sentinels changes from me

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#1
Nigellomeister
0
Frags
+

sage

  • nothing

cypher

  • nothing

killjoy

  • bring back 180 degrees turret

chamber

  • nothing

deadlock

  • fix the fucked up wall when the floor has diagonal/nonflat land so it follows the trajectory of the land , it's so funny when someone can easily goes through the wall by crouching it like on split b tower
  • sonic sensor windup goes from 0.5 >> 0.2s, it will be reactivated after 5s if not destroyed
  • add the ult option for 0/1/2 bounces like sova dart

vyse

  • bring back flash info

veto

  • interceptor now gives him immunity to other abilities that's not a projectile like breach stun/flash, but it still can affect other player (basically mini veto ult), the immunity part needs him to be on line on sight with the interceptor
  • interceptor is now fuel-based, max duration 8s, redeploy time/retrieved 20s cooldown, if destroyed 45s cooldown (thanks vyse-fan)
#2
Raisor
2
Frags
+

cypher should get a bit of a buff to his trips, a neon shouldnt be able to run into them and have time to leave sprint and break them without being revealed

kj I agree with

deadlock windup change is a bit of a nerf actually so dont do that, reactivation is good, the ult option is kinda pointless since it procs on first thing in the path anyway

vyse should have info might need to adjust thorn size to compensate tho

I like the veto idea but maybe being within a certain radius instead of LOS

#5
flopppyFishTheG1irthy
0
Frags
+

the ult thing inst pointless if i've understood it correctly. adding proper bouncy functionality like a sova dart would mean being able to use it from much further away and having BS lineups for post plant. op might not realise it but the deadlock ult change they suggested would make a full on deadlock meta which would be cringe to watch in pro

#6
Vyse-Fan_In-more-than-one
1
Frags
+
vyse should have info might need to adjust thorn size to compensate tho

I mean...
Im biased but why?
Vyse's stall is unrelated to her info gathering
Its like saying cuz KJ turret can gather so much info Nanoswarm should be weak.

#7
Nigellomeister
0
Frags
+

cypher maybe

how is deadlock windup change a nerf im curious, 0.2s windup now should be almost instant activation maybe catching jett/waylay mid dash

#3
flopppyFishTheG1irthy
0
Frags
+

bro please dont give the riot devs ideas to overtune deadlock. her trips are hard to use but actually really good. The wall thing is valid, but making her ult have bounces is the worst idea i've ever heard. She's already used on some maps in pro play. i don't want to be forced into seeing her every single map.

#8
Nigellomeister
0
Frags
+

she only feels barely good on sunset honestly watching pro play
underwhelming on haven/split

#4
Vyse-Fan_In-more-than-one
0
Frags
+
veto

interceptor now gives him immunity to other abilities that's not a projectile like breach stun/flash, but it still can affect other player (basically mini veto ult), the immunity part needs him to be on line on sight with the interceptor
interceptor is now fuel-based, max duration 8s, redeploy time/retrieved 20s cooldown, if destroyed 45s cooldown (thanks vyse-fan)

Np happy for the shoutout. I'd probably add that you as an enemy should be able to see the tether on the veto + visible difference of the veto (think of it the same way as a chamber in his tp) to tell you that he is buffed.

As for

sonic sensor windup goes from 0.5 >> 0.2s, it will be reactivated after 5s if not destroyed

I mean it isnt a bad change... But there's still the problem of reliability... Like in a post plant or retake setup the stuns are crazy.
And my reliability problems are 2 things

  1. Stuns... On a movement agent like Neon or a Hinder Saturate on Waylay work because their movement allows them to exploit the inability to shoot fast to actually secure kills.
    On basically any other agent... It is useless. saturate is a bit better cuz it slows all movement which exploits the common pattern of dodging players use... Jumping. But fundamentally its an unreliable tool
  2. Detection... She requires sound... The big problem. Their detection is so easy. I dont find her tool reliable to even proc at all correctly. Either we make them almost indetectible to make sure our enemies respect it when they hear the sound of its existence. Or we make them intimidating in reliability, by making them work off of something that is more reliable. Movement seems like an idea to me

As for my fixes to the problems...

  1. Replace the Stun with a Nearsight or something similar to it, maybe a reveal or even a jam effect which targets the strongest weapon on order of primary>secondary>knife. Make it a real threat to actually detonate and force respect
  2. Add a 0.3s detonate for sound detect, alongside a 1s detonate for movement. My logic is simple, you can move for max 1s within the area, before you are detected. The bar goes down at double the same rate. (I.e if you moved for 0.3s then paused it takes 0.6s to go down). And if you move for 1s continuous, then 0.5s before it detonates
#9
Nigellomeister
0
Frags
+

i dont think riot wants her to be like cypher/kj/vyse i think they want her to be more like sage so im still fine with the sound gimmick

#10
Vyse-Fan_In-more-than-one
0
Frags
+

I mean... sage also embraces the same concept. She wont stop you from entrying, she just makes it REALLY difficult to
My movement idea does the same thing as a sage slow, except you pre place it but it can be destroyed

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