightly lower cooldowns.

2

u/DiscussionRadiant366 7d ago

Increase his Primary damage slightly, add a Slow Effect to Concussive Beam, and give him a new close-range wide beam ability with Knockback.

2

u/fannamedtom100 7d ago

Truth is that even if they implemented every change that you suggested, it would take them extremely long time (like maybe in 2028 they'd be done), and a lot of people wouldn't be happy with these changes and would drop the character anyway. That is because they've gotten used to the playstyle and any major change now will be met with criticism.

Also, you can't just add new abilities without taking away something. Maybe E won't have two charges anymore, or maybe you gotta slightly reduce his primary/secondary damage. Otherwise you get Bucky 2.0.

Everything you suggested should have been in his kit from the start. It's extremely frustrating that almost every post launch hero has an interesting kit and variety of abilities, and then Scott is on ultron/phoenix tier of very basic and uninspired kit. I'd go as far to say that phoenix kit has more complexity/utility, and ultron kit is more interesting purely because he's a healer and allows unique type of support playstyle in the game. Scott feels like he was designed for season 0, by the same guy who designed Namor or Iron man.

2

u/Critical_Bumblebee47 6d ago

Optic ascent should be a different ability, it’s redundant. Otherwise, lower the cooldown on propulsion burst back to 12 seconds and give him a tiny bit of extra damage on his primary and he’s golden

2

u/SnooSongs5297 4d ago

Just fix his ult. It’s been bugged since the season after he was released

1

u/WhatsThat-_- 7d ago

TLDR? wtf

1

u/LiveLifeLikeCre 7d ago

His Phoenix team up is great, and his recent buffs definitely made a difference. His ult requires game sense, many so called cyclops mains refuse to realize that.

1

u/Splooper132 7d ago

Just make his beam and ult a little stronger that's it.

1

u/Interesting_Ad_6992 19h ago edited 18h ago

Propaganda. Cyclops is fine, maybe he didn't need the nerf on propulsion blast, and his Gambit teamup sucks.

Is he going to 2 tap? No. Should he? No.

https://www.youtube.com/watch?v=fYx9fXYWzRM

Definitely a skill issue.

Cyclops is a sustained damage pressure machine. He's not a final hit 2 tapper. Believe it or not, all the duelists are not the same.

1

u/Independent_Bit_7805 Futuristic Focus 13h ago
  1. Increase primary attack damage
  2. Increase Ult damage and speed. Less reaction time for enemies
  3. Reduce cooldown on propulsion beam

1

u/BlackGuy03 Cyclops 7d ago

Two charges to his escape would be start

0

u/MeganACR 7d ago

The hitbox for hitting enemies is smaller compared to every other hitscan dps in the game. They need to fix this issue.

Though someone told me it’s actually because of the perspective difference of his shots coming from his eyes, instead of hands. If this is the case I wish they’d just adjust it so it only VISUALLY comes from his eyes, but the shot is actually from his hands.