I spent a great deal of time over the holiday ranking up in Marvel Rivals. I had previously thought that my journey to Diamond was fought with hard work and skill, but it turns out that there's a pretty significant bug that might've been holding my opponents back.
At first, I thought the reports of players with better PCs doing more damage than those who can barely muster up 30 FPS were hyperbole, but it turns out that there are some real downsides to settling for low framerates. Those shackled to a potato PC do less damage, and move slower when compared to players with 60 or 150 FPS.
Player nyin_ showed how a few heroes are seriously nerfed thanks to low FPS. Venom moves slower when wall running, Magik's dash is shorter, Doctor Strange has less horizontal movement, and Star Lord does slightly less damage. When I tested these differences out, I found that anything over 60 FPS doesn't make a difference to damage or movement range. But even at 30 FPS, the difference between Star Lord's damage output is hardly noticeable, and wouldn't make a significant difference to the outcome of a game.
However, I was surprised to see how different Magik and Doctor Strange's movement abilities were. Starting at the 15-meter line in the practice range at 60 FPS or higher, I could hit the target dummy with Magik's dash, but I fell short of it when limiting my FPS to 30. Doctor Strange's sideways jump is also a couple of meters short when the FPS is lower.
You may not think that this makes a massive difference in terms of winning or losing a game, but restricted movement can be a big deal. It can be the difference between reaching the objective and stalling the point until your team can join you, and taking a loss just meters away from the objective. It can also make combo attacks harder to manage, as you now have to initiate closer to the enemy, which can make some moves slightly more risky to pull off.
Marvel Rivals streamer Flats also explains how this bug can negatively affect
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