4

all bad agents FIX (not pheonix hes good TRUST)

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#1
Effluxi

Chamber
Rendevouz

  • TP does not go back on cooldown if recalled after having recharged from use, like Vyse's Arc rose

Clove:
Not Dead Yet

  • Ult cost 8 -> 7.

that's it. it's one of the best ults in the game if used and coordinated correctly but the rest of the kit has little room for buffs because of ranked dominance. Makes there more of a reason to lean into and build around covering their weaknesses.

Harbor:
Cove

  • Charges 1 -> 2
  • Cost 350 -> 250.
  • Forming a cove on top of an existing one will now break the first.

High tide

  • ALT FIRE to throw a projectile that sets an offset deploy position. ALT FIRE again to channel the ability from that offset deployable instead of harbor's location. FIRE to deploy as normal.
  • To reposition the deployable, recall the deployable in world with E, like an Astra star.
  • Crossing Cascade and High tide will no longer slow. Instead, Opponents in contact with the walls will receive a debuff (tentatively called Dampen) that covers their peripherals (opposite area of screen to Gekko's Dizzy's goop flash) with a water effect, and shrinks the minimap vision cone to match this area. This effect will fade 0.5s upon leaving the water and is intended to emulate the effect inside of a Viper orb/Pit or Brim smoke to improve the ability to rat around Harbor's abilities.

Cascade

  • Being hit directly by the moving Cascade applies Dampen for 4s instead of 0.5s.

Reckoning

  • Stun ring vfx are now shown on the minimap.

Clearly they're not willing to make a one-sided slows so just remove the slow and give it a new effect that's more pure controller/initator focused than a sentinel overlap that doesn't really fit the agent design anyway. The high tide offset is required to enable him more freedom to play off his own abilities while still being able to use his abilites effectively, removing one of his biggest downsides that he has despite no way to compensate for such a weakness.

Reyna:

  • Removed.
    ...Devour, not the agent.

Dismiss

  • Dismiss now heals 30hp during it's duration. It still does this during Empress, but Empress also maintains a seperate 30 heal.

Devour -> [NEW]

  • New ability to replace devour, channels a smoke around Reyna for 0.5s that will then set in place for another 7s. 200 credits.

her issue is just having too much less raw utility than other agents. also reply allat to this post if you kick puppies. Giving her a smoke allows her some survivability and is another ability to potentially set herself up for a kill or combo with leer to take a little bit of space herself once per round. Placement being directly location tied forces her to push to make best use of the ability.

Sage:

  • Slow orb and Healing orb are now joint charges and use the ui currently used for Reyna's dismiss and devour.
  • Start with one charge and can buy another for 200.
  • Still recharges every 40s.

Skye:
Trailblazer

  • Signature, 40s recharge.
  • Hp 80 -> 40

Guiding Light

  • 150 -> 250 credits.

Big buff but dog is already the weakest drone and so much power is missing from the kit. Creates a more defined identity for her after the flashes proved to be too versatile.

Tejo:
Salvo

  • return 40s recharge

The charges and range changes in 10.09 would already have fixed this ability on their own.
postplant issue is overblown with single charges, a single charge can be halved through if launched off tap and tanked after waiting the first pulse if not. You can very easily disrespect the ability when they can't stack them without saving util during and thereby weakening their site take.

Waylay
Refract

  • Uptime 8s -> 10s

Lightspeed

  • Momentum continues at 1/4 of speed instead of stopping immediately as control returns.

Changes are intended to create a bit more of a window for aggressive play with refract and to reduce the staticness at the end of the dash slightly to balance situations where the dash can be read and punished, particularly through smokes, by tracing it's static trajectory, to be slightly less punishing for Waylay even when coordinated with teammate's abilities as intended.

Pheonix is good played well in the right maps and comps (Haven/Pearl and maybe Fracture/Sunset in particular) there was just no reason to use him in tejo meta unless you had role issues or players that couldn't yoru.
Viper likely still needs a proper fuel rework cuz of ranked/pro disparity.
Fade and Breach probably need a little something too but it's just numbers tweaks that you'd have to decide after everything else shakes out.

