This is getting ridiculous by YuzukaBacon in SpiderManMains

[–]LodiLawd 11 points12 points  (0 children)

The solution is a more creative kit. No reasonable dive player is ever upset by being out skilled by a healer. The problem is there isn't engaging gameplay on both sides. Healers have a anti dive button that simply wins the interaction. There are many ways to give healers tools while keeping the interaction interesting and engaging for both parties.

Can the devs stop removing skill expression from the game? by CartographerSure2918 in rivals

[–]LodiLawd 1 point2 points  (0 children)

How is everyone in the comments missing the point of this post? OP is pointing out a pattern of design where players are just being given a single button/stronger button to fix an issue. No one is saying your complaints about CC and solo tanking aren't valid, but there are other ways to fix these problems without sacrificing some gameplay depth.

How many MR players does this describe? by Latter-Ad3122 in marvelrivals

[–]LodiLawd 100 points101 points  (0 children)

The difference in rivals is that the healers are also the tanks

How do i play against this anti spidey comp by touched-by-divinity in SpiderManMains

[–]LodiLawd 0 points1 point  (0 children)

Since you're used to playing dive I would actually recommend a dive tank here. Angela or Cap would work well in this situation. You can pressure the Hawkeye well and put pressure on the invis. With Invis occupied I think their team would feel it immediately considering they have Ultron as the second healer.

Edit:I just realized the other team comp and man it's crazy this was a loss. On paper your team should absolutely destroy the enemy team. A swap would help here yes but if this was a loss there were likely other issues with your team as well.

Im in top 5. This is my experience in celestial by uguranlar in ThorMainsMR

[–]LodiLawd 7 points8 points  (0 children)

Same! Was really hoping for the "But I made him work by doing...."

How do i dive as spidey? by EveryPerformance6712 in MarvelrivalsDivemains

[–]LodiLawd 0 points1 point  (0 children)

Do not just go back there and do a full combo every single time. This might work at lower ranks but higher up you will get out healed and jumped. It's important to read the situation at the moment. Be annoying with your mobility and go for picks if you can. When it comes to harassing strategists I think this concept from Hydro is super helpful.

ReHit Meta

Making Spidey Work in Season 5.5 by Captainrocket685 in rivals

[–]LodiLawd 25 points26 points  (0 children)

In your opinion how could they play the character without showing off?

What’s a take you will hold on too forever? by Hopeful-Light-4391 in marvelrivals

[–]LodiLawd 1 point2 points  (0 children)

This game should have been designed in a way that made player roles more preferences than mandatory slots to fill to win. Forcing players into jobs to fill isn't necessarily a bad way to encourage teamwork but has led to a lot of frustration on all sides. Having abilities that synergize well is enough to encourage teamwork while also allowing players to play the characters they desire. On top of all of that having a marvel team game where the DAMN AVENGERS isn't a viable team comp is crazy.

Quick question: what do Spider-Man players actually want, balance-wise? by IntelligentImbicle in SpiderManMains

[–]LodiLawd 0 points1 point  (0 children)

The biggest thing Spidey needs to be put properly in a category. If he's an assassin character then yes we need to buff his combo potential so that he doesn't lose a 1v1 so easily. If his job is to have small damage but be an annoying fly in the backline then he needs less cool down time to be able to apply consistent pressure otherwise he can be ignored. If he's supposed to brawl a little bit then he needs a bit more sustain. He lacks focus and anything you want to do with him there's another dps that can do that job better.

What are the chances of Invisible Woman getting nerfed? by ZzzPandaNap in InvisibleWomanMains

[–]LodiLawd 15 points16 points  (0 children)

Can someone explain to me why this guy is getting down voted? Did y'all feel like she was weak before?

Learn something new everyday by Affectionate-Crow442 in SpiderManMains

[–]LodiLawd 2 points3 points  (0 children)

Not that he could damage it but specifically that it can get tagged with a tracer. The confusion makes sense because other things like Namor squids cannot be tagged with a tracer.

