tired of seeing bait
astra:
i think the problem with astra is her non-smoke util not getting value, and one of the biggest culprits is activate times being too slow and stall being a bit too short/clunky targetting when stars are stacked on top of each other. these buffs mainly give astra better anchoring potential on defense, and allow her to serve as competition for viper on the controller-sentinel archetype.
- BUFF C Gravity Well: wind-up 1.25s >> 1.0s, gravity time 2.0s >> 2.5s
- BUFF Q Nova Pulse: concuss 2.5s >> 3.0s
- REWORK new passive: default/targetted. default lets you target your stars as per normal, then press the keys when hovering over the stars as per normal to activate them. targetted is a new mode where every key sends you into astral form, and the star you place down (max 1 per type) will be a star that’s locked to be that ability. then, instead of having to hover over and press the ability key to trigger it, you can universally activate using the key similar to a vyse flash.
if you have questions about this ask, i’ll try to explain better
breach:
other than breach’s signature and ulti, breach’s main problem is how his util only affects one point. the agent that served as a better him was yoru, with how far he was able to throw his flashes (whether 1 or 2). these reworks give him more breadth in how his abilities affect the round, and some counterplay to his flash while also allowing it more punishing impact if not played well against.
- REWORK C Aftershock: targetting system now similar to fault line, with a max length of 8 metres and same max width. it has a 1.5s windup time, and at the end of the 1.5s, to moving targets (targets with any velocity), it deals 25 damage per tick, 2 ticks in 1.0s, but to stationary targets, it deals 75 damage per tick.
- REWORK Q Flashpoint: instead of only being able to place the flash through walls, breach now fires a blinding projectile into the air, that blinds anyone for the same duration as original flashpoint within its range. the projectile has a travel range of 20m (fixed), can bounce off walls, and detonates at 20m distance travelled. the travel speed of the projectile is 0.75x the travel speed of yoru’s flash.
brimstone:
honestly he’s in a pretty good place rn, it’s impossible to make him better by buffing his kit as this makes him busted. just to give him a niche,
- BUFF E Sky Smoke: after using his first smoke, one smoke recharges after 30s.
chamber:
he’s also okay, his main use is either for god aimers or teams who don’t see a point in running a senti, or just as a second senti. to fulfill his purpose as an aim-based sentinel there is nothing that needs to be changed about him whatsoever, as his kit gives him a trip, a sheriff, a get-out-of-jail-free card and an op every few rounds. to give him more stopping power would be broken as he can use both his util and his 4 guns, but to give him a better rendevous would allow him too much leeway to play like a maniac.
clove:
clove’s purpose was never to be a pro agent, they’re solely meant to be a ranked agent for people who want to shoot on controller. to that end, their kit is perfect, but they struggle in bringing value to the team due to how short (time AND distance) their smokes are. buffing the duration of their smokes kills weaker controllers, so it has to be their distance then. also their post-death smokes are just shit
- BUFF E Ruse: placement distance current >> Miks’ range, post-death smokes 6s >> 10s, post-death smokes now have fog.
cypher:
his main problem is the trip agent not having good enough trips. these changes are inspired by one i saw a day or two ago relating to momentum, they’re not my idea. this change stops execs as per intended, while not allowing cypher to odinspam excessively by buffing his reveal
- BUFF C Trapwire: on hitting the wire, 50% >> 100% slow (killing ALL momentum the agent has, e.g. Neon slide, Jett dash, Clove speed. reveal time remains as per normal. trapwire health 20 >> 50.
deadlock:
unironically she’s pretty balanced right now, if the sound trips don’t trigger she’s fucked but when they do she has pretty easy kills. she has a wall which is great, and a net for stall, and an instakill/assist every few rounds. to deal with the double duelist meta (which might not be meta by the end of my patch) there’s one small change also from the same post as above
- BUFF E GravNet: on top of forced crouch, 70% >> 100% slow (killing ALL momentum)
fade:
she good man why change her
gekko:
there’s really only one buff that makes sense that’ll make him much more used, and it’s not decreasing the pickup time.
- BUFF C: Mosh Pit reclaim timer 20s >> infinite
- BUFF Q: Wingman reclaim timer 20s >> infinite
- BUFF E: Dizzy reclaim timer 20s >> infinite
- BUFF X: Thrash reclaim timer 20s >> infinite
with this change, gekko can become a round carry with the amount of util he puts out, although my only concern is this would definitely exacerbate any snowballing problems. also each ability can only be reclaimed once per round as per usual
harbour:
after the rework he’s in a great place as a hybrid wall-dome smoker, has the coverage for the other site he’s playing, has a big wall, but to push him into contention with omen, i think he should start off with a few small tunings:
- BUFF Q High Tide: allies are no longer slowed when walking through High Tide
- BUFF X Reckoning: enemies who get hit/walk through the wall are also pinged similar to how old Reckoning used to do it
iso:
his abilities are honestly okay but somehow he isn’t getting picked. so on top of making ult duels more winnable, i’ll pivot to adjusting his ability costs in relation to pistol round buys and other abilities in the game, and make his gameplay slightly less predictable. my changes allow for a full bar of util + light shield on attack pistol rounds.
- BUFF C Contingency: cost decreased 200 >> 150
- BUFF Q Undercut: cost decreased 300 >> 250 (in line with Omen’s Paranoia), no longer suppresses/vulnerables allies
- BUFF E Double Tap: SFX radius decreased 15m >> 5m
- BUFF X Kill Contract: Iso has the Double Tap shield active by default upon entering the arena, whether or not he has it equipped/available.
jett:
to give jett more usability on other maps (indirectly lowering neon pickrate), i want to make changes to her movement in order for her to better perform her entry role by disrupting crosshairs and just creating confusion for the defenders.
- BUFF Passive Drift: Jett has full X/Y-movement speed while floating in the air
- BUFF C Cloudburst: smoke duration 2.5s >> 3s
kayo:
after the pop flash change there’s genuinely not much that you can change about him actually. but for him to be the perfect hybrid initiator i just want to do some funny stuff, putting all the effects into one agent HAHA also this helps him be less vulnerable post-death and makes his ult even more busted, possibly increasing pickrates just for it.
- BUFF X NULL//cmd: every ping does a snapshot reveal (yellow one) of any enemies within the sightline. when kayo dies in his ult, he stuns enemies in a 5s radius around him as long as they are in the radius. if he expires, he flashes all enemies for 1s.
killjoy:
i hate 9-point ults but unfortunately lockdown does deserve the tag. to ensure it gets full value, i’ll give it a hp buff to ensure a shit ton of util needs to be used to destroy it, but also allow one sova ult to counter it. also the common problem of kj having to play in a sad little venn diagram
- BUFF Q Alarmbot: radius to stay activated 40m >> 47.5m
- BUFF E Turret: radius to stay activated 40m >> 47.5m
- BUFF X Lockdown: health 200 >> 240








