nerf/buff/rework all agents

View:
Threaded
Linear
Threaded
#1
arcticskyy
1
Frags
+

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
#2
W1ngFly
0
Frags
+

Bump

#6
arcticskyy
0
Frags
+

bump

#3
arcticskyy
0
Frags
+

miks:
boy oh boy oh boy where do i start. im going to try and fix him without completely reworking him. his ult is inexcusable tho, so i wanna try and do something unique.

  • BUFF C M-pulse: cost 250 >> 200, health 50 >> 150,
  • BUFF Q Harmonise: duration 8s >> 12s (Clove’s heal 10s, Iso Double Tap 12s for reference), no more footstep sounds
  • BUFF E Waveform: clean up smoke design for better visibility in competitive matches, 1 charge recharges every 40s
  • REWORK X Bassquake: Miks gains 5 Speakers that he can place like Cypher cams, placeable within 10 seconds. Enemies in the line of sight of the speakers are Dazed and knocked back the first time a Speaker sees them, and Slowed/Deafened + take -5hp/s as long as in a Speaker’s line of sight. Miks and allies in the line of sight of the Speakers gain Combat Stim (same as Harmonise) and Healing/Time (+3hp/s). The speakers have 100HP, and are invulnerable for the first 2.5s after they are placed down.

neon:
while nerfed already she’s still one of the best duelists in the game, and this is because the main problem with her shooting while sliding still isn’t fixed yet. additionally her ult is wayyy overtuned for a game about precise gunplay. these changes should keep neon’s feel, but not nerf her to the ground.

  • NERF E High Gear: add shooting inaccuracy after sliding
  • NERF X Overdrive: damage to head 54-30 >> 46-26, damage to body 18-10 >> 15-9, damage to legs 15-8 >> 13-7 (15% decrease across the board)

omen:
by far the best agent in valorant, it’s hard to bring omen’s power level down because every part of his kit just works so well that nerfing any one key substantially might kill him off. so here are some tiny changes that might improve playing against omen/make his kit a bit more clunky, from someone who loves playing him himself.

  • REWORK/NERF Q Paranoia: Paranoia now charges like Breach’s fault line, with a 0.6s total charge time. the width of the projectile (4.3m-8.6m) charges linearly over 0.3s, then the length of the projectile (8m-25m) charges linearly over 0.3s, with a new indicator showing the charging process of Paranoia.
  • NERF E Dark Cover: max distance time 1.0s >> 1.25s

phoenix:
don’t touch him he’s balanced and the best part of his kit just got nerfed already

raze:
honestly pretty balanced already, no clue what i could change

reyna:
delete her (jokes)

sage:
not much to change but i kinda want to lean into the healing aspect a bit more as that’s her niche

  • BUFF E Healing Orb: self-heal 50 >> 100
  • BUFF X Resurrection: all allies (including Sage) in line-of-sight of the resurrected player immediately heal to 100 + 50hp overheal.

skye:
small little changes to improve her survivability + buff doggo + make seekers a bit more annoying

  • BUFF C Regrowth: heals for 0.25x heals given to allies, no overheal.
  • BUFF Q Trailblazer: camera movement restored, but at half of player’s in-game sensitivity.
  • BUFF X Seekers: health 120 >> 150

sova:
he good

tejo:
i feel like one bounce is a bit too awkward for his missile man. also he needs more missiles for his postplant bs

  • BUFF Q Special Delivery: firing velocity constant, but adopt Sova’s bounce UI: one right click for single bounce, two right clicks for double bounce, no right click for no bounce
  • BUFF E Guided Salvo: after first charge used, 1 charge recharges after 60s.

veto:
not enough stopping power as a sentinel is his main problem. also his tps are really clunky

  • REWORK C Crosscut: he doesn’t have to look at the vortex to teleport anymore, but he can only teleport to the nearest vortex (highlighted in yellow on the minimap, similar to an Astra star, and highlighted yellow in the real world too.)
  • BUFF Q Chokehold: max charges 1 >> 2
  • REWORK E Interceptor: instead of being on a timer for 9s when activated, Interceptor works on a fuel system with 10s of use time at 100%, and 30s charge time from 0-100%. 1s cooldown between activates/de-activates.

viper:
not enough fuel not enough fuel not enough fuel

  • BUFF Passive Fuel: 0%-100% time 30s >> 20s
  • BUFF Q Poison Cloud: can be picked up to be reused after 20s.

vyse:
has long ass stall but the initial stop is a bit hard, especially after the wall is baited out. also zero info whatsoever other than a baitable wall.

