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Lowkey forgot to do this

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#1
cloudberry

A few months back I was doing a series where I tried to balance different roles, and I went super in-depth on why I wanted different changes to happen, what I thought needed changing specifically, how I wanted the class to look, etc.

Thing is, I just realized I forgot to do the sentinels. Don't have the time nor dedication to write out a full thing like I did for the other three roles, so I'll just quickly give my thoughts here with almost no explanation (at least not until I'm asked about it ofc).

Cypher

  • Maximum trip length decreased from 15 >> 12 meters
  • You can't pick trips back up during the round
  • Cage cost increased from 100 >> 150 credits

Killjoy

  • Has unlimited range now
  • You can only pick up turret/alarmbot if you're within the old range
  • You can put alarmbot on walls now (the hitbox is now a sphere with the same radius as the current circle)

Sage

  • The heal has been removed
  • The slow is now her signature (she gets one back every 45 seconds)
  • She has a molly now (similar to Brim molly in size but with damage output of 30 dps)

Chamber

  • Rendezvous and trip can't be seen from more than 6 meters away
  • Headhunter zoom increased from 1.5x >> 2.25x

Vyse

  • Wall duration decreased from 7 >> 5 seconds
#2
Nlhso
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should've kept away 🔥🔥🔥

#7
cloudberry
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You hadn't even read the thing yet lmao

#14
Nlhso
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Seriously tho these are very bad and would make KJ very broken.

The Sentinel is already pretty balanced. Only chamber and sage and maybe vyse need a slight buff.

#3
kanyefan4238173
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do the world cup sim or ill do it faster

#4
cloudberry
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I'm doing uni applications or else the whole thing would've been over 2 weeks ago

#5
kanyefan4238173
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wow ur old

#6
cloudberry
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You'd be surprised

#8
dort
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type less words please
no ones reading allat

#11
cloudberry
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less words please
no ones reading allat

#9
saebr
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ok cloudberry these are very odd. all of them. except the chamber util needing to be in range to see

#10
cloudberry
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You can ask me about any of these and I'd be happy to elaborate

#12
saebr
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What's cypher's trip length reduction supposed to do?

Making characters unable to pickup abilities doesn't really do much, just turns mid-rounds into more gunfights/positioning instead of valorant fights with abilities, unless that's your goal.

The reason killjoy has to pickup her abilities in the first place is to replace them back in her range so this change is rather odd to me. Just seems like a straight buff when she is already a very strong sentinel.

Why does sage now have a molly?

#15
cloudberry
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There are some pretty absurd trips Cypher can do right now. The idea's just to get rid of a few of the more annoying ones while keeping Cypher viable (this shouldn't change too much tbh)

What a lot of pro teams have been doing is picking up Cypher trips and putting them in other places, which gets them a ton more value than if they just kept it there (kinda like how Viper orb used to work on maps like Bind and Lotus). The idea is to deny that kind of thing, because it's kind of quietly making Cypher a lot more enticing. Anderzz (one of FNATIC's analysts) explained this in greater detail than I can provide, so check him out if you want more info on that

One of the biggest downsides to Killjoy compared to Cypher is her range restriction. It seems to me like the biggest reason (or one of the biggest reasons) why a big portion of pro teams are opting for Cypher on every map, even traditional Killjoy maps

Sage's biggest problem is that she's overpicked in ranked and underpicked in pro play. This is because heals are very very good in ranked but almost always negligible in pro. The rest of her kit (other than her ult) is great though, and her expertise in stalling would be great if she had a complete kit for it. A molly is perfect in my opinion, because not only can you use it to keep people from going past your wall (like the slows), but it would also be incredible combo'd with a slow (molly + slow combos are generally very very good). This version of Sage might be a tad overtuned but if it means Sage sees less pickrate in ranked and more pickrate in pro then I'm all for trying it

#13
nobody___100
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only good one is chamber
makes cypher unplayable and makes kj broken
and the sage molly is weird
vyse change is fine i guess

#16
cloudberry
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Cypher's unplayable if he can't pick his trips up midround? Killjoy's broken if she gets the same range as Cypher/Deadlock/Vyse?

Could you elaborate, if you don't mind?

#20
nobody___100
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chamber can pick up mid round
kj can pick up mid round
cypher being able to save his trips from sova darts n shit and being able to move them instantly based on rotates is what keeps him in the meta
and making his cage more expensive makes it impossible to buy ghost + trip + cage on pistol which ruins a lot of setups and plays. if you have to buy only a trip on pistol, then might as well play chamber/kj instead.
i like the range reduction tho

as for kj, i don't have a problem with the first 2
the wall bit is weird tho
its impossible to use util to clear the alarmbot and makes it basically unbreakable because you can put it wherever and get value
it will make the vulnerable nearly guaranteed which will make kj players default to odins and make the game even worse
ascent defense meta will become kj odin + sova odin
and this will make ascent defense even stronger

#17
Cheasle2
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These are terrible ideas sorry

#19
cloudberry
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Fair enough lmao

#18
Ultime
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  1. Killjoy would obviously be way too overpowered.
  2. Why would vyse time be decreased. Its a bad agent already
#21
StalwartTiger_35
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ah yes remove heal from healer

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