https://x.com/chronicleEZ/status/1904499842413384011?t=YOgtwOP5zREDQsGQboY2PQ&s=19
Very interesting suggestions. He is right that util shouldnt necessarily be weaker but more rare/valueble. Mindless spamming musnt be passable as much.
https://x.com/chronicleEZ/status/1904499842413384011?t=YOgtwOP5zREDQsGQboY2PQ&s=19
Very interesting suggestions. He is right that util shouldnt necessarily be weaker but more rare/valueble. Mindless spamming musnt be passable as much.
let it go bro, theyre tryna go back in time and act like stax and buzz werent labled chokers, T1 wasnt predicted to be a bottom 3 team at the event, and Izu + Sylvan were relatively unproven
Chronicle could never win with a team like this, he needs chads like derke alfa nats sheydos redgar to carry him
They won't, but they should remove the "bullet trajectory correction" towards the center of the crosshair and make first bullet accuracy on vandal and phantoms (at least) be 100%. I dont see a reason not to implement spray patterns also ( I always thought it was to prevent hacking/making it difficult, but it no longer works I guess)
Chron is a smart player, I respect that. The only issue with 0 recharges with agents is that it can also make the game more boring by everyone just rushing A or B at 1 strike. Recharges make it so teams can be more flexible where to attack, where to defend, think of strats and set ups mid round, stall time, move around the map, etc. Maps with 3 bombsites, having 0 charges will be a disaster for CT side for sure lol.
It would, quite a lot. Right now people don't think before using util that much, they just use it.
A round starts on Haven, you are playing Sova, CT side, there is no reason not to throw a reveal dart on A lobby, even if the other team already knows its coming and they can either break it or hide from it. If you had 1 or 2 sova darts/round only, you wouldn't throw it like that, unless its to combo with an agressive push, you would rather save it to try to spot people when they are doing an exec and would have to turn around and shoot the dart.
The thing that Chronicle (and myself on another post) is advocating is that util should have meaning behind it, it shouldn't be used at random almost
I admit I'm someone that always fear of using my utile and not having it when it's usefull, so I use really few my util, and that kind of change will probably make me use it even less, I dont think encouoraging FOMO feeling during game is really sane,
I'm afraid that having no refill utile mean a less intresting midround and nerf team with brain, and make proplay shift in an even more soloQesque type of game, wish is not my cup of tea.
But lets be honest, I fell in love with the game playing postplant meta during the fucking beta, and winning round without shooting (The round I'm the proudest in my life isn't the 3 lucky ace I did, no, it's a round where we ended in 0-5 and still won the round), so maybe I was attire by what people hate
I'm afraid that having no refill utile mean a less intresting midround and nerf team with brain
Au contraire, teams that think about their util would do better, mistakes would be more punishable. Right now, if you botch an execute, but no one dies, you can just try again in 40s.
I admit I'm someone that always fear of using my utile and not having it when it's usefull, so I use really few my util, and that kind of change will probably make me use it even less, I dont think encouoraging FOMO feeling during game is really sane
Not to be rude, but that is a you problem, and my/chornicles point is mostly about pro play, players don't get affected by it (excess of util) on ranked (they are facing jett, clove, reyna and chamber there), as it requires coordenation, and ranked its not known for it.
"Right now, if you botch an execute, but no one dies, you can just try again in 40s."
And thats exactly what I call buy "Having a good midround", if you fail your execution you still can do other thing wish is good, remove that, you go on a no brain meta where you just bruteforce a site and there is no plan B
"Not to be rude, but that is a you problem"
Yup that what I am saying, people are on Valorant not to be creative, they just want to play aimlab ^^
I'd told myself that I wouldn't go on with this, but here I am.
So "Having a good mid round" to you is waiting for the skills to recharge and trying again, and if you remove that is when you are bruteforcing?
Also, creativity comes from the lack of resources. Which scenario would make you think more about it , be creative, one where you got 6-8 rockets in a round or one where you got 2?
Good midround would be to go on site with half less abilities (Supposing you used all of your non refill ability on the first try), but still some abilities, if you remove all the ability for the entirety of the round, then the team have to commit on a precise site and forget even the concept of midround, you have one push and if it's not work you are dead anymore.
Creativity come from ressources that can use in a creative way, if you are limited on ressources you cant take the risk to waste ressources by doing something new. But that wasnt my point, my point was I like when we can win with ability and not aim, and people dislike that
I'd be a fan of giving all initiators and duelists the Skye treatment
Smokes you can't really touch as he pointed out
I think sentinels would have to be on a case by case basis, I would maybe suggest that if your Cypher cam/ Vyse flash/ KJ turret/bot are broken, they're gone for the whole round. But if you want you can pick them up and use them after a cooldown (pretty much how it is now with Chamber TP I believe)
i like this change actually makes it so that ur util matters, less spammy but i think duelists keep the 2 kills and u gain another for their ability resets i think that adds enough so you can still use them, or just swap the rechargables for init like maybe make tejo drone his recharge or stun, i know he would kinda just be a worse breach but idk it would work for some. what ive seen a few ppl bring up like in sliggys chat is make it so you have 2 instances of tejo rockets u can eitrher choose 1 or 2 and u send that many out then it recharges, similar to omen smoke.
I would like to see that most rechargeable abilities aren't rechargeable over time but instead if you get 2 kills.
I would make an exception to some abilities like sage's and skye's heal as well as any character who has their smokes recharge, if you pick up certain utility while the match is still going like cypher cam, kj bots, chamber teleport then they would still recharge after a cooldown, but if they were destoyed you would need 2 kills to get them back.
I would nerf breach's aftershocks range and damage a little bit, tejo's salvos would be slower moving through the air and do less damage
Also make it harder for offsite post plants, more obstacles, smaller plant box etc.
Yes.
I made a post with suggestions, and based it around skye, you can buy a second charge of her signature but it doesnt have cooldown. I think they should all work like that, but I wouldn't be opposed to them working as Yoru ( need to buy a 2nd, no cooldown but you gain a charge after every 2 kills)
Side note: skye's heal is not on cooldown.