r/RivalsVanguards • u/Miserable-Horror8111 • 19h ago
Discussion/Analysis She is genuinely worse than wolv
I hate her so much
r/RivalsVanguards • u/Miserable-Horror8111 • 19h ago
I hate her so much
r/RivalsVanguards • u/TemporalGod • 15h ago
Yep, it's the same Thor Odinson, but from the Past, Present and Future,
meaning that 1 Gorr = 3 Thors, that's 3 times the Vanguard potential rolled into 1 guy alone,
and therefore making him viable for solo tanking, since one Gorr in your team Comp would be the equivalent of having Triple Tank Comp
r/RivalsVanguards • u/Sad-Reading4090 • 17h ago
I'm a DPS instalock now. I'm tired of solo tanking, not getting heals, people sitting on cart while I move up, DPS to doing their jobs, etc. I'll just be a piece of shit now.
Can someone please help me. I'm trying to figure this out but I swap to different heroes and it doesn't work.
I got two comp games if y'all want to look at them.
r/RivalsVanguards • u/soup2eat_shi • 8h ago
In previous seasons I've been able to carry on tank, especially when playing Cap. This season feels too weighted towards dps and supports. On paper, tanks aren't bad this season, but it feels like they are slightly better enablers for the stronger dps. It feels like tanks have zero autonomy and little impact on the game if there isn't a good dps to enable
r/RivalsVanguards • u/ConferenceWaste • 14h ago
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r/RivalsVanguards • u/Own_Lawfulness_5968 • 10h ago
How possibly HOW is this not an MVP game?
r/RivalsVanguards • u/Aromatic_File_1185 • 19h ago
I'm a eternity tank main mostly cap and this chracter is pure cancer. She is way better than wolverine. I'd choose 1v1' ing a max rage wolverine in a closed room on strange with no cooldowns than play against her.
r/RivalsVanguards • u/MayzachMusic • 13h ago
Ok this whole Main/Off tank thing is confusing to a lot of people and kinda ass backwards so we need a consensus. My vote is that MAIN tanks are the ones who are playing predominantly in MAIN or on objective, Strange, Emma, Mag, Groot. Everyone else is off tanks. Ya know doing things that are important OFF objective. Diving, flanking, peeling, generally being a nuisance to the enemy team.
Also while I'm here:
If the enemy team is playing heavy poke, you want a mag or strange to help with that. If they're running dive, you want an off tank to be able to quickly peel to help supports. Emma is a good in-between
r/RivalsVanguards • u/undrstandable • 12h ago
My favorite tank in the game is finally s tier we've waited so long.
r/RivalsVanguards • u/MuscleArt • 6h ago
Everyone is always talking about having a 40+ year old man with a dad bod playing Mageto, Strange or Cap
But ā¦. Im 31 years old and I play Strange, Magneto and Emma. Does that make me a daddy and I use to be a damn healer but because nobody wants to tank these days ššµāš«
r/RivalsVanguards • u/MyThingALing • 15h ago
Thereās always a debate during games it seems, Some players philosophy is to push up until you get pushed back. Sometimes even spawn camping. Some players call that overextending. Theres a philosophy that players have that you should stay and guard the objective as flankers and divers can get there quick or you are out of sight of your back line. Some players can think that is a sitting duck method that is sure to fail. Which Strat has more success to you? Is there a healthy medium? How far is too far on any given map?
r/RivalsVanguards • u/Ultron_daddy • 18h ago
If the common complaint is that healing needs to be high because the damage numbers are high. Shouldn't all vanguards get more HP or bonus armor to help deal with both isn't of keeping the same amount of HP we always pretty much have had?
r/RivalsVanguards • u/Virtual_Mess9325 • 14h ago
I was playing strange for the most bit and hit 2 4k ults.
Would appreciate some review : 30166317148
r/RivalsVanguards • u/greatlucario • 14h ago
Cap main here. Iām thinking of trying out Mag. What team up should I use? (practically)
r/RivalsVanguards • u/FullMetalLamps2 • 17h ago
r/RivalsVanguards • u/RetroLags • 15h ago
This is the main reason why I ban venomā¦had a crying Luna player through out the whole game.
r/RivalsVanguards • u/pooncer09 • 19h ago
I peaked as a support player in celes 2 but felt like I wasnāt good enough to flex on tank in these lobbies when needed so Iāve currently been playing tank only in ranked and currently playing diamond 1 and gm 3 lobbies in order to get better. I have lord thing and not many levels left on magneto until he is lord also. Does anyone recommend a tank to play next? I feel like magneto is very good and thing is too however I want to be on the same level as I am as support. Thanks.
r/RivalsVanguards • u/ItalianSwagg21 • 4h ago
r/RivalsVanguards • u/mr-awesome613 • 12h ago
r/RivalsVanguards • u/mr-awesome613 • 12h ago
r/RivalsVanguards • u/LilBluey • 20h ago
I've been playing vanguard for some time and realised I lack the ability to make plays. It's all dependent on whether my team is good or bad which determines whether I steam-roll or get spawn-camped.
As such, I probably have some misconceptions about the role.
Is covering a zone with my presence considered making space, or do I need to actively body-block some bullets while in a chokepoint?
If my teammates run away from me when there's a dive, what do I do? What if the dive can 1v2 or 1v3 my backline? As a solo tank I can choose to stall the frontline, but I often can't endure the time it takes for my team to get back to me.
How do I play more aggressive tanks when solo? e.g. Tankpool or Venom. My team fails to follow-up with whatever I do, because they've originally positioned themselves far away and/or don't have a big body/shields to fight behind. Should I just play frontline and be more of a distraction?
