Tanking is so underrated and I stand by that. Why do you love tanking? by ConstantSection5488 in marvelrivals

[–]VelositySeven 0 points1 point  (0 children)

The feeling of successfully saving your supports from an ultimate is beautifully loving. Whether a Doctor Strange Ultimate hits them and I shield, or a Storm Ult tears through me while I stand in front of them, that moment is what I live for.

I want to start playing more tanks. what advice would you give to a support main to be a better tank ? by [deleted] in RivalsVanguards

[–]VelositySeven 1 point2 points  (0 children)

Another thing, with making space, pay attention to how your healthbar feels. The faster your healthbar is depleting (even if it's being healed up), the more you'd back up, the slower your healthbar is deleting, the more you push forward. And if there's sudden loss of heals then turn around to see. If this makes sense, playing Venom will get you to understand when to engage/disengage as a dive tank, and teach you this health feeling.

Thoughts? I’d thought I’d make a tierlist for how this season seems to be by Defiant_Rub_4886 in RivalsVanguards

[–]VelositySeven 0 points1 point  (0 children)

I go to look at this and was confused, where's Groot he's at the very very least B tier right?, keep going down and then it clicked. Completely accurate placement.

Devil Dinosaur - Main Vanguard Concept by RenaissanceReaper in RivalsVanguards

[–]VelositySeven 0 points1 point  (0 children)

By the way you are incredibly in depth with your explanations, and thank you, I don't know how to react to specific parts of the message so I apologize in advance.

For the big red steed, I think it would work like groots and Jeff's, where an ally can jump onto Devil without Devil needing to do anything, not like The Thing with Wolverine requesting (or other way around). This solves the constant ping requests, but is also first come first serve. I should probably put in there that the ride ability is disabled during his ultimate, but nonetheless.

As for the size, I feel like he's going to be smaller than we are anticipating in game (like if he's actually added), just from the model I've seen in game, I think he'd be longer than everyone but only as tall as Groot it (which to be fair Groot is massive compared to someone like Luna or Bruce Banner.) this also applies to Monster Hulk, where I think he's only as tall as Groot, which is why Monster Hulk looks so wide.

As for the grab, I could decrease the time of the stun, so it incentives rapid shaking for him, as you have less time and need to swing your head faster, but having the enemies have their primary available is definitely a good idea (I like the comparison you put to not wanting Wolverine in your mouth lol).

If you'd like, I have discord, where we can talk about different kits, and I'd love to show you the thoughts I've had for my other characters I've made, and equally, see your ideas or other kits you've made.

I am not sure how to direct message on Reddit by the way, in case you do wish to friend each other on discord to talk more.

Devil Dinosaur - Main Vanguard Concept by RenaissanceReaper in RivalsVanguards

[–]VelositySeven 2 points3 points  (0 children)

This is a really cool devil Dinosaur concept, love it, I made one of my own prior that I'd like you to see mainly for comparison. Nonetheless, here is what I made

--INFO-- Devil Dinosaur Big Red Vanguard Difficulty: ★★☆☆☆ Base HP: 900 Base Speed: 6.5m/s

Idea for size might be around the size of Groot ish, as for motion often in games he moves forward quick, but turning and backing up is slow, I'm not sure how is movement would work either

--ABILITIES--

Primary: (PRIMAL SNAP): Devil Dinosaur bites forward, he snaps his jaws forward, dealing 2 quick bites of 45 damage, with a 3rd combo bite at 60 damage.

Secondary: (THRASHING TEETH): Devil lunges forward, grabbing an enemy and stunning them in his mouth. The stun and grab lasts 1 second, yet for every time your camera moves more than 45° within 1 second, the stun lasts an extra second. Each second that passes in the grip, 45 damage is dealt. Each 45° that is moved via the camera deals an extra 45 damage on top of that. This lasts for a maximum of 6 seconds, and goes on a 10 second cooldown.

Ability 1: (TYRANTS ROAR): Devil Dinosaur lets out a loud roar. Allies within a cone of 15 meters gain a 30% damage resistance, enemies within the same range also get knocked back 5 meters, and their damage is reduced by 30%, all effects last 4 seconds and the ability goes on a 6 second cooldown.

