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Ideal balance changes

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#1
natalie

this meta is braindead

Agents:

Duelists:
Neon: Overdrive no longer gives an extra slide charge, accuracy decreased while sliding, weapon equip time after slide increased
Waylay: Weapon equip time after Lightspeed increased, Refract is now instant and removes the awkward tiny delay you can still die in
Yoru: Gatecrash duration 15 —> 20
Skye: Saved Regrowth charges now carry between rounds, buying the ability works the same and resets the heal counter to 100
Iso: Double Tap is immediately activated upon using Kill Contract without using a charge, Contingency duration +1 seconds

Controllers:
Omen: For the shadows 7 —> 6
Harbor: Storm surge now does a snapshot reveal of all agents caught, wall no longer affects teammates trying to peek ahead of it
Clove: force anyone playing them in ranked to actually use their smokes
Viper: Fuel is now capped, at the start of the round, you start with one charge and you have 100 max fuel, you can buy +100 fuel for 200 credits up to 3 charges (300 max fuel), you buy it in the same place where it show the wall. Fuel is infinite once a Pit is laid down no matter whether it’s deactivated or not.

Sentinels:
Chamber: two trips, headhunter equip time slightly increased. after teleporting and waiting out the cooldown, recalling the anchor doesn’t start a new 30 second timer
Cypher: trip reveal time 1.5 —> 0.75s, stun remained unchanged, camera no longer makes a sound for players it’s watching,
Vyse: info flash returns, you can now aim the ultimate’s centre point up to 6 meters, looking straight in one direction moves the entire ultimate 6 meters in that direction. looking straight down while casting steel garden places the center at your feet.
Sage: Barrier Orb time 40 —> 50 seconds
Deadlock: Stun sensor now guaranteed to stun the enemy that set it off, Annihilation is more consistent with who it grabs

Weapons:
Frenzy: Price 450 —> 400, Mag size 15 —> 12
Judge: Price 1850 —> 2000, equip time 1 —> 1.25
Ares: Price 1600 —> 1400
Odin 3200 —> 3500
Outlaw 2400 —> 2550
Stinger 1100 —> 1200

#2
mochacat
-3
Frags
+

allat just for val to nerf everything again

skye finna have no flashes, no heal, no dog, no gun, no home, no family, no money, no education, no life, no future, no health

#3
natalie
0
Frags
+

and C9 will still play her

#6
mochacat
2
Frags
+

xeppaa full skye one trick in 2031 to bottle the playoffs again lfg

#4
hotnerd
1
Frags
+

You forgot Killjoy increase her range or just rework her so she isn't literally the only character trapped with a leash. the range is absolute AIDS and completely arbitrary

#5
natalie
2
Frags
+

if i’m gonna unleash her i’m also gonna make tejo missiles do 70 so two can break an ult

she shouldn’t be able to hold both sides of flank on Breeze B while also mollying off McDonalds and Mid at the same time

#7
hotnerd
0
Frags
+

thats why i said rework her. i know most people agree her kit is too strong with infinite range thats why they should change it somehow and get rid of the last and only arbitrary cancer range limit in the game

#8
natalie
0
Frags
+

i honestly was going to say add range back to two trip chamber but forgot

i think the best way to rework killjoy is to change how the alarmbot works or what it does or even replace it with a different ability entirely

#9
hotnerd
0
Frags
+

i personally just hate the concept of range restrictions as a balancing gimmick. maybe one ability with a larger range like chamber had is SLIGHTLY better but two range restrictions leaving only the cross section of two small circles as the playable area is just horrible. surely there is something else than can be done although i have no ideas just whining

#10
natalie
0
Frags
+

imo it requires you to be more creative and calculated about how you use your utility and how you take and hold space. in ranked I’d most likely use both my trips for flank watch because chamber trips are dogshit and can be smoked off, if you use 2 smokes for flank and 0 for site retake you’re just a madman xd

also keep in mind that before the release of Vyse, range on sentinel utility was standard practice and Cypher’s globality was his gimmick :)

#13
hotnerd
0
Frags
+

it wasn't the norm, it was installed on chamber years after he was introduced as a balancing gimmick just like they did to killjoy. "globality" became a cypher thing as a result of them copy+pasting the same shit idea from killjoy to chamber. also deadlock technically never had range restriction except to recall, as far as i can remember

#15
natalie
0
Frags
+

chamber has had range on his trip as long as i’ve played the game, deadlock may not have range but you’re not getting kills off your trips on A while you’re on B

the more you remove cypher’s globality as his gimmick the more shit he becomes and eventually dies

#19
hotnerd
0
Frags
+

i dont even understand your first point. for over a year of chamber's existence he had no range whether you were there for it or not. deadlock also never had range. so no its not cypher's gimmick as if that was some intentional design choice for cypher and nobody else. but yeah we should just balance the entire game around cypher. lets just make sure cypher is always meta by making every other sentinel eat shit

#11
mae_riil
0
Frags
+

I like your vipers fuel charge, and I feel like that should be the same case for Neon too. Right now, one of the big reasons why neon is so dominant is because her sprint stamina just regenerates. Having it be limited in a round is imo the way to nerf her without making her too obsolete.

#12
natalie
0
Frags
+

My original idea for neon was removing her extra slide after overdrive and capping fuel at 200, and rather than overdrive refilling it to 100 no matter what she would fill whatever is remaining if it isn’t enough to get you back to 100, watching some neons they literally use the overdrive for the slide + fuel

however, i thought the slide accuracy and equip time was a larger problem than her infinite fuel, if you really wanted to kill neon you could do both which i would honestly be reallllyyyy down for since neon is braindead and should be killed again tbh

also, i just realized this is your second post so welcome to vlr! good luck out here fr, i gave you an upvote so you gain stars faster

#18
mae_riil
0
Frags
+

Thank u thank u!

#20
natalie
0
Frags
+

of course! :3
more replies = more stars so i’ll keep the thread going as long as you do :3

#23
Clucker
0
Frags
+

New gen

#14
flopppyFishTheG1irthy
0
Frags
+

I think most of this is cool but head hunter having fast equip time is a huge part of chambers identity. it's part of what gives chamber such a high skill ceiling.

#16
natalie
0
Frags
+

it would still be faster than shorty

#17
nightwinter14
1
Frags
+

Gtfo with a frenzy buff, it’s heavily underrated. A frenzy light armor run and gun on pistol would be the worst way to start a game.

#21
natalie
0
Frags
+

if i was playing a pistol round rn and i had a classic and there was a frenzy on the ground i’d keep the classic

#22
flopppyFishTheG1irthy
0
Frags
+

the frenzy is insanely underrated, just practice with it a bit it's really good

#24
nightwinter14
0
Frags
+

Self report bro, this gun is so op short to medium distance

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