@Obolatcan24 "Creating more separation would also help lower Luka’s workload and usage"
How do you see the most Luka dependent roster and then think this will happen?
Like how y'all be depressed in real life and then be on some depressing energy on a video game too. Ain't the whole point of gaming to escape all that for a bit?
Rivalstwt is negative 24/7. What's funny is that a lot of the people fueling it don't even play the game anymore or never did, yet they're still in every discussion adding to the negativity. This doesn't happen in other gaming communities.
My Rework Ideas for Support Immortality Ultimates in Marvel Rivals
Luna Snow:
Remove the ability to manually swap between healing and damage boost. Instead, introduce a permanent rhythm that automatically alternates between the two.
The problem with Luna is that she makes everyone practically immortal inside her ult. Automatically alternating between healing and damage boost would give enemies a kll window, while allowing teammates to properly time their abilities with the damage boost by simply listening to the K-pop star's song and "dancing" to the rhythm.
Cloak & Dagger:
Remove the healing effect of their ultimate completely. Instead, make CnD fully immortal throughout its duration.
The spell field now deals 80 damage per second. Enemies who remain inside it for longer than 3 seconds receive a Vulnerability effect that continuously increases by 5% per second, up to 20%.
CnD's ult is meant to enable their team to push by making everyone immortal, which completely ignores skill expression through cover usage and proper pathing.
By making CnD themselves immortal, they would be able to utilize the full 25-meter range of their ultimate to push into the enemy team and create space for their teammates.
This would allow their team to push without completely ignoring cover usage, while still giving enemies opportunities to fight back and counterplay the ult.
Since CnD remain immortal throughout the duration, they can continue providing healing after the cast without neglecting their role as Strategists.
Support Pool:
Remove Gun Ult.
Gambit:
Remove the jump boost from his ultimate and revert the previous nerfs to his speed boost and damage boost.
The problem with Gambit's ult is that it grants him permanent passive mobility, allowing him to completely ignore his own cooldown management.
He already has two 30-meter dashes, but he doesn't even need to use them to avoid lethal attacks. Instead, he can simply jump to cover, making it almost impossible to cancel his ult through elimination.
Removing the jump boost would also make effects such as Earthbound and slows relevant against targets affected by his ultimate again.
Invisible Woman:
Remove the permanent healing effect of her ultimate.
Instead, create a 600 HP shield around the spell field that pulls enemies within a 15-meter radius toward the ult. Once the shield is destroyed, the pull effect stops.
When allies leave the spell field, they are pushed outward and receive a lingering 15% movement speed boost.
Increase the enemy slow effect from 20% to 40% and the pass-through slow rate from 55% to 65%.
The weakness of Invis's ult is that you can't push into the enemy team with it, unlike other Strategist ultimates.
Because of this, high-Elo Invis players often flank while invisible and use their ultimate to trap or cage selected targets, creating opportunities for their team to secure picks.
With this rework, her ultimate would provide a stronger trapping mechanic while also enabling allies to push into the enemy team through speed boosts and bunny hopping, bringing its offensive utility closer to that of other Strategist ults.
Jubilee:
Remove the permanent healing effect of her ultimate.
Enemies inside Jubilee's ult now receive a Void Magic Mark that charges over 3 seconds. Once fully charged, Jubilee can expand her ultimate, dealing 90 damage, applying 20% Vulnerability and a 15% slow, and pushing enemies out of the ult.
This effect can stack up to twice, with each charge taking 3 seconds.
Allies inside her ult also receive a Void Magic Mark. When Jubilee expands her ultimate, she can push allies outward, granting them a 25% movement speed boost that lingers for 2 seconds.
Blooming Ball (RMB) now attaches to allies faster and tracks them.
Jubilee's ult is weird. You heal allies inside it, damage enemies inside it, but then have a mechanic that pushes enemies out? Very backwards logic.
This rework would give her ult actual Strategist utility while enabling rush compositions.
The RMB change would also make it easier to heal allies who are speed-boosting out of her ult with Blooming Ball.
Mantis:
Remove the permanent healing effect, but keep the initial 150 Overhealth.
Upon casting her ultimate, Mantis recharges all her leaves and increases her maximum leaf count to 8. Leaves can no longer be recharged through headshots or body shots during the ult.
Mantis's leaves now have an enhanced effect. When given to allies, they receive 3 additional leaves that orbit around them, dealing 30 damage per leaf.
Allies can choose to consume their surrounding leaves for either a personal 15% damage boost or 75 healing per leaf.
The movement speed boost now lingers after allies leave Mantis's ult.
Mantis has a very bland ult that lacks depth and creative design. It essentially grants healing, Overhealth, and a movement speed boost for free.
With this rework, Mantis would still have to manage her leaves during her ultimate instead of completely abandoning that part of her kit.
It would also introduce more skill expression for the entire team by giving allies additional tools and meaningful decisions during fights.
Rocket Raccoon:
Reduce the Amplifier's bonus health from 150 to 100 and remove its continuous bonus health generation. Bonus health is now granted only once upon activation.
