@ZeekerssRBLX Hey man! When are you adding the Liquidation moon and more content to Lethal Company?! Would love to see new items too, remember it's been a while!!!
@UnrealEngine@MarvelRivals@NetEaseGames_EN is there a way to optimize the game? I can run overwatch at 400 fps with my 3060ti but I can't run Marvel Rivals beyond 120 fps with the lowest settings
In order for @NetEaseGames_EN to transform comic book characters into playable heroes for @MarvelRivals, the team took full advantage of Unreal Engine's features.
These included the Niagara system, used to power diverse visual effects and the Game Ability System, used to develop the abilities and state transitions of characters during gameplay.
Fly over to the UE website to check out our dev interview which is, to quote Star-Lord:🗣️LEGENDARY! epic.gm/dev-interview-…
@UnrealEngine@NetEaseGames_EN@MarvelRivals Rivals should've been made in UE4, cuz i get more frames on a fucking pregnancy test than whoever tried to optimize this shit
@MarvelRivals Hello! When are we getting more South American servers?! I get 120ping on São Paulo, please give us servers for Colombia, Peru, Chile/Argentina 😭🙏
🐲 Awaken the Dragon Within! 🌙
Prepare to channel the power of dragons as two legendary warriors arrive in Marvel Rivals!
🌕 Moon Knight: Lunar General - The invincible general of K'un Lun, clad in azure scales and ready to guard the Temple of the Crescent Moon.
🐿️ Squirrel Girl: Cheerful Dragoness - The forest deity commanding a legion of unstoppable dragon-tailed squirrels.
🛒 Available on Jan 2, 11 PM PST!
Get ready to unleash their dragon might! ⚡
#MarvelRivals
Take League of Legends as an example having both northern and southern servers for south america. The game would be way much more enjoyable, specially for the competitive people like me :)
@MarvelRivals Hi! Any chance you make more servers for South America other than the Brasil one? I'm from Lima,Peru and I get around 100ms playing there and most of the people speak portuguese, not spanish.
It would be very nice of you to add 2-3 new servers for south america!
Name Reclamation - us.forums.blizzard.com/en/wow/t/realm…
Since there's a lot of desire around this, when it's fixed and ready to go, and I have a solution for Name Change in SoD you'll get advanced notice.
Yesterday, we shared a lot more info about what's coming in Phase 5 of Season of Discovery, launching next week!
Update: We just added more info to the PvP section, including the new rank cap of 13, and removing the queue restrictions from WSG and AB.
Find out more about Phase 5 here: worldofwarcraft.blizzard.com/en-us/news/241…
@HolyshirtPro@wowclassicdevs Foreal, they just don't care about their players.
Mute me now Blizzard, u can't get away from the truth, u can silence me on your forums but not here.
Oceanic Realms Update: We've opened Free Character Moves for our Oceanic realms in Season of Discovery, with the option to return to your existing realms, should you so choose. We've heard a lot of feedback from Oceanic players who want to try a larger realm, and we want you to have the flexibility of returning to your current realm if necessary.
To all of our Oceanic players, thank you for your feedback and for lending your voice to the conversation.
More info here: us.forums.blizzard.com/en/wow/t/realm…
@wowclassicdevs There's level 25 characters that have not logged into the game since phase 1. Make the ''Name Reclamation'' feature character based instead of account based. If not then I'll just quit and wait for the Classic+ servers.
@AggrendWoW Ret Paladins:
Dual-wielding
Threat reduction
Some form of Avenging Wrath
Seal Twisting for slow 2H enjoyers
Shadow Priest:
Surrender to Madness
Increased single target damage
note: players with high MS can't spell queue channeled spells, please don't make us use mind flay :(
The team focused on SoD has spent a good chunk of the last few days chewing on a rather large list of class adjustments coming soon (likely actually soon, not "soon tm" soon). As always we want to prime everyone that it's not going to fix every single thing everyone wanted, but we are continuing to iterate.
We've been watching discords and forums for ideas and suggestions as we go, and while that's fine and good, I figured it might be a fun exercise to probe for a few suggestions here to a few targeted questions.
