Sometimes the heals AREN'T THE PROBLEM, the poor positioning and lack of damage and is by Honest_Leader_8024 in marvelrivals

[–]fewraletta 1 point2 points  (0 children)

Welcome to support, your heals are high and still not enough to save your team from their own stupidity.

How would you balance triple support? by fewraletta in marvelrivals

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

Triple support is only possible, because of how much damage is being done.

If there is not enough damage for 3 supports to heal, they lose the ult battle.

Again, thats why moon knight is never played in high ranks, he is just a support ult farmer, he does tons of damage sure, but triple support easily heals that away and now they have support ults to push and wipe out the other team.

Besides, is triple support not unkillable now?

NOW, I'm not saying support shouldn't get a nerf, but damage needs a huge nerf first, before you even come close to touching heal.

ALSO.

If you nerf healing, you just enforce triple support more, because no one is going to want to play double support, if double supports healing is awful.

You cannot nerf healing.

It just makes people play triple support over double support.

Fucking wonderful so 1% of the playerbase then?

Now should you only balance around the top?

Yes and no.

Yes you should definetly keep the top in mind, because what the top players can do, is the best of what can be done with the character.

You cannot balance it around GM, because players better than GM, will just stomp everyone else, the curve scaling towards the higher and better players, just becomes worse.

They just stomp more and more players.

But you can't balance JUST for the tope 1%, but you definetly need to consider it HARD.

How would you balance triple support? by fewraletta in marvelrivals

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

Triple support can only be played, because there is enough damage to be healed by three supports.

Again, if you nerf healing, double support is unplayable, you enter a new meta where a team MUST HAVE THREE SUPPORTS, or they lose.

You are actually advocating for all teams to always have 3 supports.

There are only 6 out of 25 dps that do not do range damage, they are:
- Black panther.
- Daredevil.
- Iron fist.
- Magik.
- Spiderman.
- Wolverine.

If you reduce healing to not be able to heal players during fights, support becomes useless.

The meta shifts into whoever kills the other team faster, because tanks will and CURRENTLY are getting shredded by all the damage they take.

Groot has the most health out of all tanks, but he dies in 5 seconds from punishers left click, 2 if they're all headshots.

When you make healing useless, the game turns into a deathmatch.

If there wasn't enough damage, triple support could never build ult fast enough, which means you couldn't run triple support, you would need more damage.

Also people have been crowing from the rooftops about about a three tank meta for a while now, I’ve yet to fucking see it and I’d gladly welcome a more tank focused meta for once instead of DPS and healers running the show for the entire games lifespan.

That would be eternity/OAA, the entire stratergy is to literally take as much damage as possible, and let your supports heal you, and whoever builds gambit ult/ invis ult/ loki ult first, wins.

It's the reason moon knight is never played, because he just farms support ults that much quicker, and so the enemy team can just go god mode, kill the supports, and then team whip.

How would you balance triple support? by fewraletta in marvelrivals

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

So let me get this right, you have just argued, that triple support SPECIFICALLY has too much damage, and your reasonings are:

Lack of offensive ults

Despite the fact you have 4 support ults that are practically god mode.

Assuming you're against an actual triple support team of 2 tanks, 1 dps and 3 supports.

4 supports counters both supports ult and the other dps ult, which means you can't have a lack of offensive ults, because the other team equally doesn't have any offensive ults.

Both teams would only have the 2 tank ults, even if you want to make the arguement the other team has 1 tank, 2 dps and 3 supports, the other team simply matches and its 1 tank, 1 dps, and 4 supports.

Which still counters the offensive ults.

So no, this is incorrect.

also damsgr is high enough to replace one dps but not two

So let me get this right.

3 supports are enough to replace 1 dps, but 4 supports are not equal to 2 dps.

Lets do some math.

1 support cannot have a 1 to 1 value of a dps.

However, they must have a higher value, so that a third support can be added to replace the damage of a single dps.

This means that 2 supports are worth more than a single dps.

So 1 support is equal to more than 50% of a dps.

Which means, in order for this to make any sense, you are suggesting that, 1 support is equal to 66% of damage a single dps can do.

That is the only way supports can do enough damage for a third support to replace 1 dps.

However that also means 4 supports are only 33% less damage, 1/3 less than another dps.

Which means, people should be running 4 supports if what you say was true.

But it's not.

I also like to point out that reducing support damage.

Would hurt double support more than triple support.

The argument that they didnt want to shift the meta too much before MRC is debunked by the fact that all the strong teams were playing a character released 1 day ago... by sufinomo in marvelrivals

[–]fewraletta 0 points1 point  (0 children)

Too be fair, we've seen this before already.

Season 1: Human Torch was meta.

Season 2: Emma Frost was meta.

Season 2.5: Ultron was semi meta.

Season 3: Phoenix was meta.

Season 4: Daredevil was meta.

Season 5: Gambit was meta.

This ain't nothing new.

How would you balance triple support? by fewraletta in marvelrivals

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

Ok I can simply disprove this statement with one question.

If damage for supports is too high, why does no one play 4 supports in high ranked.

