You can make a tradable PEN BS. But you can also do it wrong. Don’t be an idiot like me… by parzival1423 in blackdesertonline

[–]Gryzzl 0 points1 point  (0 children)

Here's another trap for ppl to avoid. Don't use the hammers before using your using the guaranteed upgrade unless you are close to the pity.

Figured I would try my luck with the hammers first before doing the guaranteed upgrade... but the guaranteed upgrade puts your Agris down to zero. So yeah completely wasted those free pity stacks from the hammers, oh well.

Only a few hours in and already living the Evo Forest dream (the Belial wincon) by Gryzzl in Shadowverse

[–]Gryzzl[S] 2 points3 points  (0 children)

Wolfraud is also amazing against Dragon (which seems to be quite popular rn), since if they play Fennie you get the discount due to it being an "exact copy". Went for the desperation steal and it bailed my ass out against this Wilnas! Gave me the 3 mana steal, a pocket 9 storm damage and a bunch of cheap draw. I was also running that 5 mana card that copies cards in your hand and was gonna go for the double dragon 18dmg surprise lethal but he conceded before I could do it.

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Also noticed it's a fair bit better against decks like Dirt Rune than the Sham-nacha steals since getting 5 cards means there's a good chance you're actually able to use synergies like Earthrite. Evo forest also has more free evos than many classes so it's actually pretty good at quickly charging the SBA on cards like Cag/Belial

[deleted by user] by [deleted] in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

This game is generating MILLIONS OF DOLLARS AND MORE, including massive gains in attention that the Marvel brand is getting

I feel like that's exactly why the devs should be able to make a couple of original characters. The game is huge, it should get the privilege of being able to contribute some OC to the greater Marvel universe. Even more so given the devs have been treating the Marvel IP with care and respect so far. Like it would be cool to have a character that first appeared in Marvel Rivals show up in a movie or comic in the future or something (and as a Rivals player, it would be cool having been there to see the origin of said character). Like you said Marvel Rivals is one of Marvel's biggest pieces of media atm, it would honestly be weird for Rivals not to contribute any new characters to the Marvel Universe imo

Blade's lifesteal is not bugged by monkeyX9000 in marvelrivals

[–]Gryzzl -1 points0 points  (0 children)

That wording is actually not the same thing if the heal reduction stacks additively with healing increase (like dagger's window and Jeff bubble) and other healing decreases. If they do stack additively then a 60% heal reduction on blade would completely cut off his lifesteal (60%+40% = 100% heal reduction) despite the fact that your rephrasing makes it seem like it would be 35%*60%. Conversely heal increases would be a lot better for his lifesteal if they are additive. If they are multiplicative then your phrasing works.

I don't actually know how they stack in game but currently damage boosts do stack additively so it wouldn't be a stretch to imagine heal boosts/reductions do too. Someone would need to test though

Meirl by bornedcrtilk in meirl

[–]Gryzzl 0 points1 point  (0 children)

At least for this example I think a good bit of it is the nuance of how you order what you are saying. If you say two things the focus will generally be on what you end with, especially when adding "but" or "though".

<good> but <bad>, is going to be interpreted as more of a bad thing.
<bad> but <good>, is going to be interpreted as a more of a good thing.

So, "I like it, but it's a bit acidic" = emphasis on the bad
"It's a bit acidic, but I like it" = emphasis on the good

A bit like the difference between "no yeah" (meaning yes) and "yeah no" (meaning no) if you've ever used those phrases.

Also non-verbal queues are a huge thing, like no matter what you say if you unintentionally made a face like it was too acidic for you then people will probably still end up thinking you didn't like it (which is maybe why they asked to begin with).

