it's true tho
| Flag: | Netherlands |
| Registered: | March 20, 2024 |
| Last post: | August 25, 2026 at 9:40 PM |
| Posts: | 3150 |
still would do better than teams like NV/C9/FUR no?
ethan is the best one out of all of them
i really really wanna see 2023 FNC and EG come back ngl
G2 jawgemo
FUR c0m
NRG ethan
ENVY demon1
POS boostio
would they be as good now?
IF OUR LOVEEEE IS TRAGEDY WHY ARE YOU MY REMEDY
will u change ur name to useful miks ult if they implement these changes
where miks is noise cancelling everything going out the smoke and it usually isnt perfect so you could hear with like maybe glitching or just quieter sound in the smoke
so like instead of muffling only util and gunshots, spike defuse and footsteps should be muffled too?
i mean i kinda like that, cause for a signature ability that recharges, i think having it mute everything would be overpowered, especially the spike but muffling everything instead would still punish the enemy if they aren't paying attention or if they're actually deaf irl
this is the equivalent of getting a thumbs up emoji from ur dad
I understand that you made it so Viper can pick her utilities back up again with one of the reasons being so that she can be played as a solo controller. However, I don't think Viper would even work well that way and that just insanely decreases her MAIN intented purpose which is being a cont/senti hybrid.
Another reason is that first of all, Viper's wall is straight which means she can't even cover chokepoints the same way as a controller like omen or astra would. And on top of that, she only has 1 dome smoke which can't be placed freely and she would need insane lineups to even do so which would be extremely inefficient.
Back to the viper wall thing, let's take Haven A for example, you wouldn't be able to set up smokes for Heaven and CT for your team with the wall unless you place it from like Back B or something which would take so long since viper needs to lurk there first, only then your teammates can go in with smokes.
Viper's smokes β primarily her wall, are best used in early parts of the round/initiation.
viper is already rlly good i don't think she needs buffs
His smoke doesn't need to last longer, especially on defense β he's already a super strong agent on his own being able to stall with his smokes (that deafens) and mollies.
I already added the stun effect to his ult in point 7.
(Skip to Paragraph 3 for main point)
After I posted my forum about how Controllers lack diversity in their smokes for being called a signature, it seems like the smokes part of their kit isn't being their main focus anymore despite it literally being their "signature" which is kinda ironic since all smokes are the same.
However, the majority of the replies were complaining about Miks' kit in general, how it's boring and uninspired so I'm here to give my OPINION on how Miks could be reworked in a way that would still suit his theme as a music-based controller whilst also making him somewhat viable and unique at the same time.
C - M-Pulse
Concuss mode now turns it into a damage dealing molly instead of a Concuss that deals 15 damage per 0.5s and 30 damage on each pulse (2s according to wiki)
By the first pulse, the enemy would have already taken 75 damage ((15 x 3) + 30 since there occurs 3 instances of 0.5 seconds before the fourth makes it 2 seconds where the big damage happens) which means an enemy with no shield can't half the spike whilst being in the molly for the full duration but an enemy with half/full shields can, though barely.)
Left Click lets you throw it and it will start damaging/healing like usual. However, Right Click now lets you throw without it activating on landing where it stays idle until activated from anywhere by pressing "F". Switching between damaging and healing modes can be done by pressing C whilst having M-Pulse equipped. M-Pulse will be fully visible but won't give off any audio cue.
Now Miks can be set up to lurk which would give him the option to be played as a Sentinel as well instead of being just a boring Controller/Initiator hybrid.
.
The reason why it's still visible is because the effect that M-Pulse gives does NOT need line of sight and can affect enemies through walls. Having it go invisible would make him too strong.
Q - Harmonize
The infinite distance gives Miks the ability to play away from his teammates while still being able to initiate with the only downside being his lurks will be slower when played as a lurker. A downside which also applies to his team is when Miks casts the buffs onto himself, where he will be able to lurk faster though his teammates receive nothing.
E - Waveform
Waveform will now muffle outside audio to enemies in it, and audio inside the smoke will also be muffled to those outside of it. However, if 2 people are separated by the Waveform but neither are in it, the audio will still be as clear as usual.
(Suggested by kanyewestgaming)
Plays into his whole theme being related to sound while giving his smoke some use instead of being just a plain old smoke.
Smoke doesn't need to last that long considering it already has the power to stall with the deafen effect.
X - Bassquake
While slowed and deafened, enemies that give off an audio cue will immediately be revealed in real-time for 0.5s.
I really like this change because a lot of players already find this ult underwhelming due to the fact that enemies can still shoot accurately while slowed by this ult and I see this as an advantage so we have to balance things out by giving them a disadvantage as well.
If enemies hit a wall while being pushed by the ult, they will get concussed.
Better ult, what else can I say?
Ult point increased from 7 to 8.
And that's pretty much it. If there are things that may seem overpowered/underpowered, feel free to give me feedback!!
