NetEase developer has unveiled comprehensive details about the updates in Marvel Rivals Season 1, as stated in a post on their official game website. This initial update aims primarily at fine-tuning hero abilities to foster a more interactive and enjoyable gaming experience in the future.
The company states that their data indicates a lively variety in the selection of characters. Nevertheless, there’s room for improvement to motivate players to experiment with fresh characters even further.
The company announces they will tweak some characters to allow a wider variety of players to enjoy complex gameplay, resulting in a more exciting, varied, and immersive gaming experience overall.
RELATED: Marvel Rivals Celebrates 20 Million Players With a Free Reward
Besides revealing updates for Season 1, the developer also hinted at upcoming changes for Season 2, focusing on revamps and tweaks to the Team-Up skills.
You can check out the of updates coming in Marvel Rivals Season 1 with the full patch notes below.
Marvel Rivals Season 1 Patch Notes
VANGUARD
Captain America
Steve Rogers will experience improvements in combat survivability, enabling him to engage and disengage from fights more frequently.
– Decrease the time required for shield recharge following the use of Living Legend from 3 seconds to 2 seconds.
– Shorten the cooldown period for Liberty Rush from 12 seconds to 10 seconds.
– Boost base health from 650 to 675.
– Lower the energy expenditure for activating Freedom Charge (ultimate ability) from 3400 to 3100, and reduce the self-healing per second provided after activation from 110 to 100.
In simpler terms, we’re going to make it so that Doctor Strange, the Sorcerer Supreme, has a smaller area where his powerful spells can cause damage (Maelstrom of Madness and Gamma Maelstrom), but the damage decreases as he moves further away. Specifically, the damage will be at full strength up to 5 meters, then it will decrease to 70% by the time he’s 8 meters away from his target. Also, the rate at which his shield recovers after using Shield of the Seraphim is going to slow down a bit, decreasing from 80 per second to 70 per second.
To make Thor more resilient and ensure a higher success rate when using his thunderous abilities:
– Boost his base health from 500 to 525.
– Make him immune to control effects while using his ultimate ability, God of Thunder.
In simpler terms, reducing the indestructibility level of Dr. Banner (Hulk) from 250 to 200 will make him more comparable to other Vanguards in terms of sustained combat capacity when entering a battlefield.
As a die-hard fan, I can’t help but feel the adrenaline rush when it comes to Venom. His enhanced durability and the potential devastation of his ultimate move make him an intimidating force on any battlefield. To put it simply, every point of health lost will now grant him a slightly higher bonus health ratio (from 1 to 1.2). Plus, the base damage of his Feast of the Abyss (ultimate ability) is getting a boost, going from 40 to 50. This tweak will undoubtedly make Venom even more formidable in team fights!
DUELIST
Let’s tone down T’Challa’s battle resilience by slightly lowering the extra health he gains when renewing Vibranium Marks with Spirit Rend. Here’s what we’re changing:
– Decrease the self-granted additional health after refreshing Vibranium Marks with Spirit Rend from 40 to 30.
– Lower the maximum additional health provided from 120 to 75.
Tuning Up Black Widow
To make Natasha more efficient in her ability evaluations and slightly amplify the danger of her ultimate move, consider these adjustments:
– Expand the impact range of Edge Dancer from 3 meters to 5 meters.
– Quickly restore Fleet Foot’s stamina from empty to full within 4 seconds instead of 12.
– Accelerate Electro-Plasma Explosion (ultimate ability) to reach full power in just 0.6 seconds as opposed to 1 second.
In this revised version, we’re going to adjust a few aspects for our character, Hawkeye:
1. We’ll narrow the spread angle between each Blast Arrow slightly to decrease his medium-long range damage potential.
2. We’re also making some changes to his passive ability, Archer’s Focus. Firstly, we’re reducing its triggering distance from 60 meters to 40 meters, meaning it will activate less frequently at greater distances. Secondly, we’re lowering the maximum additional damage it can provide from 80 to 70.
This should make Hawkeye a bit more challenging to use at longer ranges and improve his close combat resistance.
We’re planning to lessen the power of the Goddess of Death in battle by reducing her initial health from 275 to 250.
To enhance the menace of the Queen of Limbo, she required a boost in power following the deployment of her final move.
– Amplify the damage inflicted by Umbral Incursion while in Darkchild form from 115 to 135.
Moon Knight
The power of Khonshu’s hand, his ultimate move, will become a bit more menacing.
– The number of talons produced by Moon Knight’s Hand of Khonshu (ultimate ability) will increase from 10 to 14.
– Each talon’s explosion radius will grow from 4 meters to 5 meters.
We’re improving the tossing sensation for Namor’s eggs!
– Tweak the tossing sensation for both Monstro Spawn and Frozen Spawn. Now, Namor can effortlessly aim and throw them at your preferred spot.
We’re going to introduce additional strategies for other champions to thwart Psylocke’s final move, known as Dance of the Butterfly. This updated ability will now detect shields (such as Magneto’s Metal Barrier and Hulk’s Invincibility Shield).