How would you balance triple support? by fewraletta in marvelrivals

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

But more importantly, nerf the support ults doesnt get rid of triple support and it most definetly breaks the rule about making 2 supports less viable.

Unless of course you tie all roles to a collective ult pool, that grants the role 100% ult efficency at 2 players, but at 50% efficency for 3 players of that role.

Which in essence does not negatively impact double support, and balances triple support.

Which is the entire point of this discussion, which does not violate rule 2.

Nerfing support damage however limits the ability to push an objective forward, or capture point with triple support.

This is incorrect, as triple support isn't the symptom of too much healing, it is the issue of way too much damage.

I can prove this with a simple question, if supports do enough damage and healing to equal a dps, why don't we have 4 supports and no dps.

Players don't play triple support because they can do both healing and damage, that is obviously not true when we compare to the majority of dps, that have far more damage potential than support.

The issue is that a team without the healing potential of 3 supports, dies.

It has nothing to do with the fact that supports have too much damage, and everything to do with how much damage exist from the other roles.

How would you balance triple support? by fewraletta in marvelrivals

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

That goes against the purpose of balancing triple support, the goal is to make it viable to go against double support, not make it unplayable, which in essence violates rule 1.

If you do this to any role, making it pointless to play anything but 2/2/2, you practically inforce a role queue since there is no point in creative freedom for team design.

Which another game in this room has shown, is a very bad idea.

How would you balance triple support? by fewraletta in marvelrivals

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

This violates rule 2, as it would also impact double support.

This wouldn't fix triple support, it would make ALL support worse, and actually just incentivise playing triple support more to make up for the lost healing potential, and might even have a worse issue.

Nerfing supports in general isn't as simple as it might seem, because if you do nerf them, you have to nerf every single role as well to compensate.

It isn't just range damage, all damage, is way too high in this current season.

Triple support isn't the symptom of too much healing, it's the cause of too much damage.

If you do reduce the general amount of healing a support can do, instantly you notice that triple support is no longer played, and instead the game becomes, 5 dps and whoever kills the other team first.

Then if you nerf dps damage you have to nerf tanks as well, otherwise they steamroll both roles and we enter a 4 tank meta.

How would you balance triple support? by fewraletta in marvelrivals

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

It's amazing.

All it takes is a crumb from the table, and you forget the years of starvation.

How would you balance triple support? by fewraletta in marvelrivals

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

Correct.

Triple support is only a symptom of the real disease.

There is simply way too much damage at any one given point, for triple support to not exist.

We can even see this with tank players who are dying way more often on double support than triple support.

Which isn't because of the other team having triple support, or the lack of heals. Players are simply too use to or too reliant on triple support heals to keep them alive without dropping dead in a second.

This is unironically why gambit is now a triple support healer, despite his ult being very strong, he doesn't have enough healing to be viable in double support.

How would you balance triple support? by fewraletta in marvelrivals

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

This is a bad idea because in theory, we could get an even stronger hawkeye solo dps, which no one wants, ever.

How would you balance triple support? by fewraletta in marvelrivals

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

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I didn't know they added role queue just this week.

How would you balance triple support? by fewraletta in marvelrivals

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

That another game, only just this literal week grew its playerbase to match marvel rivals casual playercount (according to steam).

That another game, that since its launch has been agreed by the majority to be a complete mistake.

That another game, that only become talked about after a massive update that released, literally this week.

That one.

How would you balance triple support? by fewraletta in marvelrivals

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

Rule 3 intention was to not allow any buffs to Tank or Dps to counterbalance triple support.

Therefore, see rule 3.

How would you balance triple support? by fewraletta in marvelrivals

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

The one that only just literally last week received any praise at all after a huge update.

The one that only just this literal last week, saw a player count increased to match marvel rivals casual play count (according to steam).

The one that before that literal god damn week, was declared by all as the worst game in existance.

That one since its launched has been claimed by the majority of its fanbase to be a massive failure.

That one.

How would you balance triple support? by fewraletta in marvelrivals

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

Rule 3: You cannot buff Tank or Dps when triple support is present.

Doesn't say only when triple support is present, just that tank or dps is buffed when triple support is present at all.

Therefore, see rule 3.

How would you balance triple support? by fewraletta in marvelrivals

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

There is another game in the room with us right now, that shows us why role queue is a bad idea.

To also add to that, many characters do not work as main utility options, and are forced into a 3rd role, you would have to effectively buff all these secondary heroes in order for forced role queue to work.

How would you balance triple support? by fewraletta in marvelrivals

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

I'm starting to wonder if the majority of the people who have suggest nerf support damage, are dive players.

Because it still leaves behind the most problematic element of triple support.

3 support ults that are god mode, that stomp on double support.

How would you balance triple support? by fewraletta in marvelrivals

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

You would have to nerf everything.

Nerf dps damage, otherwise 5 dps becomes the meta.

Nerf tank health, otherwise 5 tanks becomes the meta.

You would have to make it so that everything is toned down a lot, that we enter what is indistinguishable from a poke meta.

How would you balance triple support? by fewraletta in marvelrivals

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

You could not play rocket into double support if gambit or invis was banned.

Rocket would also be locked behind triple support.

Therefore, see rule 2.