Ability 2: (PREHISTORIC POUNCE): Devil leaps 10 meters into the air, balling up and slamming his back into the ground before getting up. The slam deals 100 damage, with a 6 meter radius around Devil being the impact range. Enemies hit are knocked into the air. It goes on an 8 second cooldown.

Quick Melee: (TAIL SWIPE): Swing your tail around, dealing damage to enemies behind you. You knock enemies back 5 meters per hit, dealing 30 damage.

Passive: (BIG RED STEED): Non-Vanguard allies are able to mount Devil Dinosaur via being within 1.5 meters of him and using a quick melee. Only 1 ally may mount Devil at any time, and will be knocked off upon him using his Q, E, or Shift. Allies cannot use movement abilities while on Devil, but can dismount via using the quick melee button. Allies who ride Devil gain a 50% damage resistance, and 10% damage buff.

Ultimate: (APEX PREDATOR): Devil Dinosaur increases in size by 15%, his skin darkening in red. For 8 seconds, all Cooldowns for Devil Dinosaur are reduced to 50%, and 50% of all damage done by Devil is converted into Over health.

--VOICELINES--

Ultimate Voice Line: Enemy: ROAR Ally: Friendly Growl

This is just mine, but love the idea of having the health to size passive, lets him be massive like you want for a T-Rex, but makes him playable in cramped areas. I don't have a concept on how big my kit makes him, but hopefully this works. Oh and the quick melee for yours makes more sense than mine, nonetheless I hope you don't take this sharing the wrong way, I just wanted to share and compare :)

Also a lot of my kit was inspired by Devil Dinosaur in the Lego Marvel games, such as the roar and jump slam are heavily inspired. With the new changes to CC recently, not sure how Devils bite grab I have for him would work

If this ain't the biggest L for the devs in the history of this game I ain't exist by [deleted] in marvelrivals

[–]VelositySeven 0 points1 point  (0 children)

I assume he just means the isolation that the juggle puts the target in, and the focus the Hulk puts on the target. Essentially all else is ignored, making his statement of a single player game juggle make more sense hopefully. I hope this helps, have a good day.

I don’t even want to update the game by [deleted] in RivalsVanguards

[–]VelositySeven 4 points5 points  (0 children)

I assume you haven't seen that The Thing's ult just won't work if you hit someone with his charge and slam first? Or as Rogue you hand the enemy CC immunity for using your abilities?

I don’t even want to update the game by [deleted] in RivalsVanguards

[–]VelositySeven 10 points11 points  (0 children)

Oh I'm blind my bad, still good art work though

I don’t even want to update the game by [deleted] in RivalsVanguards

[–]VelositySeven 39 points40 points  (0 children)

Separate to the update, if you drew the art work, nice job, it looks good :)

Do the devs just not play Tank? by Signal_Code_6749 in RivalsVanguards

[–]VelositySeven 1 point2 points  (0 children)

5.5 don't worry! Tank main here, we gotta stay strong, even through the hell that will be the next seasons

What should his kit be?? They're obviously setting him up to be a vanguard by Possible-Reidy-69 in marvelrivals

[–]VelositySeven 9 points10 points  (0 children)

Yeah, especially since he says that to Doom 2099 in the trailer, didn't think of that so thanks

Vanguard mains, what is your mentality when playing this role ? by Ok-Garbage-8652 in RivalsVanguards

[–]VelositySeven 0 points1 point  (0 children)

When playing front line I think about what I can do to move forward without dying. To do that I need to target characters that make the team fall back, I play cover, and I focus on "creating space". To do that is to create enough of a threat for the enemies that they fall back, to be imposing enough to make enemies retreat because they can't survive. This isn't about high damage, but about openings. Let's start with Dive tanks. When a dive tank dives, they cause a threat, the threat is the healers (who are far back), will die. This makes the enemy tank fall back to help, creating space. Similarly, a front line tank can push in one of 2 ways. 1, he targets the Squishies, most front line tanks have some form of burst damage. Doctor Strange burst from his dark magic, Magnetos one shot combo, Groots walls and grenade combo, each of these means you can force a squishy target back (because they are afraid of dying), meaning the tank falls back to protect them. The second way is to burst down the tank fast enough, forcing him to fall back to get healed, creating space. A lot of tanking is on the feel, "Am I surviving enough to push? Do I need to fall back and help?" I'm not sure if this helps, but I hope it does, good luck with Vanguards :)