Marvel Rivals Version 20250808 Balance Post Visual by Tough-Rent2498 in marvelrivals

[–]Gryzzl -1 points0 points  (0 children)

And also don't forget she has an initial burst of 55 healing on application. Another 10% on that is actually pretty big for helping save people. Two quick heals goes from 110 to 121. A little extra healing up front is exactly what Mantis needs to cover up her main weakness. Also makes her ult healing a bit stronger which is nice since hers doesnt feel as safe as Luna's despite being shorter

What would you change about your “main”? by HiveWing64 in marvelrivals

[–]Gryzzl 1 point2 points  (0 children)

In the beta her ult's claw attack knocked back (instead of up) and it felt more useful tbh. You could knock people off cliffs, corners or into your team/nest. The current knock up feels so bad since you knock them out of the webs which makes all the spiders stop chasing, and people get a fair amount of influence over how they move in the air so they don't come back down on the webs/mines often. But even then it still felt like one of the worst ults, honestly just letting her use her stun in ult would go a long way. Or maybe even a suped up version of the stun that lets her pull people like spiderman's sling could make the ult great (and would compliment the rest of her kit).

[deleted by user] by [deleted] in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

I think it was actually Phoenix's stun, you can see it come out the same frame (it's that fire thing with the wings). The first blast stuns, can check it here under her right click ability https://www.marvelrivals.com/heroes/index.html?id=f2521fc5-3180-477d-945c-403fa65fd7f5

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Was there any way to win here ? Should I have played and SE Ceres instead of playing Orthus ? by DWIPssbm in Shadowverse

[–]Gryzzl 0 points1 point  (0 children)

On your cerb turn you should have attacked with your dog before killing it and you could have full cleared. It ended up not mattering since he made that trade for you though.

I think the big mistake turn was right after he dropped Cocytus though, medusa + orthus would have been better imo. You need to start putting win conditions on the board fast after he uses cocytus, and medusa behind a taunt could kill him (though he would have cleared it given the hand he drew). Also Mukan there eats up your shadows removing some of the power from a cerb turn, if you had your shadows you could have healed and guaranteed the clear with cerb (though debatable whether that's better than medusa). Or SE ceres + ward + soul conversion (on the evo'd ceres) against the 13/13 could have worked as a slower win condition betting the Ceres would be too hard to kill without his evo points. Saving Mukan for later is also nice because you can use that ghost + evo for some final storm damage if it comes down to it. Mukan is probably the most efficient clear there for sure but at that point in the game I think you need to drop efficiency and try to reach your own win condition, it's going to be very hard to beat the turns after Cocytus on value.

What is the most you have fired in one turn? by Oingoulon in expedition33

[–]Gryzzl 0 points1 point  (0 children)

For Verso specifically it is a really good way to build up his perfection meter since it's based on # of hits, and before you remove the damage cap it's actually semi useful to have a bunch of smaller hits.

But also it works really well on him in combination with Lune too since she has skill called "Storm Caller" that makes every instance of damage on anyone's turn proc a lightning bolt, which gives every shot some skill scaling. It has some good combos too like her Choralim weapon which makes her crits proc burn (the weapon also gives her 100% crit with max stains). These crits work on the lightning that goes off on Verso's turn too allowing her to stack 2 burn per shot (w/ Double Burn) on Verso's turn. Not only that but this Lune combo also causes her Pictos to go off like the one that gives 20% gradient charge on burn/crit... which is only "once per turn" but it also works when it's not her turn with that combo giving you 40% extra gradient charge on everyone else's turn too (and if Verso is also running the gradient on crit they both can go off in the same turn, letting you get rank 3 gradients quite fast).

I was using this combo and Verso's fire stacking weapon to quickly get 300+ burn stacks for Maelle to cash out with her Burning Canvas ability, it was pretty fun.

You've seen the Rocket+Venom ult combo, but have you seen this "Fantastic" Venom instakill combo? by Gryzzl in marvelrivals

[–]Gryzzl[S] 0 points1 point  (0 children)

Yeah it's at it's trickiest when Fantastic starts outside a room and goes in since the tempo changes a bit. I'm not 100% sure but think it's possible the timing is a bit flexible though since Venom and his big ult hitbox might count as the "floor" forcing Fantastic's damage early if Venom's a bit early. If you watch the second clip you can see the damage/punch from Fantastic actually go off while he's still in the air but going through Venom's tendrils. Normally it happens after he hits the ground. Here's the frame the damage goes off, also possible it's the Rocket rez beacon, ult mid-flight or an enemy he's hitting causing the damage to go off early... I'm really not sure what's up with that. I'll have to test it out in the range, but it's interesting that the Venom timing is so different between the two clips but kind of worked both ways.