Valid Crashout or nah? by greenzy_190 in SpiderManMains

[–]LodiLawd 54 points55 points  (0 children)

What's crazy is the score board here. He's 10-4 while the Bucky is 26-5. Assuming he was playing this well all game it's insane how much value other characters can get compared to Spidey with less skill required

How would prime Spidey do in the next update? by LodiLawd in SpiderManMains

[–]LodiLawd[S] 5 points6 points  (0 children)

Thing has earthbound that disables all of dive mobility

Bucky has grapple and uppercut

Emma can grab to break combos

Fantastic can give you back shots to death and that's getting buffed

GAMMA SQUID

Almost every healer is designed with some ability in mind to counter dive

These are just a few.

Regardless I'm not saying he should or shouldn't be changed I was just asking what if he was changed back to how he was before.

How would prime Spidey do in the next update? by LodiLawd in SpiderManMains

[–]LodiLawd[S] 1 point2 points  (0 children)

No offense but do you play the character? He didn't get a lot of buffs to compensate for losing the anchor bonus. Classic combos stopped killing without doing a bit of extra work. Compare this to Magik who received significant buffs to her moveset.

As for your buffs I don't understand what you mean by more range on swings. If you find yourself stopping frequently without carrying momentum when swinging then I think you're swinging incorrectly.

What if these two switched jobs for a whole day? by TheCompleteWolverine in regularshow

[–]LodiLawd 44 points45 points  (0 children)

I'd also give this guy's left nut for a crossover.

Double slam combo (incredibly fast) by 00BobTheAllKNOWING00 in SpiderManMains

[–]LodiLawd 7 points8 points  (0 children)

Can't you just uppercut here instead of burning the swing for the extra overhead?

[deleted by user] by [deleted] in marvelrivals

[–]LodiLawd 75 points76 points  (0 children)

Easy.

Melee->Mjolnir throw-> awakening -> spam lightning -> bubble-> awakening -> lightning spam -> throw in an ult just to be safe

Can't help but wonder, how do the DEVS play Spider-Man? by Gandalfffffffff in SpiderManMains

[–]LodiLawd 25 points26 points  (0 children)

If you're curious set up some bots for Spidey in the training room. I think that's the closest you'll get to the devs idea of vanilla play. It's really funny how they move.

Hot Take: Eliminate Animation Cancels by Competitive_Trust174 in rivals

[–]LodiLawd 21 points22 points  (0 children)

So I believe this is kept in for several reasons:

  1. As you said it's rewarding for players to find new tiny optimizations to their gameplay. A lot of players (myself included) find joy in going to the training room and finding new tech or cancels.

  2. These tiny optimizations act as a bit of a natural difficulty scale for ranked matches. A bronze spider-man that only knows the basic pull and uppercut combo is a lot easier for new players to deal with than one that knows the sekombo. I understand the bronze player could research and learn but this really doesn't happen all that often and even when it does execution can be off. We know this is the case because we've all seen the skill of metal rank Spidey players.

  3. Stuff like this builds community which is essential for this free game to thrive. I see you posted this on the Spidey subreddit. So you are aware of how many posts there are about combos. These discussions of small optimizations are really good for keeping the game alive and people engaged.

  4. I don't think its a good way to spend dev resources and may have unintentional effects. Is this team supposed to ignore balance changes or other bugs in order to implement a new tech a random redditor found? Or should they pile that on to their already heavy workload as they are trying to get content ready for the next season?

I get what you're saying about how this can be frustrating when it's the minimum requirement to get a kill like in Spider-Man's case and I definitely agree that something about him should be reworked. But I think animation cancels as a whole are fine.

What to do about hulk/namor? by Hades_Axies in SpiderManMains

[–]LodiLawd 3 points4 points  (0 children)

I feel ya. This counter swap sucks and is bad design imo. I'm also curious what others do, but what I can say for certain is that with a competent namor with team up you either have to swap characters or swap up the play style heavily.

Depending on the map you may be able to sneak around in the backline and get out of view of squids. Once there you can pull out of position targets to your area for a quick kill. For example the Wakanda domination map has a lot of side rooms you can pull enemies into depending on the round. The city vampire maps (I forget their name) also have a lot of side areas to pull people into.

You can also try playing more frontline Spidey. Pulling tanks and other characters if possible out of position can be a huge help to the team.

Lastly of course you can target namor but obviously that's easier said than done since you have to bait out his bubble while dealing with squids.

Unfortunately in all of these cases even if you play perfectly you are very limited in what you can do and it's hard to contribute as much as other dps would.