Note : if you do not agree this is not objective fact.
CONSTRUCTIVE discussion would be nice but this is vlr so if you're that goblin moded.
I feel bad for whoever cares about you. Be useful to the discussion
And
Disclaimer :
I always Bump for more feedback around 1 hour to 1 day after the original(depends on feedback). Stopping at 5 times so dont worry mods or any1 else annoyed by it
- Interceptor now works where it makes Veto Immune to all utility while active. (If you want to know why this is not OP or broken consider that a Reyna Dismiss is just a weaker Reyna ult without the healing or stim. Veto ULT vs new veto interceptor is immunity + combat stim + healing vs immunity)
- Interceptor works on a fuel system with a max time of 10s, and buffer time of 2.5s (buffer time is the time between successive cycles of activation and deactivation : i.e when active it stays active for a minimum of 2.5s before being able to be deactivatable, and once deactivated takes 2.5s to be reactivatable)
- Interceptor Range increased from 18m to 25m
- Interceptor does not destroy enemy utility now
- Interceptor still works on Line of Sight to the player's head i.e, as long as it can see your head, it works
- Interceptor can be picked up even whilst active, going on a cool down of 25s once picked up before being redeployable
- Crosscut Duration changed from 1s windup and 0.8s arrival to 0.25s windup (i.e exit time from the original location) and 0.9s arrival (i.e exit time from the vortex state to gun ready)
- Interceptor is now invisible until activated unless within 5m of the interceptor
- Interceptor while inactive makes sound cue under 10m
- Interceptor while active makes sound cue to 30m
- Interceptor works on allies and self as well(may be too broken, its the borderline)
- Veto gets a new passive : Recombinant-Veto is passively immune to all ally utility
- The idea behind the Interceptor changes:
Current interceptor is extremely reactive and enemy comp dependent, which no other ability in this game has.
Every ability sure has unique agent interactions but they aren't conditional that facing this agent means even if it exists it has no effect on the value
(and for those who dont understand asking that interactions that nullify also do the same, clarification below in the spoiler)An example to explain my point of no effect vs nullification is the Cypher Trapwire vs Raze.
Raze can Nullify the Trapwire using grenade or satchel or even boombot.
But it does not ignore the ability entirely, and Cypher has some way to counter the Raze's moves by placing unconventional trips to catch the Raze off guard
Nullification means that you REMOVE the effectiveness of the current position or tool
Ignore means that they cannot counter play your actions, and whether it exists or not doesn't matterHence why I took the same idea of "changing the rules entirely"(the core theme of veto's kit was this) with the Interceptor giving immunity, and being a fuel based object.
Meaning that Veto can now effectively play a true aggro anchor and compete against chamber
But Veto can also play a retake anchor merely holding backsite space using the same theory because of the interceptor's ability to nullify negative effects
That flexibility is the thing that Veto should offer which no other sentinel currently offers- As for the Crosscut changes:
Its merely to give a true reason to use the crosscut aggressively, by giving it an identity of extremely fast exit from the current position but a slower anchor exit time.- While the new passive Recombinant :
Its a passive designed to let veto make plays others cant.
Moving through ally utility with zero negative effects isnt that broken, but the threat of it existing is what will keep the opponent on their toes, and allow that necessary flexibility for veto from his team





