duelists have always been problematic for the games design our first look into how flawed the role is was phoenix getting power creeped by an agent who isnt even in his class. they got themselves into a spot where a sub class was competing with an entirely different role which is really hard to address when one is fundamentally more useful then the other. with raze and jett both are overpowered and have been for the entire games lifespan and because of just how overpowered they were/are it took riot a long time to nerf them because each stayed in the meta for a very long time so we didnt get to see the other thrive bc pros valued jett at its best higher then raze. the core issue here is that half the duelist roster doesn't actually compete with the overpowered duelists this is what i would do to fix it.
Raze: Imo raze satchel is still too multiuse so by limiting the other uses for it the fun factor will still be there but its still a big nerf and the rocket has a little too much impact compared to other duelist ults
- Blast Pack no longer moves enemies
- Showstopper is 9 cost
Neon: shes already decent but where as other duelists with abilities similar have counter play to sentinel set ups she has none and some of her kit leaves a bit to be desired
- Neon can slide through trips to break them
- Neons stun now instantly starts to wind up upon impact instead of waiting for the second bounce
- Neons wall now does damage to enemies if they touch it (just bring back the old damage tick)
Yoru: he sits in a niche between phoenix and jett he can in some scenarios fill the role of a primary duelist but in most cases is a secondary duelist. I've noticed to counter yoru teams will just wait out his tp at the start of the round and for an agent like yoru you shouldn't be able to wait out his viability imo.
- Remove gatecrash timer
Iso: this agent makes no sense to me as to why it was added it doesnt fit either duelist sub class and sits in a niche between reyna and a controller. i think this agents design is shit but without reworking this is the only way i see it being balanced and maybe viable.
- Double Tap now activates a shield immediately on wind up
- Wall increased in size and can now be stopped like a harbor wall
- Wall now has two charges
- Iso can no longer die in his ult he instead respawns at the point he casted it
- Double Tap additional charge Costs 100 Credits
- Iso Wall Costs 150 Credits Per Charge
Phoenix: Hes basically a flash initiator without the info so you have to make every ability as impactful as possible to make him able to compete.
- Phoenix Molly is now as big as gekkos
- Phoenix Molly Regenerates After A Single Kill
- Phoenix Wall Now can be casted through Walls
- Phoenix Molly and Wall can each heal himself to full hp
Reyna: Imo has no way to be balanced without a rework she has an issue only she has that being she punishes sloppy trades in ranked which makes her insane in ranked but has zero team utility so she cant be used effectively in coordinated play.
- Leer Now is Unbreakable
- Leer Has 1 Charge
- Upon a kill you will activate the ability to dismiss and it can be used at any time throughout a round
- Dismiss Only Has 1 Charge
- Devour Rework works like a breach c deploy it on a angle has a wind up once it pops it begins sucking the life out of anyone in its radius it ticks for 20 hp with a max of 6 ticks with each tick on a enemy reyna gains 20 hp it can over heal
- Devour Has 1 Charge and Costs 300 credits
- Reyna Ult Works the same you get a dismiss on each kill and over heal after each kill. if you get a kill in ult and dont dismiss and your ult runs out you will still have the ability to be able to dismiss
lmk what you think about my ideas especially reyna im sure somebody has better ideas then me just thought id give my ideas for a patch to fix this issue.