Disclaimer; there may be an excellent idea in here that you love that we can't execute on for whatever reason.
Game dev isn't easy and sometimes you have to pass on a good idea for a myriad of reasons. It's nothing sinister and its not us being tone deaf. Many things are also too big to hotfix so we have to think about what we do now vs. next phase.
So, feel free to post suggestions or links to media with good suggestions in reply. Please do keep it civil though both towards me/the team and each other. I've been increasingly having to mute/block folks with abusive or unhelpful commentary so let's all be chill humans together.
Lastly, please try and frame your suggestion with both a) the issue to be addressed, and b) your suggestion--phrased as concisely as possible. We likely won't have time to read super long posts/threads to find the meat of your point, so this will help (he says, while typing a super long post himself).
Anyway, here goes:
1. Shadow DPS - We'd like to increase damage while allowing them to still shine in terms of group utility, particularly because their utility/value is likely to increase even further at 60 with some new stuff coming. One thing we also keep coming back to as well is wanting to restore mind flay to having a place in the toolkit. With that in mind, how would you suggest improving Shadow DPS with those goals in mind?
2. Survival Tree for Hunters - We know a lot of melee hunters really want Survival to be a thing and we agree that it really fits that "RPG ranger" class fantasy. Currently, BM tends to outstrip it in terms of raw output. What do you think could be interesting to zhuzh this up and make a deepish survival investment interesting?
3. Holy Paladins - We did you guys a bit dirty by not giving you interesting buttons to push like every other healing class. Viewed through a level 60 vanilla lens holy is great, but in SoD it leaves a lot to be desired. One thing we've been discussing is a group heal or some sort of proactive heal mechanic for Holy, but interested to hear some concise ideas here.
4. Sword Rogues - We have some adjustments coming in the upcoming update but we are open to ideas for how to make Saber Slash and other sword gameplay compelling. Might simply be a "do moar damage" adjustment that fixes this in the end, but we are interested in "feelsy" adjustment ideas too.
5. Warriors - Rage is a problematic mechanic because more damage = more rage = more damage = more rage ad infinitum. This is going to become more problematic at 60 as well. If we had it to do over again, we'd likely have normalized rage (i.e. you don't get extra rage when you do more damage/crit) at the start of the season and focused on major changes to their gameplay to compensate. The way it works now really hamstrings the design options for Warriors as we have to worry about the historically best dps in the game becoming even better later and forcing us to do an absolutely massive nerf which everyone would hate. To you, what would be a good trade for some form of normalized rage at 60 if we had to do such a thing?
To close us out--at this point, we are always open to novel ideas for any class, including things that don't just strictly borrow from future expansions. Our philosophy on this has shifted from when we started developing this season and now we'd love to experiment with totally NEW mechanics (that ideally fit somewhat plausibly into the classic ecosystem). Not to say we won't use future expansion spells, but there's a willingness to expand our horizons a bit.
Anyway sorry for the length. We've had a lot of fun just trawling discords and forums recently but figured I'd just throw this into the maelstrom and see what we get here as well. Thanks!
EDIT: I am not answering questions here, so sorry if you want to ask something. My thoughts are irrelevant to this discussion and we want YOUR ideas.
@AggrendWoW@Nichola54933456@Canitnerd@evangelism Hazzaz and Morphaz kinda trivial tho, 1min 15sec kill time sounds a bit trivial to me:
#fight=19&type=damage-done" target="_blank" rel="nofollow noopener">vanilla.warcraftlogs.com/reports/cz3vnV…
@Nichola54933456@Canitnerd@evangelism Is the content *trivial* though? If you cleared in the first 2-3 days before the second major adjustment, yes, for you it may seem trivial. I would be hard pressed agreeing that Hazzaz and Morphaz or Eranikus are trivial right now, even after being heavily adjusted.
@AggrendWoW I thought we were supposed to be getting more loot in ST to compensate the increased raid size or at the very least the longer lockout? Just did our first and the loot was the same-ish per boss.