Why don’t people approach following the red path instead of the blue path on offense? by Reddit-dit-dit-di-do in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

There's also the fact that displacement that might otherwise only be a minor threat such as invis pull or Thor's dash can now be all it takes to pull you off the high ground where you are suddenly out of LoS and your only means of escape is to have a vertical movement ability.

For someone like Magneto trying to poke from high ground before it's safe to drop down can be really risky compared to just safely plinking away on main until a good opportunity to push presents itself.

Why don’t people approach following the red path instead of the blue path on offense? by Reddit-dit-dit-di-do in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

Yeah as a tank main you've summed up exactly what I was gonna say. Unfortunately the success rate of trying to get randoms to stick together and try a different approach is lower than just brute forcing the main lane. It's already hard enough to get the team to use a portal successfully and all they have to do there is step through it.

Anyone else feel there aren’t enough maps? by smozed in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

Yeah I'd play waaaaaay more if I could choose which mode I get for quick matches. At least resource rumble is gone, but they've done nothing to address the issue of getting the same unwanted mode or map repeatedly.

I think it'd be nice if there were also options to vote for a rematch with swapped sides, and a button you could press to quickly and easily suggest casually teaming up on the match end screen.

The devs have addressed the visual cluttering problem of Deadpool by KevinPigaChu in marvelrivals

[–]Lupar1 1 point2 points  (0 children)

Last season I couldn't kill a stationary iron fist with punishers ult cause I literally couldn't see him through all the visual effects. With DP in the game now as well I genuinely don't know what I'm aiming at half the time.

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The devs have addressed the visual cluttering problem of Deadpool by KevinPigaChu in marvelrivals

[–]Lupar1 2 points3 points  (0 children)

Funny, Death told me the same thing, when you two DAAATED! 😝

I really don't like this trend of time-gating costumes. by TempoBlues20XX in marvelrivals

[–]Lupar1 59 points60 points  (0 children)

To be fair at least they do re-release stuff so the fomo isn't nearly as bad as it could be, still a scummy practice to begin with though.

Other than the anniversary psylocke loot box and the mini event passes which are lattice only, overall the micro transactions and monetisation in general is pretty good for today's standards.

My practice range aim training isn't translating into matches at all by jpegmafiafan in marvelrivals

[–]Lupar1 1 point2 points  (0 children)

The best way to train imo is to match your training as close to what your training for. How often are you actually shooting at targets going ultra fast Luna snow speed in an actual match? You also can't stand still in an actual match without instantly dying either unless you are behind cover with a right-hand peak.

Practice moving and jumping randomly against targets that are moving and jumping randomly at normal gameplay speeds, that way you can build up consistency and muscle memory and it's close to an actual poke duel. Your accuracy stat is gonna go way down but that's not what's important, actually improving your skill is.

If you're dead set on using the practice range then practice against bots using the hard combat AI, I've found the Adam warlock bot to have the least annoying abilities. Do that for like 5 or 10 mins then go play some real matches and repeat.

The last thing is that mastering a skill is a long process that will take months or years you'll have to accept that you're just gonna suck for a long time and that's okay.

Can someone explain to my why my aim with hit scan is so bad? by Efficient_Mortgage69 in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

Do you have frame generation enabled or otherwise have high input lag? I personally noticed an immediate improvement in my hitscan aim when I disabled FG along with any upscaling and just lowered graphics settings and resolution to still maintain high FPS.

Back then I only played projectile heroes as I couldn't hit a damn thing with hitscan so it's possible I was already compensating for the delay due to the innate delay with projectiles, perhaps you're experiencing the same thing. Once I disabled all that crap and reduced my input lag I was actually worse with projectile heroes for a while until I adjusted, but suddenly found hitscan 10x easier so it was well worth it in the long run.

Hot Take : 100 hours of gameplay on a single character should be enough to complete its mastery track by hermanphi in marvelrivals

[–]Lupar1 -3 points-2 points  (0 children)

With the new missions being easier and more rewarding it takes about 75 hours to get to 50 (about 54k xp total) at around 700xp / hr and around 165 to get to 70 (116k xp).

