Warning: this is a very long thread.
I meant to do this every agent a few days back, but could only get to the duelists, so I decided I'm gonna do this role by role. This time I'm doing the initiators. If you haven't seen the duelists thread, feel free to check it out: https://www.vlr.gg/378092/im-bored-im-gonna-try-to-balance-every-duelist
This is work just like last time. I'm gonna propose potentially absurd changes to each agent, regardless of whether or not they need changes, but I'll try to justify the changes regardless of how ridiculous or far-fetched they may be.
Feel free to give any comments or feedback you may have.
Sova has always been a staple. In pro play, he's been a must on maps like Ascent, Haven, and Breeze for as long as anyone can remember. In casual play, he's the first initiator anyone ever has access to, with him being one of the five agents you get starting out. Needless to say we've all grown quite used to always seeing him being played. So are people leaning into him super heavily? Yes. Is that a bad thing? Not really, honestly. The initiator class is very balanced right now, so even if Sova's still the most popular, it's not by a very sizeable margin. But I have to make a change regardless, and it kind of has to be a nerf because he's the most used initiator in the game. I only have one idea for it, but it's kinda stupid and mostly pointless. So here it is, I guess.
- Hunter's Fury (X) damage reduced from 80 >> 75
- Hunter's Fury (X) time to fire increased from 1 >> 1.15 seconds
Fade is the lesser picked of the two recon initiators. This is in part due to the map pool, but also in part due to the fact that some of the agents Fade is great when paired with (e.g. Raze, Yoru) are seeing less play than earlier this year. None of that is to do with Fade herself, though. Fade is a great agent with great capabilities. I honestly don't really think I need to go crazy with the Fade changes—maybe just some quality of life stuff, maybe a slight buff to an an ability or two. These changes hope to fulfill just that.
- Prowler (C) duration increased from 2.5 >> 3 seconds
- Seize (Q) decay increased from 75 >> 90 HP
- Seize (Q) windup decreased from 0.7 >> 0.15 seconds
Breach is an agent that's also seen his fair share of play on almost every map in VALORANT. And although some of his maps are a lot better than others (e.g. Fracture vs. Lotus), there's no denying he can always find value. However, there is one part of his kit that's been a bit underwhelming at the highest levels of play for a while, which is his flash. It's the easiest traditional flash in the game to dodge, and that's mostly due to how much time you have to react to it. This change aims to bring Breach's flash more in line with other flashes in terms of effectiveness.
- Flashpoint (Q) windup decreased from 0.5 >> 0.35 seconds
KAY/O is a very interesting agent. Although his molly is potentially the worst in the game (yet somehow has the most team kills in VCT franchising) and his flash received nerfs a while back, he continues to be a very dominant force in the meta. This is due to his other two abilities, which suppress enemy utility—a great benefit to his team and a great detriment to the other. KAY/O is by no means overtuned, but the ability to suppress enemy utility for free is a little too powerful as-is. These changes are focused toward balancing his kit, removing some of the power of his knife and transferring it to the molly.
- ZERO/point (E) suppression timer reduced from 8 >> 6 seconds
- FRAG/ment (C) rework: now has half-ticks between each tick, dealing 15-40 damage (min-max)
- FRAG/ment (C) inner radius increased from 1 >> 1.5 meters, outer radius increased from 4 >> 5 meters
Skye is currently the least picked initiator in VCT, having seen a sharp decline in play since the removal of the recharge on her flashes. After all, what good is an initiator without rechargeable utility? Even though she still sees play on Bind and Split (the latter of which is now out of rotation), the changes took too heavy a toll on Skye. These new changes aim to rework those nerfs, change the way that they were implemented in a way that's more fair to the nature of the initiator class
- Guiding Light (E) cooldown added (40 seconds)
- Guiding Light (E) charges reduced from 2 >> 1
- Guiding Light (E) windup time increased from 0.3 >> 0.35 seconds
Gekko is the newest initiator in the game, and he's had quite a lot of success thus far. He's also received quite substantial buffs since his inception, to account for his rather underwhelming power on release. He's currently in a pretty good state, but I feel there's one ability that's a bit too easy to shoot. This change aims to correct that, while balancing it to make sure it isn't too overwhelming.
- Dizzy (E) HP increased from 20 >> 60
- Dizzy (E) windup increased from 0.35 >> 0.5 seconds
- Dizzy (E) blind duration increased from 1 >> 1.2 seconds
- Dizzy (E) blind fade time decreased from 1 >> 0.6 seconds
Alright, that's all the initiators. These changes are a lot more tame than my duelist ones—that'll change once we get to the other classes. Thank you for reading, and I'll answer replies once I wake up.