Image via NetEase/Remix by Dot Esports
The Land Shark is getting multiple adjustments.
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We’ve all had that one enemy Jeff player in your Marvel Rivals matches, who’d become a self-healing turret to slowly tear down your team while being extremely slippery that you will hardly be able to take him down.
The Marvel Rivals developer has also noticed the rise of DPS Jeff, and they’re finally giving him a rework, which makes him better as a support rather than a duelist.
All Jeff rework changes in Marvel Rivals update 2.5
Splish splash. Screenshot by Dot Esports
According to the changes by the developer, they’re making Jeff a “more frontal support and combat ability, but with less survivability,” so that if the hero becomes rogue in your matches, it’ll have fewer ways of staying alive to support their team.
Here are a few changes that the developer has made to Jeff the Land Shark:
Jeff’s primary healing: Joyful Splash now deals damage to enemies at 70 per second, and it can heal allies through other allies and enemies. This makes it a fantastic tool for teamfighting where it heals ally hero while also dealing damage to the enemies. The damage falloff starts at 20m to a maximum of 65 percent at 40m, so players will need to stick closer to their allies. The healing per second is also getting reduced from 150 to 130.
Next, Jeff’s shooting ability won’t be unlimited now, and the Aqua Burst is becoming a charge ability. It has only three maximum charges, and it takes three seconds to charge one, so you cannot spam this ability like before than it can be used to finish off low health targets. It is also getting a new effect where a direct hit now launches enemies up, giving a small CC spell in your kit. The spell field damage is also getting increased slightly from 40 to 45.
Jeff’s iconic Healing Bubble are also getting a major change as they are no longer a one-time heal and it is now heals over time, which makes it harder to save low health duelists and makes it more useful for tanks. The healing amount has gone up from instant 85 to 120 over 4 seconds, so you do end up getting more heals in a slightly larger window. The maximum changes have been reduced from six to three, and the enemy launch-up effect is no longer present here.
His main traversal ability, Hide and Seek, is also not unlimited and comes with an energy cap of a maximum of 120. It drains by 20 per second while submerged under surfaces and restores the energy by 15 per second when not under the surface. This change makes it harder for Jeff to escape burst backline threats. His ultimate ability, It’s Jeff!’s overflow healing on swallowed allies gives 45 Health per second as Bonus Health, up to 150, making it a tool for not just launching enemies off the ledge but also protecting enemies from enemy ultimates.
Lastly, the ultimate energy cost has gone up from 4000 to 4500, and the damage reduction received when taking a critical hit has been increased from 50 to 70 percent. Jeff also has two new team-ups with Venom and Storm, where Venom allows him to distribute his healing during teamfights and Storm gives her use for his ultimate to wreak havoc on the enemy backline.
Next up, you can read our guides to learn about Ultron’s abilities and pre-register for Marvel Mystic Mayhem.
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