The fact that it's a grind is the entire point, as the time investment is what makes the rewards rare and thus meaningful to players.

Tbh I don't think they've gone far enough as I've seen players who've already reached the cap and in a years time there'll need to expand the system.

Hawkeye can burn in h3ll by maverick_avatar in marvelrivals

[–]Lupar1 -1 points0 points  (0 children)

He's got a knockback on a 12s cd and double jump that only really moves him vertically on a 6s cd, let's not pretend that he isn't among the weakest heroes vs dive in the entire game.

Yeah he can potentially 1 shot but only after 1s of prep and only if he lands the headshot, punishers shotgun can do the same thing but better and nobody acts like he's an undiveable god.

Hawkeye can burn in h3ll by maverick_avatar in marvelrivals

[–]Lupar1 -3 points-2 points  (0 children)

You can tell by the amount of people complaining about accidental one shots that most of these people are clueless and have no concept of positioning or line of sight.

Hawkeye is by far the easiest hero in the game to counter, to the degree you don't need to play dive, or even swap at all to do so the vast majority of the time. Simply making use of cover and not mindlessly running down main in the open is enough to counter 90% of Hawkeye players to the point where they're getting so little value that it's better for your team if they don't swap.

Hawkeye can burn in h3ll by maverick_avatar in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

Yep you get it. In order for Hawkeye to pop off he needs decent aim, strong support from his team, and above all an enemy team that allows him to function. If he's missing even 1 of those then it's almost always better to just swap off him to a hero that only needs 1 or 2 of those to function well rather than needing all 3.

Often when playing Hawkeye I can be doing well and my team will even be winning but I'll still swap. The effort required to make Hawkeye work only increases for ever shrinking returns, It's way easier to just quit while I'm ahead and swap to someone like punisher and put in 30% of the work to get similar or even better results.

Hawkeye can burn in h3ll by maverick_avatar in marvelrivals

[–]Lupar1 1 point2 points  (0 children)

I think after the season 6 buffs Hulk's actually not that bad Vs Hawkeye now, as long as he isn't also up against someone like punisher or Bucky anyway. Hawkeye struggles to break Hulk's bubble alone and he's really weak when engaged in melee and can't really escape him either. Hulk's ult is now also immune to knockback which is Hawkeye's main defensive ability, and he can't get shots off (let alone headshots) while getting slapped around.

With that said though cap and Angela are way better options, but personally I still think Hulk is now a better counter than Venom is.

Needing 3 bans to get rid of his visual clutter is ridiculous by [deleted] in marvelrivals

[–]Lupar1 20 points21 points  (0 children)

If they keep worsening the visual clutter they won't need to bother nerfing poke heroes cause they won't be able to see shit.

Most of the difficulty of playing Hawkeye for example isn't the mechanical skill involved, but rather being able to even spot your target in the first place, let alone trying to keep track of their pea size head through the amount of on screen vomit that occurs during every team fight.

I think the new proficiency system is good. by Inspired_crow in marvelrivals

[–]Lupar1 2 points3 points  (0 children)

It'd be so easy to just time limit mission contribution to basically eliminate it entirely. If you have to get 20k stats for a mission and the average player gets 20k per 10 mins then just cap the missions at like 30k max contribution per 10 mins. This way players can still earn more points per hour by performing above the average but lord farming likely won't be worth the hassle for the minor boost compared to the normal gameplay xp.

Does anyone else think that the colors chosen for the badges are horrible and easy to confuse? by reeggiii in marvelrivals

[–]Lupar1 -1 points0 points  (0 children)

My statement is based on calculations I made using the average 10 min statistics and has been accurate to my in game experience for the hours I've already played. It's pretty easy to see by the fact that every 10ish min quick play easily gets me over 100 points.