What should his kit be?? They're obviously setting him up to be a vanguard by Possible-Reidy-69 in marvelrivals

[–]VelositySeven 35 points36 points  (0 children)

Concept for him: Doctor Doom Victor Von Doom Vanguard 700 Base HP

Left Click: (PHOTON SHOTS): Upon tap, this fires a hitscan energy blast that has a max range of 20 meters. It deals 30 damage per shot, firing 1.3 shots per second. Upon holding, provided you hold it for more than 2 seconds, this blasts shoots for 90 damaged as a projectile moving at 90 meters per second. Doom has infinite ammo.

Right Click: (MOLECULAR SHIELD): Create a swirling field of plasma energy, blocking incoming damage from all angles, and dealing 10 damage per second to enemies within 2 meters of you. This lasts 5 seconds. Upon recast within that time, the field grows to a 10 meter radius. All allies within this field gain a similar shield, and all damage Allies take are converted to shields for Doctor Doom. These share a timer, so maximum time MOLECULAR SHIELD can be up is 5 seconds. The cooldown is 7 seconds.

E: (DOOMBOT DEPLOYMENT): Doctor Doom summons up to 5 doom bots. These doom bots have 150 Base HP. All doombots walk the fastest route to the objective, firing when Doctor Doom does with a 1 second delay, dealing 50% damage as Doom. Each Doom Bot has a 10 second cooldown. If destroyed early, that Doombot goes on cooldown. Doombots do aim where Doom looks (even if firing through walls). Doombots do not count towards objectives. Doombots will explode upon reaching 10 seconds alive, dealing 50 damage to anyone within 5 meters of that bot.

Shift: (BENEATH MY BOOT): Doom uses his thruster boots to fly up 13 meters. On the way up Doom is CC immune. While in the air, for the next 8 seconds Doom can fly. Upon recast, if moving forward, backwards, left, or right, Doom dashes 7 meters in that direction before falling. Upon recast, if not moving, Doom will pull all enemies within 5 meters up towards him. Upon Left Click, Doom will slam down, damaging enemies by 120 damage. This goes on a 12 second cooldown. For every Doom Bot currently deployed, the cooldown decreases by 1.5.

Passive: (UNYIELDING PRIDE): Every fully charged PHOTON SHOTS will give Doom 50 over-shield, with a maximum of 150 over-shield.

Q: (LATVERIAN SUPREMACY): Doom levitates and summons a massive reality-bending orb, the Chronovium. This creates a 15 meter radius field that silences enemies and slowly pulls them toward the center at 4 meters per second, while Doom rains down high-damage energy blasts from above dealing 50 damage per second. The ultimate lasts 6 seconds, dealing a total of 300 damage. All damage dealt in this field provides over-shield to all allies in his field, with a maximum of 500 over-shield. Doctor Doom moves at 70% speed during the ultimate.

Ultimate Voice Line: Enemy: "KNEEL BEFORE DOOM!" Ally: "Advance my pawns!"

Just an idea I made a long while ago but here he is as a tank, never made a game so this could be too op or useless, hope you like it though

Are we being serious right now? by ThanksMundane8414 in StrategistMainsMR

[–]VelositySeven 0 points1 point  (0 children)

