Later this week, the highly anticipated Season 1 of will finally arrive, introducing two iconic characters from the X-Men universe to its popular multiplayer hero shooter: Wolverine and Storm, both part of the legendary Unbelievable Four team. Friday’s update introduces a wealth of refinements for nearly every playable Marvel character, including crucial adjustments for fan-favourites such as Hawkeye, Hela, and Thor.
Several significant character developments occur throughout Season 1, primarily revolving around their personal health and wellbeing. In a move seen as drastic, Hela’s overall power level is being drastically reduced to 250, with the game’s developer labeling her a “menace” that needs to be curbed. Some heroes, such as Hawkeye, are capable of producing significantly fewer injuries, often falling short of the medium-to-long-term damage threshold. When Thor unleashes his God of Thunder final, he’ll become virtually unbeatable, no longer susceptible to disruptions from clever crowd management tactics.
The upcoming changes for Mantis involve toning down her Motion Enhance passive, whereas Rocket is set to receive both therapeutic enhancements and an uplift to his Workforce Up synergy when paired with Punisher and Winter Soldier.
The odds of being devoured by Jeff the Land Shark are slim to none.
Gamers must prepare for an influx of updates, including the arrival of two pivotal characters: Invisible Girl and Malice.
Below are the comprehensive Season 1 Patch Notes for our latest update, as shared by NetEase Games:
**New Feature: Battle Pass**
Introducing our new Battle Pass system, offering exclusive rewards and benefits to players who participate in ranked matches or earn points through their gameplay.
**Seasonal Changes**
* New Ranked Season has begun, with fresh rewards and challenges for all players.
* Seasonal rewards have been updated, featuring unique skins, emotes, and other cosmetic items.
**Gameplay Updates**
* Adjustments made to the sniper rifle damage range and accuracy.
* Tweaks to the SMG’s fire rate and damage output.
* Changes to the shotgun’s spread pattern and damage.
**Balance Changes**
* Increased the health of certain enemy types, while decreasing their damage output.
* Adjusted the spawn rates of enemy types in various game modes.
**Bug Fixes**
* Resolved an issue where players would get stuck in a specific map geometry.
* Fixed a bug causing some enemies to not take damage from certain weapons.
**Optimizations**
Improved overall performance and reduced lag on various devices.
The Marvel Rivals season 1 patch notes for January are as follows:
Added: New character packs and bundles available in the game store
Fixed: Issue with inconsistent matchmaking settings causing lag and disconnections
Improved: AI logic to better accommodate player skill levels and preferences
Tweaked: Damage output for select characters based on community feedback
Resolved: Bug causing incorrect scoring for some match types
Introduced: Experimental “Rival” mode where players compete in best-of-three matches 10
With this enhancement, Steve gains increased durability, enabling him to enter and exit combat more frequently.
The delay time for protecting the Dwelling Legend when released is reduced from three seconds to two seconds.
Will reducing Liberty Rush’s cooldown time from 12 seconds to 8 seconds have a significant impact on gameplay? –
Enhance overall wellness to a score of 675.
We’re reducing the power cost associated with unleashing Freedom’s full potential from $3,400 to $3,100, and simultaneously decreasing the bonus health provided to ourselves upon release by 10 points, down to a rate of 100 per second.
Will we be reducing the threat margin and increasing the protective window of the Sorcerer Supreme?
Modify damage scaling in Maelstrom of Insanity and Gamma Maelstrom to include a gradual decline in damage output over time? Starting from a height of 5 meters, the intensity decreases by 30% every two meters until reaching 70% at 8 meters.
Reduce the Protector’s Worth Restoration Fee after releasing Defense of the Seraphim from $80/s to $70/s?
Could Thor, the mighty God of Thunder, harness his full potential by leveraging a slightly enhanced survival rate and maximizing the reward for his heroic endeavors?
Enhance overall wellness by increasing scores from 500 to 525.
