1)lower range of trip
2)+1 orb ult
3)headhunter bullets cannot be saved up, ie, u have to buy them every round (optional, could also be made to only save 4 bullets max or 2)
Mobass [#2]i think your first to suggestions are enough, not being able to save bullets is tooo much of a nerf and makes headhunter less efficient first few rounds imo
what about only being to save 4 bullets max?
This nerf is good tbh...
Riot want AWP players to be sentinel role instead being duelist.
All entry fraggers (Jett main) before had to play with her as awper bc was too strong.
Now awp players can play Chamber as a sentinel itself instead trying to do entry while not playing as awper
What I say about Chamber being sentinel is holding angles, lurking, awping. Not about his trademark itself.
1 trademark is kinda good imo.
Dr_DoofenshmirtZ [#3]what about only being to save 4 bullets max?
headhunter doesnt need nerf. only the first 1 is good and teh second is too much since his op is honestly just like jet knives
IXVI [#4]This nerf is good tbh...
Riot want AWP players to be sentinel role instead being duelist.
All entry fraggers (Jett main) before had to play with her as awper bc was too strong.
Now awp players can play Chamber as a sentinel itself instead trying to do entry while not playing as awper
What I say about Chamber being sentinel is holding angles, lurking, awping. Not about his trademark itself.
1 trademark is kinda good imo.
ya its good ppl are overreacting. They want chamber to be a duelist-sentinel and differentiate it from kj and cypher playstyle. Before he was doing everything which is why he was a must pick and just super strong. With only 1 trademark he lacks the info util that cypher and kj has and now is more of an sentinel that specialized in anchoring sites/angles and taking duels.
Rexx [#7]they should remove the slow from ult, thats it, not being able to save headhunter bullets is too much
I think his ult slow is good for his role to hold angles/anchoring a site. Now chamber can do this and If he misses his shot he can just tp and play with his trademark to slow enemies during their entry in a site.
Two trademark has too strong to hold a site entirely even after he missing his shots
He could hold entire site in fracture as example putting two trademark at each side + holding any other angle left.
Chamber strong point is to hold angles + win duels to slow enemy team.
Now even after losing duels he still able to stop enemy team by trademarks.
If chamber lose duels in his anchor site he should get pushed more easily instead being able to secure it even after losing duels.