Update log
Full Marvel Rivals update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, Rivals!
Extracted changes
- Events
- Maps
- Balance
- Gameplay
As Season 0 draws to a close, our analysis of battle data has revealed significant shifts in team compositions within regular matches, showcasing a vibrant diversity of lineups.
However, as the skill level escalates, compositions centered around double shields and ranged have displayed considerable prowess. Despite this, players have continuously honed and experimented with new compositions and strategies, further enriching the battlefield. For example, a potent combination featuring Psylocke and Star-Lord has brought unparalleled map control through high mobility and formidable mid-range damage, while pairings like Namor and Winter Soldier emphasized defensive counterattacks, fortifying the rear lines and seizing opportunities for combat advantage. Whether formations revolved around Hulk's might or Adam Warlock's team-up abilities or a selection of heroes tailored for specific scenarios, it became clear that players are delving deeper into the world of Marvel Rivals.
Hence, in the first half of Season 1, we are set to make balance adjustments to certain heroes, enabling a broader roster to partake in more intricate gameplay, ensuring a richer, more engaging, and diverse gaming experience for all.
At the same time, regarding Season Bonuses and Team-Ups, we'd like to clarify that given the brief duration of Season 0 and everyone's recent acclimatization to Marvel Rivals, we will not make extensive changes to or adjust Team-Up abilities in Season 1. Instead, we will make minor adjustments to the existing Team-Up values. Fear not, for we are planning exciting redesigns and adjustments to Team-Up abilities in Season 2!
Below, we will provide a detailed introduction to the balance adjustments in the first half of Season 1! Suit up, rivals, and prepare to ignite the battle!
ADJUSTMENTS
VANGUARD
Captain America
Steve will receive some enhanced survivability, allowing more frequent entering and exiting of the combat.
Reduce the delay time for shield restoration after releasing Living Legend from 3s to 2s.
Reduce Liberty Rush cooldown from 12s to 10s.
Increase base health from 650 to 675.
Reduce the energy cost for releasing Freedom Charge (ultimate ability) from 3400 to 3100; Reduce the additional health provided per second to self after releasing it from 110 to 100.
Doctor Strange
We’ll be reducing the threat range and increasing the defense window of the Sorcerer Supreme.
Add damage falloff to Maelstrom of Madness and Gamma Maelstrom. Starting at 5 meters and reducing to 70% at 8 meters.
Slightly decrease the shield value recovery rate after releasing Shield of the Seraphim from 80/s to 70/s.
Thor
The God of Thunder could use some slightly increased survivability and improved the success rate to his ultimate ability.
Increase base health from 500 to 525.
Added immunity to control effects during God of Thunder (ultimate ability).
Hulk
Dr. Banner has been dominant, but some decreased sustained combat capability upon entering the battlefield will bring him more in line with other Vanguards.
Reduce the Indestructible Guard gamma shield value for Hero Hulk from 250 to 200.
Venom
With increased survivability and the threat of his ultimate ability, the symbiote menace will strike fear into the backlines of all enemy teams.
Increase the Symbiotic Resilience bonus health ratio gained per lost health point from 1 to 1.2.
Increase the base damage of Feast of the Abyss (ultimate ability) from 40 to 50.
Duelist
Black Panther
We’re slightly decreasing T’Challa’s combat survivability.
Reduce the additional health provided to self after refreshing Vibranium Marks with Spirit Rend from 40 to 30, and the upper limit
Source