Gained immunity to govern outcomes throughout God’s Wrath (ultimate capability).
Dr. Despite his dominance, Banner’s effectiveness in prolonged combat scenarios may diminish when pitted against other Vanguards, potentially making him less consistent in certain matchups.
Cut the Indestructible Guard’s gamma protection value for Hero Hulk from 250 to 200.
As the specter of its ultimate power looms large, the symbiote’s increased resilience instills fear in the ranks of every adversary.
Symbiotic Resilience bonuses increase the well-being ratio by up to 20% (from 1:1 to 1.2:1) for each lost well-being level.
The bottom injury of Feast of the Abyss is already 50. Therefore, I will simply state that as the answer:
50
While we’re making progress on diminishing T’Challa’s combat resilience,
We will reduce the additional wellbeing granted to oneself following a refresh of Vibranium Marks with Spirit Rend from 40 to 30; concurrently, we will lower the upper limit of this supplementary wellbeing from 120 to 75.
Natasha struggled to articulate her true potential, seeking significant enhancements to elevate her skills and maximise her overall capabilities.
The area of effect for Edge Dancer is expanded, now affecting all allies within a 5-meter radius.
Fleet Foot’s recovery period is reduced from 12 seconds to just 4 seconds, allowing players to get back in action more quickly.
Reducing the time needed for the Electro-Plasma Explosion to reach its maximum energy output by 40% from 1 second to a mere 0.6 seconds.
To streamline gameplay, we’re scaling back the medium-to-long range injury potential, shrinking the combat zone’s threat radius, and slightly bolstering the avenging archer’s close-quarters resistance.
Reduce the unfolding angle of successive Blast Arrows by a small margin.
The triggering distance for passive capacity Archer’s Focus is reduced to 40 meters from its current 60 meters. The maximum allowable passive injury should be reduced from 80 to 70?
The Goddess of Dying has proven to be a formidable foe, and our efforts to diminish her combat prowess have been marginally effective at best.
Reduce base wellbeing to 250.
The queen of limbo sought to augment the potency of her menace following its full deployment.
The umbral incursion injury of dark child type has been enhanced from 115 to 135.
The Hand of Khonshu is poised to receive a subtle yet significant boost in its manifestation of ultimate power.
The variety of talons generated by Hand of Khonshu’s final capacity will be increased from 10 to 14.
The explosion radius of every Talon is increased to a distance of 5 meters, up from its previous range of 4 meters.
Are we elevating the aerodynamics and kinetic energy of Namor’s aquatic projectiles to unprecedented heights?
The throwing mechanics of Monstro Spawn and Frozen Spawn are to be reworked to better capture their eerie and unsettling presence in combat. Namor can extricate himself with precision, throwing the objects with exacting accuracy to their designated destination.
To provide a more comprehensive gaming experience, we will introduce additional hero options specifically designed to counter the Demon Slayer’s formidable abilities in the final confrontation.
Now, the Dance of the Butterfly’s final capacity will be put to the test, combining its might with Magneto’s Metallic Bulwark, Hulk’s Indestructible Guard, and more.
Are we merely scratching the surface in enhancing the combat potential of Frank’s arsenal?
Scale back the unfolding of Deliverance and Adjudication to a minimal extent.
As we fuel Wanda’s combat potency during encounters with Duelists or Strategists.
Improve Chaos Management’s passive ability “Fastened Injury” from 50 damage per second (s) to 75 damage per second.
Reduce the share of damage taken per second from 5% to 3%.
The damage output of Chthonian Burst’s projectile has been increased from 30 to 35.
To amplify the Climate Witch’s injury capabilities, we are refining her primary projectiles’ impact mechanics and enhancing the visual texture of her left-click attack. Concurrently, we are streamlining the deployment experience for her ultimate ability.
Improve Wind Blade’s projectile pace from 100 meters per second to 150 meters per second and left-click damage from 50 to 55.
– The Bolt Rush’s injury improves from 70 to 80.
