Me 10 years ago, and my 9 games. God I was so good at all FTG games that I beat all the kids and teenagers I met in arcade. Then there's the PC games and the Internet.
I spent hours preparing this analysis because I care deeply about Marvel Rivals and its future.
The current patch, in my opinion, did not solve the root issue. It changed parts of the game, but the deeper problems in competitive flow, sustain, uptime, and fight structure are still there.
My goal is not to complain. My goal is to explain why the game feels different from what it originally was, why top-level ranked feels the way it does right now, and what direction could actually help fix it.
I hope this can reach someone higher up who sees that I am serious about investing my time into this game. I would be willing to help with balance feedback, competitive direction, and explaining how changes affect the highest level of play.
This is still not the final version. I plan to add more tomorrow, but this is the foundation of my response to the current patch.
https://t.co/V1qdlrBHCN
@TrqstO So true, whoever dives will have to leave(or be elimed) forcing by some random AoE healing+damage teamup abilities and some cross healing leftclicks. Thus safe dive would be just for harvest ult charge... then why does not a diver swap to shooter and make some headshots instead?
After all these years and all the success in streaming, I still remeber XQC as a good Winston player instead of all the other roles people recognize him.