Warning: this is a very long thread.
If you've been following the series (I've done duelists and initiators so far), then you know how this works. I'm gonna present my take on changes for every single controller, regardless of whether they're in a good state or not (they're not), and I'm gonna give insight as to why I'm making the decisions I'm making. As I've done previously, I'm formatting this kind of like patch notes, just because it's a bit easier for me to organize and for you to read.
With that out of the way, enjoy the atrocities I'm committing and let me know what you think about these changes.
Omen has slowly and silently clawed his way to the top of the meta. There's not a single map in VALORANT where you can't justify playing Omen, because there's so much he offers that other controllers just simply don't—oneways alone are enough for him to see play, let alone his Paranoia, which is arguably the best ability in the entire game. Plus there's so much beyond that that just makes Omen so much better than every other controller. He's seeing something like a 75% pickrate globally for a very good reason. And the most difficult part of it is... how do you nerf him? His tps are very punishable, his ultimate is super situational, and his blind only lasts 2 seconds. I've thought for a long time on how to nerf him, so here's the best I was all able to come up with. These changes aim to keep his uniqueness while giving some of his niches a bit more cost.
- Dark Cover (E) duration decreased from 15 seconds >> 9 seconds when not in contact with the ground below
- Dark Cover (E) maximum deploy distance decreased from 80 >> 68 meters
- Paranoia (Q) radius decreased from 4.3 >> 3.6 meters
- Paranoia (Q) travel length decreased from 32.5 >> 27 meters
- Paranoia (Q) nearsight vision radius increased from 7.5 >> 9 meters
- Paranoia (Q) cost increased from 250 >> 350 credits
Astra, up until the end of 2023, was viewed as a direct competitor to Omen. Her main perks were global smokes, initiator-esque utility, and an ult you can exec or retake with. However, with the dramatic rise in popularity for Omen, Astra is seeing almost zero play as a result. The nerfs to her Gravity Well a bit under a year ago also play into this—it was her strongest ability, and although this was the case the nerf felt unwarranted. She did receive a few nerfs this year, but quality of life changes alone aren't going to help her see play over Omen. She needs some love, and these changes attempt to do just that, giving her more freedom in allowing her to use her abilities while still having enough stars to smoke for the team.
- Astral Stars charges from 4 >> 5
- Astral Stars cooldown decreased from 25 >> 15 seconds
- Astral Stars activation windup time decreased from 1.5 >> 1 second
- Nebula (E) cooldown increased from 25 >> 30 seconds
- Dissipate (F) duration increased from 1 >> 2 seconds
- Gravity Well (C) windup time decreased from 1.25 to 0.8 seconds
- Cosmic Divide (X) effective duration increased from 21 >> 30 seconds
- Cosmic Divide (X) cost increased from 7 >> 8 ultimate points
Brimstone is another dome smoker—a very simple and traditional one at that. He also tends to suffer from Omen's success, but not in as cut and dry a way as Astra is. Brimstone is a weird case where he's irreplaceable on Bind and Fracture... and yet never sees any play on any other map, despite everything. I did a bit of research and it turns out he saw play on maps such Split and Ascent in the earlier days of the game, but as Omen and Astra grew in popularity he eventually became obsolete. Brimstone has clear advantages and yet much clearer disadvantages when it comes to other controllers. These changes aim to repair some of his weaknesses and highlight some of his strengths, in order to keep him in contention with other dome smokers.
- Sky Smoke (E) charges increased from 3 >> 4
- Sky Smoke (E) maximum cast range increased from 55 >> 60 meters
- Stim Beacon (C) charges increased from 1 >> 2
- Stim Beacon (C) cost reduced from 200 >> 100 credits
- Stim Beacon (C) buff duration increased from 4 >> 5
- Incendiary (Q) cost decreased from 250 >> 200 credits
- Orbital Strike (X) damage per tick increased from 20 >> 25
Clove is the newest controller in VALORANT, and although she's seeing enormous success in the competitive queue, her performance in VCT thus far has been lackluster. This is because of how situational her kit can be... her decay never finds value, her heal is gone in 6 seconds, and her ultimate can be countered pretty easily in coordinated play. In order to be a viable pick, Clove needs some big changes. These changes are the ones I propose, attempting to give Clove a fresh perspective whilst keeping their core identity as a duelist-controller hybrid.
- Ruse (E) cooldown decreased from 30 >> 25 seconds
- Pick Me Up (C) overheal reduced from 100 >> 60 HP
- Pick Me Up (C) duration increased from 8 >> 20 seconds
- Meddle (Q) charges increased from 1 >> 2
- Meddle (Q) cost decreased from 200 >> 100 credits
- Meddle (Q) windup decreased from 1.3 >> 0.9 seconds
- Meddle (Q) no longer detonates until it lands (i.e. lineups are now possible)
- Not Dead Yet (X) rework: Clove is granted a 20 second window of life once they exit their dismiss. They will die once those 20 seconds expire. If Clove does not die before the ultimate expires, it does not count as a death. This change is aimed to encourage team play and punish solo aggression.
Viper has been a thorn in the side of the VALORANT meta for a very long time. Her unique abilities make her a broken agent by nature. With the changes introduced in episode 8, Viper is still oppressive and yet now feels terrible to play—the worst of both worlds. These changes aim to correct that, to try to keep her unique identity while making her a more balanced agent and bringing her closer to the other controllers all at the same time.
- Poison Cloud (Q) cost decreased from 200 >> 150 credits
- Poison Cloud (Q) charges increased from 1 >> 2
- Poison Cloud (Q) rework: similarly to Harbor's Cove, the smoke forms as soon as the orb lands and stays up for 13.5 seconds before dissipating. The orb is not tied to Viper's fuel. This change aims to give Viper back some of her lurk potential while not having it be a constant threat throughout the round.
- Snake Bite (C) cost decreased from 300 >> 200 credits
Harbor is a controller that doesn't receive very much love. He is arguably the most creative controller in the game, and his smokes can do things others simply can't, and yet he doesn't seem to be seeing any play, and his strengths aren't very commonly communicated. He's difficult to learn, hard to find personal value from, and only plays to his fullest as-is in very coordinated settings. He needs a lot more incentive and quality of life changes before people are willing to pick him up. These changes aim to bring about a real reason to play Harbor, in a sense.
- High Tide (E) travel distance increased from 50 >> 60 meters
- High Tide (E) cooldown decreased from 40 >> 30 seconds
- High Tide (E) line drawn on the ground when casting is now hidden to the enemy team (i.e. they can't tell where you're walling from)
- High Tide (E) and Cascade (C) increased from 30% >> 50%
- High Tide (E) and Cascade (C) no longer slow allies
- Cascade (C) duration when stopped increased from 7 >> 10 seconds
- Cove (Q) HP increased from 500 >> 650
- Cove (Q) cost decreased from 350 >> 300
- Reckoning (X) stun windup decreased from 1.3 >> 0.95 seconds
Well, that's all for me. This took me way longer than it should've. I'm gonna go sleep now. I hope you like my ideas, and let me know if there's anything you'd change.