After releasing her final capacity, Omega Hurricane, she will receive a bonus wellbeing elevation from 350 to 450. As a direct result, the temporary boost to wellbeing will gradually dissipate at a rate of 100 units per second.
As we raise the curtain on Doreen and her menagerie of furry friends in their ultimate hour.
The Unbeatable Squirrel Tsunami is enhanced by the introduction of a novel effect: upon reaching maximum capacity, the squirrels will surge towards the nearest adversary instead of scattering indiscriminately.
Cut funding for the squirrel tsunami wellness program by $300.
To enhance Bucky’s performance, we’ll diminish his distant combat vitality while increasing his durability in medium-to-close range encounters.
The bonuses for Bionic Hook and Tainted Voltage are increased from 30 to 40.
Roterstern’s projectile injury rose from 70 to 75.
– Reduce the Realm Injury threshold by five points to 65, concurrently decreasing Injury Decay rates from 65% at 40 meters to a more moderate 60%.
Enhance overall wellness by increasing score from 250 to 275.
When Logan activates Timeless Animal, he gains a boost in fundamental fight energy but experiences a minor decrease in his already impressive survivability.
Improve overall wellbeing from 300 to 350.
Timeless Animal reduces the injury discount ratio from 50% to 40%.
As a professional editor, I would improve the text as follows:
Ty and Tandy’s therapeutic functionality will increase, and they will expand their protective sphere to its full capacity.
Cutting back Dagger Storm’s cooldown from 15 seconds to 12 seconds.
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We will adjust the valve to its final capacity, ensuring a precise match with the warning marker. Additionally, we will also enhance his therapeutic capabilities.
– Modify It’s Jeff! The final capacity varies between a 10-meter-diameter sphere and a 10-meter-radius cylinder with a 5-meter-excessive cylindrical space.
The therapeutic value of Joyful Splash is increased from 140 per second to 150 per second.
While fans have admired Luna’s ability to generate low-pitched sounds, recent updates have been implemented to restrict players’ excessive reliance on its calming effects.
The timing for transitioning between healing and harm is being adjusted from 0.1 seconds to 0.5 seconds within Destiny of Each Worlds.
We’re planning to reduce Mantis’s speed and agility by scaling back her roaming assist capabilities.
Cutback Nature’s Favor passive motion enhancement reduced from 2.5 meters per second to 1.5 meters per second.
Could rocketing his therapeutic efficacy further require enhancing its functionality?
Improve the therapeutic potential of Restore Mode to 70% efficiency per second.
To further reduce the perceived oppression of Hawkeye’s status quo, we will be adjusting his seasonal boost downward.
The team’s star player, Hawkeye, had enjoyed a significant increase in his season bonus for the past few years. However, considering the current market trends and the team’s financial constraints, it was decided to reduce his bonus by five percentage points from 20% to 15%.
Hela’s formidable energy is expected to receive a moderate adjustment, much like the legendary archer Hawkeye’s prowess.
Cut Hela’s seasonal bonus by 5 percentage points, reducing it from 20% to 15%.
Should we summon the icy wrath of Namor’s Frozen Spawn?
Frozen Spawn injury increases by 2.
We’re reducing the slowing impact of Frozen Spawn for enemies by 5%, from 25% to 20%.
Berserk state Frozen Spawn injury: 18
One of Rocket’s finest instruments is expected to be more readily available!
Reduce the cooldown time of Ammo Invention to 40 seconds.
While showing potential for improvement, the effectiveness of this father-daughter workforce-up capacity’s injury functionality will likely be amplified to produce more impactful results.
Metallic Fusion projectile injury improves to 65.
Metallic Fusion’s spell area damage is increased from 30 to 40.
We will be refining the injury aspect of Storm’s facet within our Workforce-Up capability enhancement project.
Let’s reduce the cooldown time on Charged Gale from 20 seconds to a swift 12 seconds instead.
The injury of Charged Gale is now 55.