Chamber
Rendevouz
- TP does not go back on cooldown if recalled after having recharged from use, like Vyse's Arc rose
Clove:
Not Dead Yet
- Ult cost 8 -> 7.
that's it. it's one of the best ults in the game if used and coordinated correctly but the rest of the kit has little room for buffs because of ranked dominance. Makes there more of a reason to lean into and build around covering their weaknesses.
Harbor:
Cove
- Charges 1 -> 2
- Cost 350 -> 250.
- Forming a cove on top of an existing one will now break the first.
High tide
- ALT FIRE to throw a projectile that sets an offset deploy position. ALT FIRE again to channel the ability from that offset deployable instead of harbor's location. FIRE to deploy as normal.
- To reposition the deployable, recall the deployable in world with E, like an Astra star.
- Crossing Cascade and High tide will no longer slow. Instead, Opponents in contact with the walls will receive a debuff (tentatively called Dampen) that covers their peripherals (opposite area of screen to Gekko's Dizzy's goop flash) with a water effect, and shrinks the minimap vision cone to match this area. This effect will fade 0.5s upon leaving the water and is intended to emulate the effect inside of a Viper orb/Pit or Brim smoke to improve the ability to rat around Harbor's abilities.
Cascade
- Being hit directly by the moving Cascade applies Dampen for 4s instead of 0.5s.
Reckoning
- Stun ring vfx are now shown on the minimap.
Clearly they're not willing to make a one-sided slows so just remove the slow and give it a new effect that's more pure controller/initator focused than a sentinel overlap that doesn't really fit the agent design anyway. The high tide offset is required to enable him more freedom to play off his own abilities while still being able to use his abilites effectively, removing one of his biggest downsides that he has despite no way to compensate for such a weakness.
Reyna:
- Removed.
...Devour, not the agent.
Dismiss
- Dismiss now heals 30hp during it's duration. It still does this during Empress, but Empress also maintains a seperate 30 heal.
Devour -> [NEW]
- New ability to replace devour, channels a smoke around Reyna for 0.5s that will then set in place for another 7s. 200 credits.
her issue is just having too much less raw utility than other agents. also reply allat to this post if you kick puppies. Giving her a smoke allows her some survivability and is another ability to potentially set herself up for a kill or combo with leer to take a little bit of space herself once per round. Placement being directly location tied forces her to push to make best use of the ability.
Sage:
- Slow orb and Healing orb are now joint charges and use the ui currently used for Reyna's dismiss and devour.
- Start with one charge and can buy another for 200.
- Still recharges every 40s.
Skye:
Trailblazer
- Signature, 40s recharge.
- Hp 80 -> 40
Guiding Light
- 150 -> 250 credits.
Big buff but dog is already the weakest drone and so much power is missing from the kit. Creates a more defined identity for her after the flashes proved to be too versatile.
Tejo:
Salvo
- return 40s recharge
The charges and range changes in 10.09 would already have fixed this ability on their own.
postplant issue is overblown with single charges, a single charge can be halved through if launched off tap and tanked after waiting the first pulse if not. You can very easily disrespect the ability when they can't stack them without saving util during and thereby weakening their site take.
Waylay
Refract
- Uptime 8s -> 10s
Lightspeed
- Momentum continues at 1/4 of speed instead of stopping immediately as control returns.
Changes are intended to create a bit more of a window for aggressive play with refract and to reduce the staticness at the end of the dash slightly to balance situations where the dash can be read and punished, particularly through smokes, by tracing it's static trajectory, to be slightly less punishing for Waylay even when coordinated with teammate's abilities as intended.
Pheonix is good played well in the right maps and comps (Haven/Pearl and maybe Fracture/Sunset in particular) there was just no reason to use him in tejo meta unless you had role issues or players that couldn't yoru.
Viper likely still needs a proper fuel rework cuz of ranked/pro disparity.
Fade and Breach probably need a little something too but it's just numbers tweaks that you'd have to decide after everything else shakes out.