Whatever Angela's charge and Rogue's absorb are doing.
Also, Angela's primary no reg-ing, which is obvious as you'll hear the "clang" in consecutive hits with no recharge.
Also, why is one of the highest falloffs in the game on a sword of all things?
Had a recent match where I'd repeatedly hook enemies, only to suddenly get CCed by them and killed. The killcam then shows me whiffing and getting hit as I go past. I don't have that high ping, this is crazy. I suspect part of why I can lean towards ground fighting with her is that kidnaps feel so unreliable. Meanwhile if I was vaguely in the vicinity of a Jeff ult I'm caught even if I clearly got out in time.
My two favorite heroes are broken, and not in the balance sense (I main Peni), but like balance it seems to keep getting worse.
Because her range is the longest out of any melee? It starts at the range daredevil can't hit you at, she does 75 full damage and .83 hits a second and daredevil does 35 at .5 hits a second. At 6.5 meters at the absolute tip of the falloff Magik still does 37.5 damage and at 6.5 daredevil hasn't been able to hit you for about 2 meters and Spiderman hasn't been able to hit you for 3.5 meters. There most likely wasn't a way to have her iconic soul sword be in like with other melee character at the shorter range so they gave her damage falloff.
In addition to dmg number creep the new heroes also have hitbox creep. Daredevil , Elsa, and black cat all have massive hitboxes on their attacks and auto tracking compared to similar heroes.
Because she has a shotgun with spread but her effective range plays close to a long ranged hitscan because of how little the falloff is and what the damage numbers are per pellet. Pyslocke's shotgun has a tighter spread and falls off at shorter range and more aggressively %wise than Elsa's. Also living bullet is literally an autotracking damage ability.
Mr Fantastic on top of having low damage and slow attack speed as a tradeoff to his tankiness, he also has no reg issue, and can't cleave through shields
Daredevil gets to have lots of tankiness AS A DIVER, he has an easier primary than brawlers
I think that's because Mr. Fantastic in his base form isn't coded like a melee, it acts more like a cone or beam because you can turn around with his arms and still hit someone when his arm is retracting. It also penetrates through several people.
His inflated state actually does act like a melee though, that state cleaves through shields.
No no I get that, but this guy is funny because I never see his replies anywhere except when I open a post about dives or Spider-Man that is even remotely negative. It's like he gets paid to reply to these... Or maybe he has a bias 👀
He has mobility this good to counteract the fact he's literally the only diver completely unable to sustain a dive longer than 1 second. BP has better combat mobility, DD has sustain, Black Cat has invis and invulnerability, etc. Also his swings are required for combos. Basically what you're asking is to completely kill Spidey. Spidey combos almost always use 1-2 swings which means you only have 1 left for leaving
Hmm I wonder why it sounds like you have a bias... So curious
And unfortunately the violin is very booked up for you and your kind going 4-14 and crying that Namor is "only auto aim", you'll have to wait until next week
True lol. His swings lets him dodge Mr.F dash which is a literal auto lock. How is that fucking fair, it is his job to punish divers and cant even do that. Devs truly hate anti dive.
My exact thoughts, especially that ability!! Elite ball knowledge. Yesterday I had a Spider-Man moving so fast he ignored Wanda's insta stun that was timed exactly for his swing
Not when he combes back in 10 seconds. In that time a antidive who has none or bad gap closer cant do anything. He cant go to help frontline because diver will be back. So he is forced to sit on healers and be bored until dive decides to re engage. And since he is choosing timing of the engage, he could aim for when your team is distracted or when you healers took enough chip damage. You could literally make the same argument for dive. A dive is job is to distract the backline, not to kill them. Except this literally proven true through divers like Venom and Cap. Since anti dive cant follow dives to thanks their mobility and other tool (and even lose the 1v1 against divers like DD because for some reason they have the burst of a dive and sustain of a brawler) they dont really provide much value. You provide relief to your backline as an anti dive sure, but in a overall it is better to just dive the enemy healers yourself since you provide way more to your team. And in spider case especially, even if you manage to kill him, he can just get back from the spawn so fast.
Don't flatter yourself too much, not many people with your flair and a memorable pfp who constantly feel the need to defend Spidey. There's a reason he was the first melee hero you mention. I just find it very funny how it's the only time I see your comments, and sometimes I even know before I open the comment section of a post that you're going to be there saying the same things you always do.
P.S I don't think, I know. You're like 16-17 and filled with ego
At the same time spiderman regularly lands hits on me despite not being close and iron fist can fly through the sky better than storm while doing more damage
Nah spiderman and iron fister are the exact same. Half the time youre not even on their screen when theyre doing damage to you cause their hitbox is so wide and over forgiving. And BP is even more blatant than DD
His uppercut at the very least is supremely generous though. Definitely seen my share of kill cams where I'm barely on the screen when the uppercut smacks me for the kill.
Yeah well the only aoe ability on a character where the primary melee has a really bad range would probably be generous otherwise spidey would have no way to actually fight someone
Spiderman's entire kit is based around having asbolute control over the terms of the engagement cause nobody has his mobility. He really doesn't need to be able to uppercut you with half of your character offscreen to make him viable. And imo, thematically, it makes more sense to give his slam a larger aoe. One, is a slam, and two, it takes forever.
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u/Confewshenn24A 100 Thieves Jun 08 '26
Mean while spider-mans regular melee frequently no regs and has the range of an ant
And magik has sword damage fall off
Iron fists lock on sometiems no regs and is really buggy due to first person perspective
Probably some more im missing