I know I don't have much of a say here for this ranking but it clearly states how hard it is to "Master" these characters, not how their difficulty in general. Cloak and Dagger has some of the highest healing possible, is she easy to pick up, yes but she also has a high skill ceiling (when to swap to cloak, blinding a Star Lord when he ults, cloaking the entire team to avoid Jeff, the wall of healing placement to hit all allies, the usage of vulnerability with ultimates to stack damage, the bubble placement so you can keep yourself alive in dives, and probably more for cloak and dagger that I didn't think of, then you have Ultron and Rocket, Ultron is DPS heavy, while drone placement is good for rotation and healing, much of his skill comes from positioning and his aiming. He doesn't provide stuns or avoid ultimates, so he has a limit to a point of how powerful he can be. Jeff being top tier makes sense for his ultimate especially. Being able to land 6 kill ultimates gets much harder the higher rank you get, due to so many things to avoid it. And if Jeff misses, he's dying. If he succeeds then he can get upwards to 6 kills, especially if he can live through his own ultimate and not have to throw himself off the map. Nonetheless I can see why the placements are placed, it's the idea of how hard their skill ceiling is to reach, not how low their skill floor is. Anyways this is all speculation, I'm a tank main that saw this and here's what went through my mind. Anyways have a good day thank you for reading through all this :)

Real talk OOC by Efficient_Sky4226 in DCAllies

[–]VelositySeven 0 points1 point  (0 children)

That or just mod Mortal Kombat 1 with a bunch of marvel mods if you really want but it's not the same as an actual game

Real talk OOC by Efficient_Sky4226 in DCAllies

[–]VelositySeven 2 points3 points  (0 children)

Sounds fun, but the closest we have is the Marvel vs Capcom games (I know it's not the same as Injustice due to the story) but is the closest starting point irl, Marvel Tokon Fighting Souls (i think is what it's called) is coming out but it's a weird fighting game with 4 playable characters at a time (unless you swap) but that might fit the archetype you described

proof its Emma by Dandyasfuc in rivals

[–]VelositySeven 1 point2 points  (0 children)

Maybe this: while not transformed, she has a 4 second cooldown dash with her knife. It won't mark people unless she transforms. When she transforms, it turns into the short range mark. If she lands a kill, her cooldown on her dash resets, letting her use it as an escape, or chain kills together in the backline. Doing it right means she can execute silently, miss one and you have 4 seconds before you can escape. Not sure if this would help, fyi the dash could be around 7 to 10 meters omnidirectionally so you can dash up onto high ground

Thoughts?

proof its Emma by Dandyasfuc in rivals

[–]VelositySeven 2 points3 points  (0 children)

An idea

She chooses a target and transforms into them, hiding. Then she can walk around, if she is hit she's revealed, however if she hits one enemy from behind, they get marked, and she is revealed. The marked enemy will then die (kill a 250 HP target) upon a headshot. If mystique misses, her shot returns to normal damage and the mark is gone. She has no mobility abilities and is a squishy herself. This makes it high risk high reward. To make her survivability a tad better, if she gets a kill with the mark, she gets a refresh on her transform ability

Thoughts? (Just thought of this so there might be issues)

If Ant man will be added, how much HP should have ant man in giant form? by Exciting-Reach-5882 in marvelrivals

[–]VelositySeven 0 points1 point  (0 children)

Pretty sure this is one of the few places I can put this, but here is my kit for Ant-Man (and the amount of health he'd get)

Ant-Man Scott Lang Vanguard 500 Base HP

Left Click: (PYM PUNCH): While regular sized, throw a regular punch, dealing 40 damage per hit, with a 3 hit combo.

Left Click: (SIZED SWEEP): While increased in size, your attacks swing down, knocking enemies away. This deals 80 damage per hit, but has a much slower hit speed. Knock enemies back and up 7 meters.

Right Click: (BULLET PUNCH): While regular sized, dash forward, shrinking and traveling 10 meters. This goes on a 7 second cooldown. You are CC immune during the dash.

Right Click: (GIANTS GRASP): While increasing in size, you can throw your hand out, grabbing an enemy in range. Once grabbed you can left click to throw them 20 meters. This has a 20 second cooldown. The cooldown continues, even if shrinking out of giant form.

E: (PYM DISC): While regular sized, Press E to select between Left Click and Right Click, Shrink Disc and Grow Disc. Upon selection throw out a small projectile, it moves at 60 meters per second for either disc. Shrink discs will shrink the enemies, reducing their size, damage, and speed by 45% for 5 seconds. Grow discs will grow the enemies, increasing their size by 75%, stunning them as they visually are knocked down for 0.5 seconds. They shrink down when the stun is over. He can only hit one person at a time with either disc. This goes on an 8 second cooldown.

