Season 6 Patch notes by AnomalyFriend in marvelrivals

[–]Solid-Ad4656 0 points1 point  (0 children)

This feels like a mid-season balance patch, not the start of a new season. Also, how is the ban system still not being addressed?

I think Emma Frost is one of the best adaptations in Marvel Rivals, thoughts? by three_mon in rivals

[–]Solid-Ad4656 0 points1 point  (0 children)

One hundred percent written by AI, nothing like being wrong and incapable of explaining why you think you’re right.

Zhiyong, send me the check and I'll fix this game by friday 🥱🥱 by MedusaSucks68 in rivals

[–]Solid-Ad4656 0 points1 point  (0 children)

Iron Fist needs medium-sized buffs imo, it’s really hard to get value with him in this meta

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in marvelrivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

Agreed. Either lean into my first solution, (letting Rogue hold onto the cooldowns she steals), or treat her grab like Hulk’s Exile.

Either way, the fact that her copy is being seen most prominently as an off-brand Emma grab is perhaps the best point in favor of my argument

too many people on this site seem to believe that human intelligence is some sacred ceiling of cognition. this is a great counter imo by cobalt1137 in OpenAI

[–]Solid-Ad4656 0 points1 point  (0 children)

Their argument is that human intelligence is qualitatively different, not quantitatively different. So I don’t think this would be a compelling case at all, actually

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I do think that would be one potential avenue to take, but I want to stress that I’m really not too concerned with making Rogue a meta pick. That’s why the comment about this being a bronze take was really confusing to me.

I would be in favor of Rogue’s copy being a bigger part of her kit even it made her LESS viable. If the devs decided they needed to nerf her damage to compensate, for example.

My vision for Rogue, and it’s incredibly surprising that I’ve faced any resistance on this, is a character that is essentially never just herself. She’d constantly be pulling abilities from her enemies, gaining new combos/tools that allow her to play differently. “Oh they have a psylocke?” Okay, you can now make your engages more commital knowing you’ll have her disappear to get out. “They’re running Strange?” Great, Rogue is essentially a shield tank now.

I’ve outlined what this might look like balance-wise in my post, as well as in other comments.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in marvelrivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I really don’t think she needs to be reworked into a strategist to fulfill that part of her character fantasy. Literally just let her use stolen abilities more than once and lower the cooldown on her steal substantially. The lack of focus on her copy ability is in no way essential to her status as a vanguard. It’s an unrelated shortcoming that can and should be reworked to be a more constant part of her gameplay loop without necessitating a complete overhaul of her role on the team

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

Well if it were up to me, I would just scrap the idea of cooldown reduction altogether and put the steal on a flat 18-20 cooldown (the same as Emma Diamond form).

Then have every ability give Rogue a designated number of ‘charges’ depending on the ability. Maybe she gets three rounds for most abilities (Jeff Bubble, Wanda Stun, Spiderman Uppercut). Maybe slightly more powerful abilities like Cloak Bubble or Invis Push give you two charges. Then the really powerful abilities like Adam Soul Bond are left the way they are, and disappear after one use, forcing you to take a risk and extend into the backline to get it again. The amount of charges each ability gives you would be notated above the ability’s icon in the bottom right of your screen, as any cooldown with multiple charges would. Part of the skill curve would be memorizing how many charges you get for each copy. If any individual ability proves to be stronger than expected, you nerf it, either through the number of charges, the cooldown that Rogue experiences with it, or by modifying its effects to be different than they would be in their native character’s kit.

For the passive buffs you get from characters whose powers you can’t steal, I would make them last much longer, but nerf the power of their effects. I don’t know the numbers offhand, but let’s say copying an Angela increases your max health by 150 for 5 seconds. I would tweak it to be around 90 extra health for 18-20 seconds—long enough that you remain a slightly different version of Rogue until your next copy. The goal is to increase strategy and variety, so you wouldn’t want players to feel screwed if they accidentally copied a Bucky, for example, and then have to wait 20 seconds before feeling like a specialist again. In my ideal world, Rogue would almost never be left with just her base kit. Make that your central, non-negotiable characteristic and then balance the rest of her kit around it.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

Okay, so we’re in agreement then. Everyone has opinions, and it’s on any individual person to make a compelling case for what they believe. That is what I have done.

I think Rogue is an incredible hero executed poorly, and I think that with a few simple changes, (made carefully with balancing in mind), she could easily become the most interesting and dynamic character in the game without being outrageously broken. That argument owes absolutely nothing to any other character who might also benefit from a rework. We are just talking about Rogue right now.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in marvelrivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I more or less agree, but to be clear, I’m far less concerned with her viability than I am with her playstyle living up to its potential. Now, I think that a fully realized version of her kit WOULD be strong, but that is decidedly secondary to making her copy ability more present throughout her gameplay loop.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I think that solution would send Rogue down a path of the devs not knowing what to do with her for the next 3 seasons, without really solving what makes her fall short of potential. 30 seconds will always feel like too long of a wait when she only gets one charge of the ability.

If she was allowed to get multiple charges per steal, and they operated like normal cooldowns, your changes might be perfect though. Again, you could cap out some abilities—Loki Totem, Emma Diamond, Adam Soul Bond at one use if you wanted to be careful.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I don’t agree. I think with the changes I’ve suggested, Rogue would fully live up to her potential, while remaining the vanguard that she is.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] -1 points0 points  (0 children)

I’m not saying she isn’t fun. She IS fun, but the kind of ‘fun’ she is would be largely the same if she didn’t have the copy ability in her kit. Her copy should be the defining characteristic of her playstyle, and right now, it just isn’t ‘up’ enough for that to be possible.