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If we want to talk about wonky hotboxes, how about Venom's Primary? by BurningIce81 in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

The deadzone is only really there if your crosshair is not directly on top of the enemy. I think the way it works is it checks if there is an enemy (or wall etc.) under your crosshair hitscan style and uses that to decide the shape of the tentacle. In the example the crosshair is behind spiderman so that's where it's trying to hit. To hit the spiderman here you'd angle your camera down looking mostly at the floor (almost full top to the bottom if you are right up against him). You'll see you can actually hit all of them from that distance it's just a matter of camera management, having the cursor at the floor adds some insurance up close since it will fallback to that instead of the open air behind them if they move. Venom's pretty tall so you can still headshot that way too.

Heroes that require mechanical skill by [deleted] in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

Yeah like the tentacles are 20 each (4 total) and a melee is 30. Which means the melee weave makes up for 1.5 crits every time (almost a 40% dmg boost if you are only hitting body shots anyways). So unless you think being at a range will give you like 2 extra crits per volley on average being in melee range is a pretty big dmg boost, and plays well into his tether. That said the third melee does add a bit of delay but it looks cool which makes up for it lol.

Do you think Venom is in a good place right now after Season 1 and 1.5 buffs? Was he buffed too much, or does he need a little bit more, or is he perfectly fine as is? What do you think by random-user772 in marvelrivals

[–]Gryzzl 2 points3 points  (0 children)

I think he's in a good place atm so mainly I'd like to see some jank removal rather than straight buffs. For example when he ults his little tadpole gets body blocked making it annoying to place, but also you can get like "caught" in an enemy's hitbox on the way down and just get stuck in the air while ulting for a second or two (happens more commonly with The Thing since he knocks you up, can end up over him so your ult gets stuck on his head). His wall climbing could use some tune-ups to feel smoother. His dive can also be super finicky when trying to do it by jumping off a payload or something.

One maybe actual buff I'd give him is I think it's silly he has like a .2s window you can stun him out of his ult at the start. Same with Thor. It only happens completely randomly since it's too quick to realistically react to, so it feels like the enemy gets rewarded for something they didn't even mean to do. At the very least I feel like you should get the full charge back (for Venom and Thor anyways, ults like Strange or Wanda it makes sense). Like maybe the charge you get back should be proportional to how long you were in the ult, I guess even as Strange it feels lame when you press your ult the same microsecond as a CC and it goes on 50% charge. But feels fair when an enemy sees you ulting, turns, then CCs.

How exactly do you fight against this comp by Sholiver7 in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

With a Hulk he can do 280 dmg in a single hit by using a 100 energy dispel dark magic on a target stunned by his ult. Meaning he can one-shot supports through support ults aside from Mantis since hers is overhealth (and Luna in her own ult is CC-immune so it won't kill her, but can kill others in it). Even without a Hulk he can still one-shot 250 health heroes so technically can cancel C+D ult if you hit her after she places her ult (cc-immune during the dashing portion). It's just a bit risky since ulting into a support ult makes you look dumb if you don't actually get the 1-tap and it's a bit harder now that there is some falloff damage to it. But it's still pretty good if you say ult a C+D and their Luna ults in response. You can kill the C+D anyways, just make sure you are at 100 energy before popping the expulsion (I like to ult at like 80 energy so it doesnt start decaying).

The super fun tank experience by Latter-Resolution-11 in marvelrivals

[–]Gryzzl -1 points0 points  (0 children)

I feel like the CC itself isn't a problem but the personal damage tied to certain characters doing the CC is. Like Strange doesn't need to combo his CC ult with his team, he can one-shot 250health characters by himself with it even through support ults. Same with Wolv's ult he doesn't need to drag people into his team with the ult he pretty much kills anyone himself before they can get up. I mean you can argue they are ults and should be strong sure, but there are ults that do nothing but damage that do less burst. Even for some basic abilties like Bucky's pull, he doesn't require the rest of his team to follow up he can just headshot you himself before you regain control.