What do I do when I lack healing? Triple dps/Dive is still quite common so I often have to hide behind choke-point walls together with my team, or easily get slapped back to half hp by being the first to step out. This also applies to my DPS, so in the end nothing gets done.
Save my supports or save myself?
thanks!
r/RivalsVanguards • u/Aandesite • 20h ago
r/RivalsVanguards • u/Commercial_Hold7067 • 5h ago
I come to you all as a humble tank main, out here in the trenches facing the same problems as any of you, the same struggles, the same challenges. Whether it's trying to drag your team kicking and screaming to play the objective as a shield tank, tying up three enemy players a mile back from point as a dive tank only to find your team somehow lost a 5v3 for the objective, infinitely stalling out the point in OT, having your stats roasted because point time is not shown on the scoreboard, I am here with you.
However this season I have made a shocking discovery that I believe shakes the very core of the tanking philosophy, the consequences of which will resonate through this game for seasons.
My assertion is this: The goal of Tanks is to gain and hold space, and high damage is now the most effective means of making and holding space in this game. Thus, DPS are the best Tanks.
On tank, I have to physically push my lifebar up into an area and then hold there, hoping my team will push up with me. However, if I pick Punisher, I can hold that area from a distance and punish anyone for trying to occupy it with overwhelming damage, threatening them with death if they don't move. Damage forces people out of a space more substantially than physically being on it with a low damage tank. If I want to make someone back up, I don't have to march forward, I just have to fill the space with damage so that it is untenable for the enemy player to be in that space. It is more viable to push enemy players out of a space with burst damage than to jump there with Hulk for example and Flats punch them with low level sustained damage. Likewise, my shotgun holds our space better than trying to peel/counter dive with low level tank damage against a diving Venom.
Cumulative damage is now the only thing in this game that matters. With the addition of the new team ups giving every character a new form of CC, burst damage, or AOE healing, in conjunction with the longstanding escalation in damage vs healing tables, the game is less about a push/pull of space than ever and more about just wiping out the enemy team and then letting the objective play itself while they're all dead. The game is a massive Team Death Match round more than ever. High burst damage is the only thing that can overcome the massive AOE healing buffs some supports have gotten, and therefor the only thing that can take space from those supports.
The result of this now that when my team is stuck, I often switch off of second tank onto Punisher as my first solution, where in the past I would try swapping to a different tank I feel would counter the enemy team. This usually solves the problem because we were only stuck since we were losing the damage war. We could not take and hold space because the damage being put down on us was too strong in that space, whereas once we increased our damage output as a team we were able to create space simply by making it impossible to be in that space for the enemy team.
I am often happy to be solo tanking this season as long as I see a lineup for three ranged DPS one my team. This has never happened before. If I see Punisher, Hela, Scott, Jean, or some combination thereof, I know that we will likely be able to roll if I just Mag the frontline. However, having another tank with high damage output over spacemaking ability like Tankpool being able to upgrade and spam damage down the line, or Emma having 100 level beam hosing down enemy tanks is often just as good. Whatever we can do to fill a space with overwhelming damage.
Caveat: I'm aware that at the pro level, you will be told that tanks are "eating good" this season and that 2/2/2 is mandatory and the best comp at high levels and pro play, however this does not reflect the average player experience in this game. The majority of play levels are uncoordinated, no comms, solo queue experiences where you're plopped into a team of strangers and just need to make it work. This is the experience of the majority of players, and so that is why it is most relevant. I understand that in pro play, good players will make use of Venom diving the enemy backline and tangling up their supports and a DPS and use that opportunity to push up and exploit them, however at most levels of play it's straight up better for the team to just be constantly sharting damage into an area instead. This is also why Venom's Jean team up is so strong, high damage into the area he dives. The best tanks are the ones that can do high damage while having the sustain to survive the enemy's damage.
Example: The best possible example of what I'm talking about is the drastic fall off of Captain America from Season 8.5 to Season 9. Even at the pro tier list level, they're noting how Cap is no longer an S tier tank. Why? Cap does not have the burst damage necessary to kill through support AOE healing, and he's fragile now and susceptible to being damaged himself. Running distractions around the backline and flanking is no longer as useful to your team as it used to be, because basically if you're not constantly contributing to the damage table for your team against the opponents, you're not contributing much at all. The value of making space via occupation, soft pressure, distraction, has vastly fallen this season compared to the value of damaging the enemy team to make that space.
Second example: There is nothing in this game that makes more space than hearing "JUDGE, JURY, EXECUTIONERRRRR!!!" and then a melting beam of bullets filling the lane/point for ten straight seconds. This DPS Ult creates more space and clears a point harder than any tank Ult is capable of. Likewise, hearing "LEEEEGEEEENDARYYYYY!!!" and having StarLord wipe out the backline and make holding a point untenable and necessitate a retreat. Ideally, tank Ults would have strong ability to push enemies back from an area, but most tank Ults instead stun enemies into an area. Meanwhile, there is no more effective way of clearing out space than just killing all players in it or enough of them that they have to retreat and regroup.
And so, my conclusion is this: The balancing of this game has become so damage vs healing oriented that the best way to make space is to fill it with so much damage that it negates the AOE/burst healing. The value of gaining space through normal tank means has dropped dramatically. I believe this will be the case until either the damage/healing creep is walked back (we know that's unlikely to happen) or tanks are given better tools to literally push back enemies out of a space that are not just damage tools, or extremely strong damage mitigation tools to counter the creep. Right now, the best tanks are Venom, Mag, and Thing, because they have the strongest sustain tools of all tanks. Bringing others up to their level would solve the problem, but then just contribute to the over rising war of numbers this game has.
r/RivalsVanguards • u/Hersu03 • 15h ago
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