WORLD CHAMPION TrqstMe Explains Why Season 10 Doesn’t Fix Marvel Rivals
28K views · Sep 9, 2026 · Gaming
Comments · 240
@rudhaaysar · 3 weeks ago
”fool me once ok,fool me twice gg”<br>Trqst me
121
@RealCassiusClay · 3 weeks ago
Thank god im diamond and everything can work there :)
164
@deityzeash2522 · 3 weeks ago
Let's come back in the middle of season 10 and see if he was cooking with this, personally I'm hyped over these patch notes
15
@tannercarter2377 · 3 weeks ago
It's so interesting hearing someone talk about the game from such an analytical and intellligent perspective, learned a lot from this video for sure.
27
@vexsara · 3 weeks ago
unrelated but trqstme's voice legit sounds like nightcrawler
27
@karatechopman1759 · 3 weeks ago
They don't want an actual game. They want an engagement optimized mobile slop experience.
95
@lovell6595 · 3 weeks ago
I implore everyone here to watch Spilo and Relf's videos explaining the problems with this game. Their takes continue to age like wine
19
@lovell6595 · 3 weeks ago (edited)
Lyte proclaimed himself as the guy in the crow's nest but it's actually TrqstMe. TrqstMe is the only player in this game that can properly conceptualize and communicate why rivals is so fundamentally flawed at nearly every level. No amount of balance patches can fix this game unless they're wide-sweeping, systemic changes to the numbers of the roster that change how they all interact.
46
@kavanbhalodi365 · 3 weeks ago
100% facts
1
@Silly_Fella_Man · 3 weeks ago
Ult charge is directly effecting the sustain in all ranks so I'm curious as to what he even means by that
1
@MicaiahA4 · 3 weeks ago
Ive always said, the punish window for tanks taking too much damage (Generally)is the reload time supports have when the tanks seek try to get cover, or using all the cooldowns of the supports. The reason dive is so effective is because they extend that punish window, disrupting the synergy between the tanks and healers. The main 2 culprits are DD and Black cat due to their uptime compared to a dive tank which require a full retreat to their back line upon getting driven out.<br>I can easily suggest is doubling the cooldown time for DD's latch if used as a movement, and keeping the cooldown regular if used on enemy players. Keeping the gameplay feel and function, but not outright just reducing how often you can use the move on the whole. For Black Cat, simply reducing the ways she gets currency reduces her uptime in fights as it is directly proportionate to her output, be it damage and utility (if they want to keep her tools and not outright change her with other minor adjustments). These changes can be implemented easily as it just requires number tweaking, and does not involves committed dev time and resources like a full overhaul the game kind of needs at this point. Healers, adjusting heal values, reload times and their damage. Tanks damage mitigation, hp pool, their tools & damage. Then dps, their tools, tweaking damage, ability functionality, damage and mobility.<br>Then there is synergy with the tools. For example, will gambit still be fair if they changed his ult to only affect one other person, one card type for him and another player. Black for damage, red for healing and letting his base kit be exemplary as it is. On the topic of team ups, ive always said the teams ups were done poorly. Good team ups I liked, Captain A. & Bucky team up required team interaction. Another example, a good team up before now poorly implemented is the Rocket Punisher team up. Now punisher does not need the Rocket to use the team up like it used to be. The Ride team up for animals and Groot, Dino is a great team up, it just needed number adjustment for the damage reduction as the riders. Rocket and Jeff just get exploded at the moment. Easily replicated with Moon Knight. <br>I have always suggested team ups be a requirement of both characters, either one feeding off the other, boosting the character and the feeding character now benefits off that boosted character. An example Ive said before is ,Dr. Strange and Scarlet Witch. Every time Strange uses his Maelstrom skill, it fills a bar on Scarlet Witch meter fueling chaos magic. Upon max Charge scarlet Witch gets powered up she can now hold her right click that they gave her for free currently. Her mini stun AOE gets stronger and enlarged. Her teleport/ dash is longer and does damage to enemies nearby and her ultimate acts like how they buffed it currently with it doing pulsing damage while charging up. Scarlet witch gets an effect displaying that she is empowered, maybe her voice lines are now distorted etc. And in turn with Scarlet Witch being powered up, Strange no longer needs to get anti heal upon max charged on Maelstrom, as hes feeding off Scarlet Witch energy now. This way, as Scarlet is powered up, she is required to stay alive and play safer or risk losing the benefit for herself and strange while trying to take advantage of the added strength. <br>I always thought team up ideas like that were needed. This way it creates pressure and denies pressure while giving solutions to eliminate it, and just aiming supports is not exactly the only out of a team fight. Instead, the team ups they added were just one button value that added complexity and more issues for balancing.
@allo1824 · 2 weeks ago
Man, I wish more people watched your stuff. You explain things so well and connect the dots so much better than anyone I have heard
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