When Rocket activates his ultimate, his jetpack gets upgraded, granting him infinite flight and a 110% movement speed boost.
While in this state, Rocket can deploy up to 3 Amplifiers at locations of his choosing.
Each Amplifier grants allies a 35% damage boost. Enemies inside its radius deal 10% less damage but deal 15% more damage to deployables.
When allies leave an Amplifier's radius, they receive a 10% movement speed boost for 1.5 seconds.
Reduce Amplifier HP from 800 to 350 per Amplifier and its radius from 20 meters to 12 meters.
Rocket's ult has the same problem as Invis's: you can't effectively push into the enemy team with it because it's stationary.
This forces high-Elo Rocket players to place the Amplifier in the enemy backline or behind cover to prevent enemies from destroying it.
This rework would allow Rocket to create space by deploying multiple Amplifiers across different areas while granting allies movement speed boosts to help them move toward the next Amplifier and push forward.
Ultron:
Complete hero rework.
His design is completely flawed. He's an unfixable triple-support merchant.
Let them cook first, and then we'll see.
White Fox:
Remove the permanent healing effect of her ultimate.
Upon casting her ult, everyone, including White Fox, receives CC immunity for 1.5 seconds. Anyone affected by CC immunity or I-frames also receives a 30% movement speed boost for 4 seconds.
Dealing damage charges White Fox's Nine Tails of Kumiho. After successfully landing 3 hits, the Nine Tails effect becomes available, allowing Kumiho to grant everyone around her I-frames for 2 seconds, with an internal cooldown of 3.5 seconds.
When the Nine Tails are not fully charged, Kumiho grants 25% damage reduction for 2.5 seconds per tail, including to herself.
Increase Kumiho's movement speed by 20%.
The problem with White Fox's ult isn't that it's bad. It's actually a good ult, but it gets completely shut down by poke damage and hard CC.
White Fox was designed to be a melee dive Support who primarily enables other melee dive heroes.
The movement speed boost, damage reduction, CC immunity, and I-frames would give her ways to maintain her Kumiho form without relying on self-healing through successful hits.
However, these benefits wouldn't matter if White Fox doesn't actively engage with the enemy team during her ult.
She would need to continuously push forward, create space for her team, and provide Strategist utility to her divers.
Depending on how effectively other Support ults counter Kumiho's HP through invulnerability and damage boosts, the CC immunity and I-frame durations would need to be adjusted accordingly.
I made this post because I've seen a lot of people complaining about the current state of Supports.
In reality, the role is still incredibly strong and oppressive, but playing as Strats can be extremely unfun, especially for DPS and Tank players. Even Strategist players themselves might simply be getting bored with the role
If you guys have any suggestions or different viewpoints, feel free to comment and discuss these changes with each other!
🛠️ Attention, Rivals! A fresh game update is heading your way!
The Patch Notes for September 17 are dropping soon, packing all the key details and adjustments lined up for the upcoming week.
⚙️ Explore the patch note details here >> https://t.co/vTsoBT5ocR
There will be no server downtime for this update. You can continue to jump straight into the action without interruption!
Gear up and prepare for what's coming next!
🎁 Ignite Stage 2 Twitch Drops are around the corner!
Get ready to level up your collection while watching your favorite streams! Stage 2 officially kicks off on September 17 UTC.
Tune in to eligible Marvel Rivals streams on Twitch to unlock these exclusive drops. Link your accounts, jump into the stream chat, and claim your rewards!
See you in the stream chat, Rivals!
@SlickShotzz13@b0gur What I don't want is using my CC thinking it'll work, only for RNG to say "nope" and I die because of it. Surely we see the logic here right
2/2
@SlickShotzz13@b0gur Yes, I'd rather know exactly what I'm dealing with than have my plays decided by luck. If she's fully CC immune, then I know not to waste my CC on her, and if I die because of that, that's on me.
1/2
trying to figure out the Lakers rotation right now, you can pencil 4 players in for 30+ mins
Kessler, Doncic, Reaves, Grimes 30+
20+: Mamu, Williams, Laravia, Sexton
10+: Looney, Carr, Thybulle, Vando?, Bronny?
0-5: Manon, Thiero, Hardy?
@fliiguy247@PurpGoldLakers "is better designed around its star" meaning Luka has to carry the team again every game...Why do people think it's good roster construction when their stars have do that all and play high mins in the regular season just to keep the team afloat
Do lakers fans realize that the team is built in a way that Luka needs to carry them to win games
Why do other stars get to coast in the regular season but Luka doesn't
🚨 Iman Shumpert says the Lakers are a play-in team that'll need Luka to pull a rabbit out of a hat just to get in (via Gil's Arena):
"I think it's going to be a play-in type situation. I feel like they [Lakers] going to really be forcing it at the end —
It's going to be borderline, and it's going to be borderline on some Luka got to pull a rabbit out of hat, and he needs somebody to lose over here."