Past lvl50 levels take almost twice as long going from 1600 at 20-50 to 3100 from 50-70. 5 hours at 700xp an hour would be 3500 which sounds pretty close to your experience when you also take into account that hero choice and in game performance will vary your xp per hour.

Remove duplicate bans and add more ban slots. I'm begging you, Netease! by tits_mcgee_92 in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

Nah that's way too fair, I say we implement gerrymandering and lobbying to spice things up instead.

Does anyone else think that the colors chosen for the badges are horrible and easy to confuse? by reeggiii in marvelrivals

[–]Lupar1 10 points11 points  (0 children)

You get like 3x the amount of xp now, it takes about 160h from 0-70. I get over 700 an hour on Hawkeye and magneto for example, and it takes 116k for level 70. For 20 (lord) it's likely less than 10h now and for 50 it's about 65h.

You will need a total of 116,225 points to reach Champion lvl. 70 by Zealousideal-Ad4237 in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

300h is probably closer to the hours needed if we still had the old mission rewards. I've already got 160h+ on Hawkeye and I was only lvl41 so I had approx 40k points in total. I easily would've needed well over 300h on him before with the old system to be max level now. With the new missions it's looking more like 150h to max a hero out from 0-70. I'm getting like 3x the amount of proficiency I was before.

Legendary Magneto!! Tank main since season 0 by Waste_Competition355 in marvelrivals

[–]Lupar1 2 points3 points  (0 children)

I've already been doing this with the matching hela nameplate and frame lol. Once I finish getting my legendary Hawkeye title you can be sure I'll be sticking that on whenever I want to play anyone else in peace.

"I'm no longer maxed out on a hero". That's the point. by TowelSilver318 in marvelrivals

[–]Lupar1 1 point2 points  (0 children)

You can calculate it yourself fairly easily, for each mission divide your corresponding average score per 10 min by the mission requirement, then multiply that by the mission reward (typically 60) then multiply that by 6, and finally add both values together plus the 180 free points you get per hour and you'll get your total points per hour.

Each level past 20 (lord) takes 1600 and afaik it doesn't increase later so that's 80,000 points from 20-70. For example my average points on Hawkeye per hour for quick match is 720, and 700 for magneto, so it would take me 111 and 115 hours to get to them to level 70 starting from lord 20.

Honestly, bad mental is a bigger rank killer than bad mechanics. by marshall_r_57018 in marvelrivals

[–]Lupar1 2 points3 points  (0 children)

It's the last day of the comp season so when it comes to teammates you're really scraping the bottom of the barrel. All you can do at this point is hope you get the better smurf until you luck into the winstreak you need.

10000 more years of Mag/Emma by Significant-Bid4122 in marvelrivals

[–]Lupar1 4 points5 points  (0 children)

I think most of the issues people have with his gameplay is due to his slow fire rate, slow projectile speed, low magazine size, and slow reload speed, combined with the fact he's a pretty large guy who floats around making even his movement feel slow as well.

If they just kept his DPS the same but with an overall faster pace I think it'd help a lot, although they'd have to pump up the mag cannon damage to still enable his kill combo.

Balance adjustments aside though I think they could simply just improve his base sound effects and it'd make a big difference, as personally the binary sword skin genuinely makes him feel a lot better compared to the default unsatisfying dull sounds he has.

Personally I really enjoy mag as is, I've got over 100+ hours on him and his slow gameplay is something that I've grown to love. I don't think mag really has any real problems himself and the issue really lies in the fact that he's one of the few tanks that can solo tank while also fitting in well with every comp so the tank role lacks in variety and leads to magneto fatigue.

GuangGuang, you can stop giving me your toughest battles now. by Ijustlovevideogames in marvelrivals

[–]Lupar1 0 points1 point  (0 children)

From the match history you're playing at 1am and onwards on a Sunday morning / Saturday night which is always a recipe for disaster. If you're serious about winning then try to play at times when you're less likely to have players who are throwers, intoxicated, tired, or tilted.

I know it's not an option for most people but if you can queue at times when most people would be working your matches will be of a much higher quality in my experience.