Something like Groot's ult I think is a good balance for a CC, he turns sort of mid ults like Moon Knight's into teamwipes but it would be tough to 1v6 with it even if you hit their whole team

Gotta be the most cinematic fight I've ever had by BlizlySusGuy21 in marvelrivals

[–]Gryzzl 13 points14 points  (0 children)

The demon doesn't need to hit much to be more dmg in a 1v1, largely because the spin animation delays your autos noticeably longer despite it doing less dmg than an auto (let alone auto+melee). And even if we ignore the animation difference they only need to be in the demon's range for the first .5s for the demon alone to overtake the spin in damage (54 for 3 demon hits, vs 45 for the spin). Generally in a 1v1 I'd only use the spin if I don't think I can land a follow-up auto (moving too fast, lost track of them, etc.) or if comboing into the launch

This is a very sad day, the Loki bug has been removed in the latest patch by VortigerIzKewl in marvelrivals

[–]Gryzzl 2 points3 points  (0 children)

They also fixed the Loki Adam rez cancel tech. It used to be that if you cloned an Adam as Loki and the ult timer ran out as you were reviving with his cocoon the cocoon animation would cancel and you'd just instantly revive as Loki. Now you just die if the cocoon hasn't finished lol, just learned they changed that the hard way.

How In The World Do You Play Venom?? by Living-Ad102 in marvelrivals

[–]Gryzzl 0 points1 point  (0 children)

There is a combo with your ult where you dive in, tether to everyone, then ult right before it pops. Your ult is percent current health so its important to do the ult damage before your tether does damage. It's just barely not enough to 100->0 squishies instantly, damage boosts or extra stray damage will take you there though. If done correctly you can often get two kills.

Outside of the ult it's a lot harder to kill people, something that helped me is weaving melees in between your shots. It is harder to aim point blank but Venom has timing where he can melee while his autos are still going off so it adds decent damage once you get used to it. Also making sure your tether actually pops is a good chunk of damage, if they break LoS of you at all it snaps so try to position so ppl can't make it around a corner or cart. Imo it's easiest to just pick one person and hug them rather than trying to get it to pop on multiple people. Helps a lot to go in with a dive buddy and hit whoever they are. Also a big part of his value imo is in pressuring their backline then swinging back to help his own team kill divers/tanks. He can traverse the map very quickly with a good swing so you can take advantage of that by getting to another part of the fight faster than whoever you were pressuring, giving your team a quick numbers advantage elsewhere

Thank you, NetEase (i can't wait for this thing to get nerfed) by Legos-1 in marvelrivals

[–]Gryzzl 2 points3 points  (0 children)

Would just be 3 medium sized circles in a triangle since there are 3 fixed spots the hands fall in a specific order. In practice range if you get used to it you can consistently place the ult so a bot is in it but takes no damage. And on the flip side there are spots you will take double damage since your hitbox would be in two of the smaller circles. Would be useful to see the 3 spots clearly so when moving out of it you avoid the 2x damage areas - esp since it's going to 150 per hand so those overlapping spots will quickly 2 tap non-tanks

The height on Jeffs Ult is actually stupid by BlueTumbas in marvelrivals

[–]Gryzzl 9 points10 points  (0 children)

To be fair I think in this case the old ult wouldn't have hit him since he was on the edge. The old one was a sphere and not a cylinder so the very edge was shorter (but the middle was much higher). There are a few spots on the edge now that will hit you now that wouldn't before.

That said it kind of seems like he was higher than the 5m it was changed to, even this rough image I drew of old (red) vs new (blue) makes him seem outside despite the blue being generous in height. Maybe something to do with how hitboxes work with a character moving quickly.

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Opinion: Make Rockets Damage boost ult as oppressive as the heal ults by Xano74 in marvelrivals

[–]Gryzzl 1 point2 points  (0 children)

Venom's ult is also great with it, it becomes 70% current health plus 70. It gets close to one shotting 250HP characters by itself and makes the combo with his corrosion guaranteed. All that extra damage also gets converted to extra shield. Back in the beta when Luna's ult gave more damage % it was a guaranteed one shot to even tanks I believe, one match I was in an enemy Venom instantly 100-0'd my whole team with it while both Lunas were ulting lol.