Players of Marvel Rivals experiencing reduced damage output at lower FPS settings, particularly with heroes like Dr. Strange and Wolverine, can expect a resolution soon. The developers have acknowledged a bug impacting damage calculations at 30 FPS, affecting several heroes' abilities.
Launched in early December 2025, Marvel Rivals boasts an impressive 80% player approval rating on Steam (over 132,000 reviews), despite initial hero balance concerns. However, a recent glitch affecting damage at lower frame rates has surfaced, impacting heroes such as Dr. Strange, Magik, Star-Lord, Venom, and Wolverine. Community reports indicate reduced damage on some or all of their attacks at 30 FPS compared to higher frame rates.
A community manager's post on the official Discord server confirmed the issue, noting movement problems at lower FPS that extend to damage dealt. While a precise fix date isn't available, the upcoming Season 1 launch (January 11th) is expected to address the problem, if not fully resolve it. Further updates will follow if necessary.
The root cause appears to be a client-side prediction mechanism, a common programming technique to minimize perceived lag. This mechanism, in this instance, seems to be the source of the damage discrepancy.
The community manager's post didn't provide an exhaustive list of affected heroes or abilities, but specifically mentioned Wolverine's Feral Leap and Savage Claw abilities. The impact is more evident against stationary targets than during live matches. The Season 1 update aims to rectify the issue, with future patches planned to address any remaining problems.