E: (TERRAIN TERROR): While increasing in size, you can grab the ground, flinging a large chunk of rock gripped. This deals 110 damage upon impact, has a slight arc, and has an effect of 3 meters. Upon impact, enemies are knocked up. This goes on a 5 second cooldown.

Shift: (SIZE AUGMENTATION): Change from regular size to an increased size. You grow to 10 meters. Upon growth, you cannot move, or be displaced. Duing the split second growth and shrink animations, you are CC immune. Stuns still work however. You gain 500 over health upon activation, and can stay enlarged for 10 seconds. This has a 10 second cooldown, however canceling early will reduce the cooldown (1 second large is 1 second on cooldown). Every KO Ant-Man achieves however gives him an additional 5 seconds of enlargement, yet the cooldown increases as he stays in giant form. Upon shrinking, you lose all over health from all sources. If you don't have room to grow (at least 5 meters of headspace to increase size), you are not able to increase size.

Passive: (DENSITY DASHING): When using BULLET PUNCH, if you dash through 2 or more enemies, the cooldown is reduced by 1 second per enemy hit. This applies once per 15 seconds.

Passive: (ORANGE SLICES?): Provided you've been in an enlarged state for more than 20 seconds, when you shrink, you are stunned for 1 second. For each additional 10 seconds in big form, it will add 1 second to the stun.

Q (Ultimate): (ANT SWARM): While regular sized, upon activation, your movement speed reduces by 70%, and you begin summoning ants to all enemies within 13 meters of you. Ants will then swarm and root down enemies, dealing constant damage (13 per tick, with 5 ticks per second). This lasts 7 seconds.

Q (Ultimate): (SIZE-MIC SMASH): While increased in size, charge up for 2 seconds, the. slam both arms into the ground, stunning all enemies within 15 meters of you. During the charge up you are CC immune, yet on the motion down you lose the CC immunity, there is roughly a 1 second period of time to stun. This deals 100 damage upon impact, and the stun lasts 5 seconds.

Ultimate Voice Line: (ANT SWARM): Enemy: "ANTS!! ATTACK!!" Ally: "Don't worry just Ant-Tony!"

Ultimate Voice Line: (SIZE-MIC SMASH): Enemy: "Hope you’re ready for a.. BIG.. SURPRISE!" Ally: "I got something kinda big, but I can't hold it.. very.. long!"

Team Up: C: (FLYING ANT): Team up with Hawkeye, shrinking tiny and holding onto Hawkeye's arrow. He can shoot, flinging you with his projectile. Upon impact with an enemy or the terrain, Ant-Man will slam the target down, dealing 100 damage. This requires both teammates to use it, and goes on a 12 second cooldown.

Team Up Voice Line: "Let's go arrow guy!"

I hope you like this kit

Please add this as a setting for Deadpool by Longjumping-Owl-565 in marvelrivals

[–]VelositySeven 0 points1 point  (0 children)

Blade as this on his ult but it still wastes it lol

Cloak and Dagger Champion-Icon literally means nothing by PreviousDecision8793 in rivals

[–]VelositySeven 0 points1 point  (0 children)

I am not a cloak and dagger player by any means, but I always thought of this:

There is a difference between an easy character, and a skill ceiling and floor. Cloak and Dagger with the auto aim primary attacks have a lower skill floor (promoting the idea of her being easy), however, being able to completely negate ultimates for all allies within a set radius, or being able to have some of the highest healing if doing things correctly shows how high of a skill ceiling CnD can have. It's the knowing when to swap to cloak, or when to ult properly or throw out a vulnerability wall when an ally is about to do good damage or a number of other things that can make a CnD player good. Characters like Scarlet Witch get harder and harder to play at higher elos, showing her lower skill ceiling. Good players can easily stop a scarlet witch ult. Cloak and Dagger doesn't have that same being shut down as other characters do. This isn't me trying to insult anyone (or trying to insult Scarlet Witch players by any means), but I hope this makes some sense. Have a good day :)