  • BUFF Q Shear: max wall length 12m >> 15m, height 2.5m >> 3m
  • BUFF E Arc Rose: plays SFX depending on number of agents blinded

waylay:
not much that can be changed without overtuning waylay, so to encourage waylay players to push further and create more space:

  • BUFF E Refract: max duration 8s >> 10s

yoru:
idk im getting lazy idk how to explain this but it just feels right

  • BUFF C Fakeout: In-game enemy spotted chat cue no longer broadcasts different messages for Clone and Yoru
  • BUFF Q Blindside: charges 1 >> 2, max travel time 2s >> 1.5s, flash time 1s >> 0.75s
  • BUFF E Gatecrash: projectile speed +15%

feel free to ask questions yuh

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

I agree with the vyse changes and somewhat with veto changes, the Crosscut is weird cuz it might be too op with what you proposed

#23
arcticskyy
0
Frags
+

it's just two slower chamber tps with more range it isnt that bad

#24
Vyse-Fan_In-more-than-one
0
Frags
+

Nah its too good of a buff cuz now why would i pick chamber other than "he has pocket guardian" Veto effectively has 2 range locked yoru tps

#25
arcticskyy
0
Frags
+

it's 100% slower than yoru's btw
veto: 1s
yoru: 0.5s

#26
Vyse-Fan_In-more-than-one
0
Frags
+

My point still stands. It fundamentally just makes him far better than chamber so why would I pick chamber now?
Like i get the idea it isnt bad
But it does not work in terms of balance

#27
arcticskyy
0
Frags
+

you pick chamber because chamber can hold lines and insta tp??
yoru does the same with his tp on defense as well too usually
you cannot tp out with a 1s tp time diddyblud
chamber's is 0.1s, yoru's is 0.5s and already he gets caught sometimes
1s tp makes you a sitting duck, it's more suited for his main purpose which is get behind cover and tp further back into site, or just rotate across the map if that's what youre using crosscut for

understand what each ability does and its interactions before trying to balance them, not every tp is the same

#28
Vyse-Fan_In-more-than-one
0
Frags
+

True. fairs i get your point it doesn't break him thar badly
But the game mechanic you're using I'm just curious how you'll get it to work
The reason they probably did this is cuz they cant use the ability key and the tp placement key to be the same button

What i would do instead is just alter the timings that way the veto can leave instantly but exit time is longer like chamber and everyone else so there's actual sentinel value

#29
arcticskyy
0
Frags
+

then ability key f i guess and crosscut key e

#30
Vyse-Fan_In-more-than-one
0
Frags
+

Still doesn't work
Cuz even the astra star mechanic you described requires astra to have the star in her LoS for her to detonate them

#4
hxnW
1
Frags
+

Yoru main here, his E already already got buffed up to 20s a few weeks ago. But I feel like we'd much rather have 2 flashes back over the extra tp time lol

#5
arcticskyy
0
Frags
+

i have the memory of a goldfish mb
putting that in

#7
aqu4zry
0
Frags
+

is this bait

#8
arcticskyy
0
Frags
+

in 100% seriousness i wouldnt spend this long on bait

#9
aqu4zry
1
Frags
+

i was js joking i havent read it all but ur first 3 are pretty solid reworks

#11
NKthegoat
1
Frags
+

as an astra main I agree !

#12
arcticskyy
0
Frags
+

welcome to vlr

#13
NKthegoat
1
Frags
+

my friend recommended this website :))

#15
RORTS
0
Frags
+

shouldnt have listened to them

#16
NKthegoat
0
Frags
+

why

#17
arcticskyy
0
Frags
+

youll find out soon enough

#18
W1ngFly
0
Frags
+

Welcome to VLR buddy, I hope you have a nice time here

#14
mondely
0
Frags
+

i live for that skye buff. i just want a little bit of health to myself

#19
Manmatt
0
Frags
+

gekko would be way to busted

#21
arcticskyy
0
Frags
+

there's no point increasing it to like 60s because if you go there might as well go all the way

#20
LightningIFY
0
Frags
+

yo man insnae shit, but astra buff would be WAY too strong, genuinely would replace omen and have atleast 70% pickrate

#22
arcticskyy
0
Frags
+

i'll keep the windup constant at 1s then

#33
Lori496
0
Frags
+

i feel like I'm gonna get stabbed for this cus it's vlr but,, clove is nonbinary btw!

#35
arcticskyy
1
Frags
+

the first pronoun was their i tried my best

#36
Lori496
0
Frags
+

ofc, i appreciate it!

  • Preview
  • Edit
› check that that your post follows the forum rules and guidelines or get formatting help
Sign up or log in to post a comment