As a hardcore gamer, let me tell you I’m tweaking Frank’s arsenal for better performance. I’m narrowing down the scatter on both Deliverance and Adjudication, so they hit their mark more accurately!
Boosting Wanda’s combat power when she’s up against Duelists or Strategists:
– Amplify the constant damage of Chaos Control from 50/second to 60/second.
– Lessen the percentage damage per second from 5% to 3%.
– Enhance Chthonian Burst’s projectile damage from 30 to 35.
As a devoted fan, I’m thrilled about the enhancements coming to Storm, my favorite Weather Witch! We’re not just beefing up her power, but also fine-tuning her gameplay experience.
Firstly, her Wind Blade projectile speed is getting a boost from 100m/s to 150m/s, and the damage of each left-click will rise from 50 to 55.
Secondly, the power behind Bolt Rush is going up from 70 to 80.
Lastly, the impact of her ultimate ability, Omega Hurricane, is getting a significant upgrade. After casting it, she’ll receive an increased bonus health of 450 instead of 350. Instead of vanishing instantly, this extra health will now fade away at a rate of 100 per second.
I can hardly wait to feel the storm brewing even more intensely!
As a die-hard fan, I’m excited to share some updates about Doreen and her gang! We’re enhancing their combat potential in a significant way.
First off, when Doreen unleashes the Unbeatable Squirrel Tsunami, those adorable squirrels won’t bounce around aimlessly anymore. Instead, they’ll charge straight towards the closest enemy after their initial leap!
Secondly, we’ve noticed that the squirrel tsunami has been a bit too tough to take down, so we’re lowering its health from 600 to 300. This should make battles with Doreen and her furry friends more balanced and exciting!
We’re making some changes to Bucky, focusing on enhancing his resilience in close-to-medium combat and reducing his long-range fighting capabilities. Here are the adjustments we’re planning:
* Boost the health bonus provided by Bionic Hook and Tainted Voltage from 30 to 40.
* Increase Roterstern’s projectile damage from 70 to 75.
* Decrease the area damage slightly, from 70 to 65, and reduce the damage decay from 65% at 40 meters to 60%.
* Upgrade Bucky’s base health from 250 to 275.
Wolverine’s basic combat strength will get a boost, but his survivability after activating Undying Animal may diminish slightly. This means his health points will rise from 300 to 350, and the damage reduction ratio provided by Undying Animal will drop from 50% to 40%.
STRATEGIST
In the comic book series, Cloak & Dagger are set to receive enhancements to their healing abilities and the range of their ultimate move. The cool-down period for Dagger Storm will be shortened from 15 seconds to 12 seconds. Furthermore, the number of dashes in their ultimate ability, Eternal Bond, will be increased from 3 to 4.
Let’s modify Jeff, the Land Shark:
– We’ll expand the area for his ultimate move so it aligns with a 10m radius, 5m high cylindrical field instead of a 10m sphere.
– Moreover, we’re enhancing his healing power from 140/s to 150/s with Joyful Splash.
In the future, Luna Snow’s ultimate ability will have a cooldown period before switching between healing and damaging effects in Fate of Both Worlds. This adjustment has been made to discourage excessive use of its healing capabilities by players. The switch now takes place every 0.5 seconds instead of every 0.1 seconds.
We’re going to slow down Mantis slightly, decreasing her ability to move swiftly and provide support across the map. In other words, we’ll decrease the speed bonus she gets from Nature’s Favor (her passive) from 2.5 meters per second to 1.5 meters per second.
Boosting Rocket Raccoon’s self-healing ability might be beneficial:
– Amplify the rate at which Rocket Raccoon recovers health in Repair Mode from 60 per second to 70 per second.
TEAM-UP ABILITIES
To make Hawkeye less overpowering in the upcoming season, we’ll be scaling back his season advantage. This adjustment will lower Hawkeye’s season boost from 20% to 15%.
As a gamer, I’d put it this way: “In the realm of battles, just like how Clint Barton’s strength isn’t always at its peak, my sister Hela’s power surge will see a drop. Specifically, her season bonus will be dialed back from 20% to 15%.
We’re amplifying the perilous nature of Namor’s Frozen Spawn in the following ways:
– Boosting the damage inflicted by Frozen Spawn from 25 to 27.
– Enhancing the slow effect applied by Frozen Spawn on hit opponents from 25% to 30%.
– Raising the berserk state’s damage output of Frozen Spawn from 16 to 18.
Rocket Raccoon’s most effective weapon will see more frequent use!
– Decrease the cooldown time for Ammo Invention from 45 seconds to 40 seconds.
The power of the Scarlet Witch and Magneto duo is set to become more impactful:
– Boost in damage for Metallic Fusion projectiles, increasing it from 55 to 60.
– Enhancement in Metallic Fusion spell field damage, raising it from 30 to 35.
In our upcoming update, we’re boosting Storm’s impact in team-ups by:
1. Decreasing the wait time before using Charged Gale from 20 seconds to 15 seconds.
2. Bumping up the damage dealt by Charged Gale from 50 to 55.
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2025-01-08 22:19