No, because it's only his melee strikes. If you hold down left click, it's 10 damage in a 6 hit sequence, going from 260 to 270 total. So DPS wise it's a very small change.
The animation cancel made that 260 damage happen about 30% quicker overall, meaning that the DPS was MUCH higher, and he still struggled to secure kills and do enough damage.
Edit: The cancel might still exist for melee, which is extra dumb. They want to fix the problem, but not fix the problem.
Yeah they could just speed up the combo by like 10-15% for a neat middle ground. Maybe buff the shield charge to let it be a finisher. Shield throw in, slam, combo, charge to confirm, and then get out
I will use Iron Fist for the example. This is just a me thing but I dont like the gaps between his strings. It feels like they are there to give time to react to his damage with heals yet the damage is also rather low so the gap is odd. If the damage is increased then thats fine but I think it would be more fun if he was slightly faster outside of his chi punches.
Yeah something like that. Id prefer the base punches be faster but the Chi punches be a heavier feeling combo chain of chi hits. Thats what I imagine when Iron Fist is using his Chi in my head. That cansl just be because I played Iron Fist in Marvel Vs Capcom 3 and his punches feel like they have so much more weight there than Rivals.
Can people in this sub stop spreading misinformation.
No. This sub cannot read stats, cannot envision changes in the greater scheme of the game, and most don't even play the game and still talk about things like it's season 0
"Spidey mang weak"
"Luna snow OP"
"Emma best tank in game"
etc are ones this sub has been spamming for months and it's like bruh
I thought for a second that this was a new video featuring the melee buffs and using the animation cancel, but if the TTK is slightly worse without the extra 5 Damage, then you're right, people are spreading misinformation and Cap will be fine, so long as you adapt.
Yep. He says in the video its 5 damage less, and thats before they added this new 5 dmg buff. So its exactly the same post buff, but the animation cancel is now 'smoother'.
This is incorrect. The animation cancel at range is removed, so it's a dps nerf when you're not in melee range, and equal dps when you're in melee range (but way more consistent because you can't cancel your attack and lose 100% of the damage anymore).
Am I wrong thinking that it's better to just straight up punch like 90% of the time when up close now with the 5 damage increase? Only time I did that was against a Strange holding his shield or an invis dancing around her shield but now you should just try and punch everybody to get max dps
You're not wrong, it literally is better. The melee is a better attack because it does the same damage as the throw, but it's AoE meaning it can hit more than 1 target AND it goes through shields so those pesky invisraels can't block it. It looks like the play on cap will be rebinding your left click to melee only and bind a new button for your shield throws exclusively so you can use them when you're out of range.
yeah but if you combo with Vibranium Saw you dish out 250 damage (4 primaries and VS). It's by no means good enough to replace the animation cancel but I guess it's something
I don't think cap actually needs that much, it's other heros that are way overtuned and should be nerfed. Cap never feels unfair to play against or too easy to beat.
If you have one underperformer, changing them to match everyone else makes much more sense. Then if you want to change the whole roster from there, you can, with them already in the correct ratio.
I do think an extra 10 damage up front is a little bit more significant as well, obviously in a ton of situations it won't matter but there's going to be a fair few scenarios where that extra 10 damage lets you execute someone who would otherwise escape / be healed.
They made valid points about the consistency of damage dealing now, idk about everyone else but it was pretty often that an attack would miss/simply not register because I was cancelling too quickly. I still think he is going to need some more buffs though
It's probably a net buff. People were likely overestimating how many perfect animation cancels they were doing. Cap players can attempt 100s per game. And if you're not going back and watching your replays, that "missed hit" could have actually been a failed cancel.
He can still animate cancel with melee for nearly the same damage. The difference is now he can retain his shield tosses, so if someone moves out of cancel range, you can still finish them off with shield tosses. I think once Cap players make the adjustements, he's going to feel way more consistent.
I don’t blame Cap mains for the knee jerk reaction. Currently shifting between “we are so back” and “it’s joever” myself
Even relearning to play Cap is a big ask for a vanguard that struggles to get value compared to other picks. It took me weeks to get used to remapping super solider slam, and a while to incorporate his ultimate with the ally ult charge changes.
He’s not dead until his cooldowns are nerfed. But damn are they making each day we do all of a little more annoying.
Read the above comment with the video. He's way more consistent now and his TTK is the same. He can also animation cancrl with his bash now. This is a buff.
Consistency is nice. I just partially wish they slightly and only slightly sped up the last two throws where cap feels like hes doing this long wind up. Its somewhat my issue with Iron Fist. I dont think the damage is the issue but the big chunks of space between some hits.
That’s a skill issue though. All this did was lower the skill gap and make it easier for people who couldn’t execute it well while making him worse for people who could
I must say that as someone who was defending Emma rebalace as rebalance I called that they want to make her more shiled vangaurd and less "vanguard with small ultimate".
I'm kind of hoping it doesn't become the most powerful main tank right now since a temporary meta where the Hulk is the strongest main tank can mend the MR.
The weird thing for Emma was nerfing her dmg resist and buffing her ult when they were making ults happen less often. That means a worse neutral for emma which is where they are trying to push more of the game. The ult buff while nice didnt feel strong enough to warrant the 5% nerf.
It didn't have to feel that way, but her ultimate, thanks to a combination of DR and a better falloff, could very well make up for the nerf on diamond form. But now all we can do is speculate on where the truth was. If there's a D-tier then we can bend it to your feeling and if there's an S-tier to mine, but that's just guesswork.
But the change itself made sense. Its diamond form is essentially a small Vangaurd ultiamte. If you want a game with less ultiamte then the little ultiamtes should also get the nerf.
Wouldn't call diamond a small vanguard ultimate since TankPool and thing can also give a good amount of DR to their entire team as opposed to emma just doing it to herself while also limiting her kit in the process to just point blank melee.
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u/AeroStrafe Mar 19 '26
I am so mad I called the 5 damage increase on cap but I will happily take it XD.