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Marvel Rivals Version 20260612 Balance Post _Marvel Rivals


The Timestream is in flux once again, and the battlefield is getting a cosmic recalibration! The prehistoric fury of Devil Dinosaur has been tempered, and we’re reining in the long-range poke from Star-Lord and Phoenix. Meanwhile, brawlers like Rogue and Blade are getting the green light to get up close and personal! From the depths of Atlantis to the far reaches of the cosmos, here’s everything you need to know about the latest balance shifts!

 

ADJUSTMENTS

VANGUARD

Angela

Asgard’s Assassin is now swifter and sturdier than ever! Angela’s survivability and mobility get a slight boost.
– Reduce Assassin’s Charge cooldown from 6s to 4s.
– In Shielded Stance, increase shield value from 300 to 350. Upon canceling the shield, increase shield recovery rate from 50/s to 60/s. Reduce the interval between shield uses from 1.5s to 1s.

Devil Dinosaur

Looks like Moon Girl needs to put her big buddy on a slight diet! We’re slightly reducing Devil Dinosaur’s damage, survivability, and crowd control to balance the experience for other Vanguards facing him.
– Remove the knock-down effect from Impact Beam.
– Increase Buddy Barrier cooldown from 10s to 12s.
– Reduce the Percentage Damage per second of the Bleed effect from 3% to 1.5%.

Magneto

The mutant revolution will not be stopped! We’re increasing the functionality and threat level of Magneto’s Ultimate Ability.
– Increase Meteor M (Ultimate Ability) maximum duration from 4s to 5s; increase the damage dealt when fully charged from 300 to 350.

Rogue

Sugah, she’s tougher than ever! Anna gets a slight increase in her mobility and survivability.
– Decrease the cooldown of Fatal Attraction from 14s to 12s.
– Reduce energy consumption when using Defensive Stance from 60/s to 50/s. Increase absorbed damage energy conversion ratio from 35% to 55%.

 

DUELIST

Black Cat

Felicia’s luck might have finally run out! We’re increasing the Fortune cost to purchase relics, decreasing her Fortune acquisition efficiency, and lowering her survivability and damage.
– Reduce Cat’s Cradle damage from 50 to 40; remove one charge, changing it to a cooldown, and reduce the cooldown from 10s to 8s.
– Reduce Phantom Pursuit damage from 75 to 70.
– Increase the Fortune cost for Chernobog’s Crystal, Ring of Zona, and Mento-Fish from 200 to 300. Increase the Fortune cost for Faltine Flame Orb from 100 to 300, and it can no longer Reveal enemies behind objects.
– Reduce Calling Card (Ultimate Ability) dash targeting distance from 60m to 40m. Participating in eliminations no longer refreshes the remaining duration; instead, it adds 3s to the current remaining time, up to a maximum of 10s.
Increase the Ultimate’s second hit base damage from 30 to 70, but remove the Percentage Damage (for 250 Health enemies, total damage of 2 attacks is reduced from 110 to 100; for 600 Health enemies, total damage of 2 attacks is reduced from 180 to 100). Additionally, reduce the Fortune gained from this attack from 300 to 200.

Blade

The Daywalker is ready to carve up the competition! We’ve slightly increased Blade’s close-range combat capabilities.
– Increase the Unstoppable duration provided after each use of Scarlet Shroud from 0.4s to 1s.
– While in sword stance, increase the initial hit damage of Daywalker Dash from 20 to 30, and increase the damage per spin from 8 to 10 (total damage increased from 52 to 70).

Daredevil

The Man Without Fear will need to rely a bit more on his other senses now! We’re reducing Daredevil’s ability to scout enemy team positions while roaming the outskirts, and lowering his engagement distance and post-engagement survivability.
– Reduce Radar Sense’s maximum detection range from 50m to 40m.
– Reduce Sonic Pursuit’s dash targeting distance from 20m to 12m.
– Reduce “Objection!”‘s duration from 1.5s to 1.2s.

Elsa Bloodstone

The Bloodstone legacy grows stronger! Elsa is getting an increase to her Instinct accumulation speed for a slight bump to her baseline performance.
– Reduce the damage required to upgrade the passive skill Inherited Instinct from 1667 to 1111 (the damage-to-rating conversion multiplier is increased from 0.0006 to 0.0009).