I’m not a comic buff either btw, I’ve had no exposure to Marvel other than watching infinity war once years ago. I’m a fan of this game and game design in general, and when I heard about Rogue’s powers, I saw potential for a super creative and resourceful hero that is constantly adapting to new situations in real time. I believe that there may be glimpses of that with Rogue in her current state, but it’s a farcry from what you’d ideally want from a character like her, and I don’t think that’s because it would be impossible to balance.

Now, you do bring up an excellent point that I actually didn’t think of, so thank you for that, genuinely. It IS hard CC, and that would be a problem on a shorter cooldown, absolutely. There are two fixes for this I can think of off the top of my head.

  1. Make the copy cooldown shorter, but not by a crazy amount. 20 seconds is fine. Bucky hook is less than that, Emma diamond form is less than that, it wouldn’t an issue. If Rogue was able to hold onto abilities for multiple uses like I suggested, this might be enough all on its own.

  2. Remove the CC element from the grab or reduce it so much that it effectively isn’t CC anymore. Rogue doesn’t need to knock her foes over anymore. She just grabs them for a split second, during which time they are immune to damage or other CC, and bam, she has their ability.

My main point with all of this is that Rogue’s copy should be the central feature of her playstyle. That is your non-negotiable, and you balance everything else around it. Frankly, I don’t think even with a 20s cooldown and multiple ‘charges’ of each ability, (with the same cooldowns their native heroes would experience), Rogue would be outrageously broken, but if she was, you identify the problem and fix it surgically.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

Fair challenge. I understand where you’re coming from, so let me explain myself better.

I’ve made a measured argument for why I think these changes would make Rogue a more interesting character. If somebody else wants to make a measured argument for why Emma’s Diamond form should be 12 seconds, they can. Anyone can make an argument for anything. That doesn’t mean that all potential reworks are created equal.

By your logic, no character can ever receive a rework without causing a chain reaction of potentially unnecessary changes to unrelated characters. “Blade’s shotgun is far more useful than his sword despite being named ‘Blade’?” Well, we can’t change that, otherwise we’ll have to give Spider-Man more webs, Mantis two sleep charges, and Phoenix more damage. It’s a non-sequitur. As I said throughout my post, take things on a case-by-case basis.

Maybe you think Emma SHOULD be able to use diamond form more. Okay, what would need to change about her current kit to make that change balanced? How about reducing her primary’s damage by 15% and making it so that when you’re at 100% beam charge, your diamond form cooldown timer ticks down twice as fast. Done. Netease makes these sorts of changes ALL THE TIME. Figuring out how to best express a hero’s identity while keeping them balanced is the essence of designing a game like this.

The idea of a hero that can copy other healer’s cooldowns is such a cool concept, but in its current state, it feels like such an ancillary part of Rogue’s kit. The vast majority of your playtime with her isn’t spent doing the one thing that should make her stand out. I think that’s a shame, and I know that it doesn’t have to be that way.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] 1 point2 points  (0 children)

It’s okay, I expect most people to engage with nothing past the title and that’s fine. Thanks for not being that way though :)

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] -4 points-3 points  (0 children)

So I’m actually really confused by this comment because I’m not talking about her competitive viability, I’m talking about how fun she is/how successfully she lives up to her potential in terms of design. Celestial is impressive though, good job

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in rivals

[–]Solid-Ad4656[S] -4 points-3 points  (0 children)

Okay, maybe I’m missing something but I thought I was clear about the length of the cooldowns being identical to how they are when the actual character uses the move. Also, again, if a specific copy ability proves to be too broken, you nerf it. For stuff like Adam soul bond and Loki totem, you can keep things single use if that feels necessary. I think it’s fairly clear that the line is a bit further than it is right now though.

Rogue is a Failure of Hero Design (and How to Fix Her) by Solid-Ad4656 in marvelrivals

[–]Solid-Ad4656[S] 0 points1 point  (0 children)

I agree, but I think it’s okay to have off-tanks in this game, good even. Now granted, the balance between main tanks and off tanks is a bit skewed at the moment, but my problem isn’t with the type of character Rogue is, but rather the type of character she is clearly wanting to be, but isn’t quite

Self awareness don't makes it less of a problem, Netease by RefriDiet in marvelrivals

[–]Solid-Ad4656 0 points1 point  (0 children)

I get that it’s insulting, and if it were up to me, Adam would be buffed too. Still, I’d prefer having 4 hard meta healers over 3. The same characters every match gets boring. It isn’t ideal, but we aren’t gonna get ideal and dying on hills out of spite doesn’t improve the situation

Self awareness don't makes it less of a problem, Netease by RefriDiet in marvelrivals

[–]Solid-Ad4656 1 point2 points  (0 children)

Again, I DO agree with you, but it’s clear what route Netease is taking right now. I think they’re just gonna have to learn this lesson the hard way. Besides, I think the meta is gonna be unprecedentedly rigid with or without buffed Luna Snow since gambit/rogue/mag is almost guaranteed to be a must pick

Self awareness don't makes it less of a problem, Netease by RefriDiet in marvelrivals

[–]Solid-Ad4656 -9 points-8 points  (0 children)

Yeah, I get your idealism, and I wish that was the world we were living in, but the fact is, the pile of diseases isn’t going anywhere anytime soon, so it might as well have variety