I don't even get what they were trying to introduce with Miks? The dude just feels like a rushed agent with nothing rlly new/unique to provide to the game.
Second thing is that the only thing that makes Miks a controller is his smoke. The rest of his kit is literally 100% initiator-coded and we already have SO MUCH initiator utility on Controllers (omen flash, astra concuss, miks stun, miks heal, miks stim, miks ult, harbor slow, harbor ult). The initiator/controller hybrids (Brim, Harbor, Miks) already suck and the controllers who are at the top of the pickrates rn are the duelist and sentinel controllers so by that logic Riot should make more duelist/senti controller hybrids to compete with Omen and Viper right? but no they just make another dogshit agent.
If simplifying smoke placements was truly their intention then I think it's a pretty good move by the devs as well. At this point, my argument isn't that smokes should have different ways of being placed but rather the part of a kit that they call a "Signature" should truly be something only unique to said agent (hence the name, signature.)
long time no see, hru?
and also abt the paragraph, long story short i'm a miks hater because i'm a brimstone lover
i get your point, all smokes do the same thing so having their deployment methods changed wouldn't really contribute much to the point where we could call it a necessary change.
however, it's also due to the fact that all smokes do the same thing that ALSO having the same deployment methods really make an agent fail to be unique.
giving them different deployment methods isn't the only way to make smokes agents different from each other. you could also make their smokes have a different effect to the enemy or at least a different kind of friendly advantage compared to the other smoke agent and I really fail to see that in agents like Omen, Miks and even Clove after they shortened the post-death smoke duration to 6 seconds and only giving Clove one charge.
Brimstone had 3 smokes, Viper has an infinitely redeployable long smoke that decays, Astra's smokes are larger compared to the rest and can be placed from anywhere on the map, Harbor has a slowing and shielding smoke and Clove has a post death smoke.
You could argue that smokes aren't the only thing that make certain controllers viable on certain maps like Split where it's rather the opposite considering Omen's smokes are so hard to place properly on A and B heaven compared to Astra (and the map is big too so bonus points for Astra) but he's still a GREAT pick because the entry chokepoints are tight (easy to flash) and site is also packed with walls where he can tp behind safely. Though there are certain maps where an agent is a MUST PICK due to their smokes being ultimately the most viable for that map like Pearl and pre-rework Breeze.
i love playing pro comps in a 5 stack π«Άπ»
I like your point, considering the majority of Controllers are also initiator hybrids, which make agents like Omen and Clove (duelist) as well as Viper and Astra (senti, idk abt astra tho) unique and fun to play.
Hot take tho, initiator is the most boring role in the game.
There are ways to fix that;
First of all, equip time on the smoke grenade could be like 0.2 seconds if it's "too slow"
Second of all, if smoke placement is supposed be easy, they could place an indicator on where the smoke is gonna land before you throw it.
Note: Feel free to comment on any of my statements and/or suggestions. This is just something that bugs me and should be taken with a grain of salt.
Up until Clove was released, Controller agents had at least some kind of unique way to place their smokes (Brimstone has a map, Viper has deployables, etc.)
When they gave Clove AND Miks the same way to deploy smokes as Brimstone, it feels like the Valorant devs just don't try to come up with more complex ways to place smokes anymore (like Astra who relies so much on placement/timing). On top of that, they even gave Harbor's Cove the same deployment method as Omen. Keep in mind that SMOKES are the reason why Controllers are what they are and with the recent agents' kits already being super underwhelming on top of their SIGNATURE ABILITIES being the exact same, they could remove Brimstone, Clove and Miks and the game would be perfectly fine and healthy.
If you look at the Duelist agents, their abilities have so much variety and diversity and out of the 8 of them, I would have to argue that Raze has the most flexibility and is my favourite agent (ability design-wise). From Jett's dash, Raze's satchel, Neon's sprint and slide, Waylay's dash and refract, and Yoru's TP, they do the same thing β take space. But the way they do it is (or at least feels) different.
Scan initiators, Sova relies on vertical walls while Fade relies on horizontal terrain. Even though they have the same purpose, the way they do it is different.
But when we take a look at Controllers β particularly Brim, Clove and Miks, they just pull out a map and are able to place multiple smokes at the same time like at least give them a different way to do it. A smoke grenade, or even something where you go into an Astral Form kind of thing but you place smokes like Jett. It's not THAT hard to think of something new.
As a Controller player and Brimstone lover, please don't give Clove and Miks an ipad to place their smokes, let that he unique to Brimstone. This wouldn't even hurt the game since nobody even plays Clove and Miks in pro play anyway (since that's what y'all rlly care abt fr)
point number 4 just makes veto a selfish agent ngl, which would make him even MORE of a ranked agent rather than viable in pro play
reverting change number 4 would give his interceptor at least some use when enemies push a site that has the interceptor but veto isn't there
GOOD WBU
sorry i havent been active on discord