Human Torch

Flame on, Johnny! We are slightly increasing Human Torch’s mobility.
– Reduce Flaming Meteor cooldown from 20s to 15s.
– Reduce Plasma Body single charge energize time from 10s to 8s.

Moon Knight

Khonshu demands a bit more precision from his avatar! Marc is getting a reduction to his damage capabilities.
– Reduce Crescent Dart single-shot damage from 25 to 23.
– Reduce Moon Blade damage from 80 to 70.
– When Crescent Darts and Moon Blades bounce between enemies or Ankhs, adjust the damage attenuation per bounce from 80% to 70% (Moon Knight will now deal less damage when bouncing attacks among multiple targets or off Ankhs).

Namor

The King of Atlantis commands the tides with greater frequency! Namor’s Monstro Spawns are getting a slight coverage increase.
– Increase the Aquatic Dominion cooldown reduction granted when Trident of Neptune hits enemies from 1s to 1.3s.

Phoenix

The cosmic flames are burning a little less brightly from afar. We’re slightly reducing Jean’s flanking sustain and mid-to-long-range damage capabilities.
– Reduce the Healing Over Time provided after detonating Sparks from 10/s to 5/s.
– Cosmic Flames Damage Falloff: Adjust maximum damage falloff at 30m from 75% to 65% (the distance to KO a 250 Health enemy with two critical hits is shortened from 18m to 16m; at maximum falloff, single hit damage is reduced from 45 to 39; the number of hits required to KO a 250 Health enemy is increased from 5 to 6).

Star-Lord

Time to get a little closer for those legendary plays! Peter’s baseline mid-to-long-range damage capabilities are getting toned down.
– Element Guns Damage Falloff: Adjust maximum damage falloff at 25m from 65% to 50% (this does not affect his Ultimate Ability).

 

STRATEGIST

Adam Warlock

The Golden Gladiator’s cosmic karma flows more smoothly! We’re slightly increasing Adam’s damage-to-healing conversion efficiency.
– Increase the Avatar Life Stream charge time reduction when Cosmic Cluster hits enemies from 0.48s to 0.6s.

Cloak & Dagger

The divine duo brings even more light to the shadows! Cloak & Dagger are seeing an increase in baseline healing capabilities.
– When Lightforce Dagger directly hits allies, reduce the single-target healing from 16 to 12, and increase the spell field healing from 16 to 20 (for directly hit teammates, the healing remains the same, but the AoE healing is increased).
– Increase the healing boost ratio provided by Veil of Lightforce ability from 15% to 20%.

Deadpool (Strategist)

The Merc with a Mouth is handing out even more band-aids! Wade is seeing a slight increase in his baseline healing capabilities.
– In gun form, increase Bouncing Bobblehead continuous healing provided by the spell field from 40/s to 50/s (standard); and from 50/s to 55/s (upgraded).

Gambit

The Ragin’ Cajun’s biggest hand is losing a bit of its sting! We’ve reduced the offensive capabilities of Gambit’s Ultimate.
– Reduce the bonus damage multiplier provided by Ragin’ Royal Flush (Ultimate Ability) from 25% to 20%; reduce the movement speed bonus from 40% to 30%.

Ultron

The Age of Ultron is facing some minor technical difficulties! Ultron’s drone coverage range is taking a hit to lower the buff capabilities provided to allies, and we’re reducing his Ultimate Ability charge speed.
– Reduce Imperative: Patch maximum drone attach distance from 35m to 30m.
– Increase Imperative: Firewall cooldown from 10s to 12s.
– Increase the energy cost of Rage of Ultron (Ultimate Ability) from 4000 to 4300.

White Fox

Ami Han’s mystical charms are a little more contained! White Fox’s baseline crowd control capabilities are being slightly reduced.
– Reduce the Charm and Invincibility spell field radius of Spectral Surge from 0.8m to 0.6m.

 

TEAM-UP ABILITIES

ADJUSTED OR REMOVED

Explosive Entanglement (Gambit – Magneto/Rogue)
The mutant drama is cooling down just a bit!
– Reduce the healing and damage provided by Hearts As One (Rogue). Reduce the percentage damage dealt per attack from 3% to 2%; reduce the spell field healing provided per attack from 55 to 25.

 

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