Warning: this is a very long thread.
I'm a sleep-deprived theory crafter and this is my half-hearted and pretty far-fetched take on balancing every agent in VALORANT. For the sake of the thing, I'm gonna make changes to every single agent, even the ones I think are actually okay.
(This was originally meant to be for all the agents, but it took way too long so I just did the duelists. I'll do the other classes another time.)
Jett is a very interesting agent who always seems to have her place in the meta; long ago it was because of her power, especially on certain maps, but nowadays I feel it's more due to get familiarity. So many pros are so experienced with Jett that she sees play on maps where you may not even need a duelist, such as Icebox, or maps where may be better alternatives, such as Sunset. These changes aim to close the gap between Jett and other underplayed duelists (such as Yoru, Neon, or Phoenix) and give Jett advantages and disadvantages instead of simply being the go-to pick.
- Tailwind (E) no longer accepts directional input (i.e. you can only dash forward)
- Cloudburst (C) radius decreased from 3.35 >> 2.75 m
- Updraft (Q) charges increased from 1 >> 2
Raze is in a very peculiar position in the meta currently, where she sees play on a lot of maps in rotation, but is no longer the definitive meta duelist in pro play on any of those maps, with the exception of Bind. This is typically a good spot to be in, but there is one ability in particular that I believe was tweaked in the wrong sense. These changes intend to create a more definitive use case for Raze's satchels. A nice quality of life change was thrown in as well.
- Blast Pack (Q) can only move Raze upon detonation (i.e. no knockback dealt)
- Blast Pack (Q) cost increased 200 >> 250 credits
- Blast Pack (Q) audio for second cast has been reverted to pre-patch 8.11 (i.e. no high-pitched second satchel)
Neon is a duelist that has risen in popularity since patch 8.11. She's seeing a lot more play, both professionally and casually. However, her ultimate doesn't seem to find very much success in the former case. These changes to Neon's ultimate ability are an effort to increase both the cost and the reward.
- Overdrive (X) is now almost fully accurate in the air
- Neon's running speed is increased by 15% when Overdrive (X) is active
- Overdrive (X) cost increased from 7 >> 8 ultimate points
Yoru is another agent that has seen more play this year, especially on larger maps such as Breeze. However, since Breeze was taken out in patch 8.11, Yoru has seen significantly less play. This patch aims to present Yoru as a more convincing option for a duelist, including some major quality of life changes.
- Gatecrash (E) timer increased from 30 >> 40 seconds
- Gatecrash (E) timer will not deplete during the buy phase
- Gatecrash (E) can no longer be destroyed
- Blindside (Q) cost decreased from 250 >> 200 credits
Phoenix is an agent that has been unloved in the pro scene for a very long time. His strengths are overshadowed by the fact that his duelist counterparts (and even agents in other classes) are often times more reliable picks. These buffs to Phoenix's kit are meant to push Phoenix in the right direction, and to incentivize choosing him over more traditionally played duelists.
- Blaze (C) no longer stops when it comes into contact with a wall (i.e. it can go through walls)
- Blaze (C) no longer deals damage to allies
- Curveball (Q) cost decreased from 250 >> 200 credits
- Hot Hands (E) charges increased from 1 >> 2 (second charges costs 200 credits)
- Run It Back (X) duration increased from 10 >> 12 seconds
Iso is the newest duelist in VALORANT, yet he's seen quite a lot of success since his inception. However, there are a few parts of his kit that have proven a little lackluster in some areas. These changes are meant to serve as quality of life changes, both for Iso and for those playing around him.
- Contingency (C) width increased by 50%
- Undercut (Q) vulnerable duration increased from 4 >> 6 seconds
- Kill Contract (X) can no longer kill Iso (i.e. he respawns if he loses)
Reyna is another agent that saw changes in patch 8.11. However, although her changes fixed her ranked dominance, her entry power seems to have gone down, if anything. This change aim to give Reyna new life when it comes to entry potential.
- Dismiss (E) can now be cast once without requiring nor consuming a soul orb (i.e. she gets a free dismiss. You don't need to buy this extra dismiss, it's just there until you use it. If you have a soul orb available it will use the soul orb and not the free dismiss)
Alright, those are my takes. If you have any comments feel free to share. I'll answer any questions when I wake up.