#2
Azzelastia
-4
Frags
+

👍

#3
Effluxi
0
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+

👍

#29
Divine_Thunder
0
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+

👍

#4
KimMinjii_pt2
0
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Harbor signature ability is shit, when you stuck in yellow icebox that skill gonna be shit

#10
Effluxi
0
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just put the offset in main ezpz

#5
fictional
0
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harbor hightide press f to retract the deployable and press E to deploy the hightide from the offset. u still hold ur guns hehe

#9
Effluxi
0
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you could but the problem is you're still guiding the wall so you'd rather not have to look towards the deployable first so you have full control over where it's going.

#6
xyl0sma
0
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+

all...

#13
Effluxi
0
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+

😀

#7
garamanmararaman
3
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all fine but that new devour skill would be pretty buggy

#11
Effluxi
0
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there's maybe better ways to implement it but that's not my job

#8
ynuser
0
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+

Buy 2 coves in pistol round and defuse new meta

#12
Effluxi
0
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I mean you could but theyll just walk in and fight you or throw util, how much hard postplant spam in pistol to begin with?

you're better off using the ability for one of it's like 10 other uses.

#14
BlackHats558
1
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+

W post

#15
IGotAnswers
3
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Sage having ability like Reyna is very good, I like it, but I think some stat changes would be required like the health regen and slow duration

#16
bonkashi
2
Frags
+

mostly banger changes icl
only one I'm not sure about is the reyna smoke, it feels a bit like utility for the sake of utility rather than something that actually fits her kit. it also needs to be something worth using over a dismiss that also heals which seems really crazy. maybe some sort of debuff she can fire without unequipping her gun to keep gameplay flowing, a firerate slow or decay or something

the sage one seems more of a nerf than anything, double slowing now removes your ability to heal. im aware you get it back, but now you're waiting 40s to be able to do it
not sure what the fix there is but i like the idea of tying charges together

#18
Effluxi
0
Frags
+

Sorry, should've clarified, the Reyna smoke is intended to just be an ability rather than a direct devour replacement. It doesn't require a soul orb to cast. I did consider other options that'd be more fitting, but didn't like how they worked out. The main other idea was a sieze/pull effect, which may fit better thematically.

#19
bonkashi
0
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ohh icic, so you don't need a kill to trigger it
a pull does sound interesting, theres very few abilties like that currently in the game

#17
Tyekai
-1
Frags
+

I'm only on Harbor, but that first change of adding a second Cove while also decreasing the price and not nerfing the ability in any way is a wild take. The rest of your Harbor changes seem fine, but 2 Cove for cheaper with no nerf is not it.

#22
Effluxi
2
Frags
+

The self-break if you try to overlap them stops the more heinous examples you could use it but I'm not opposed to that being switched from overlapping to just a second cove anywhere breaking the first. There's rarely any good examples that having two active at once would support, despite having two across a round being quite positive.

I don't think the price is correct even for the value on pistol round though. Unlike Deadlock and Sage wall, you can very easily just walk into the cove, and pistol postplants are rarely spammy and them being so is usually and exceptionally negative reflection of that map. I don't think it'll be too strong for the defuse.

#20
GarbanzoEnjoyer
0
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+

These are great ideas but I really think Harbor's walls need to dampen bullet damage in some capacity. It feels like I'm sabotaging myself and the team sometimes when I use cascade to take space, just to get beamed through it by a phantom. A new debuff and cove aren't really necessary, especially with the high tide alt-fire, since well-placed Harbor util is gonna be scary as shit to push through regardless.

#23
Effluxi
0
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+

The point of the new debuff is basically to keep it scary for your opponents to push through whilst not punishing your own team for it, because there isn't a single one-sided slow in the game anywhere. Even Hinder effects allies in the AoE. I don't hate the idea of making his smokes wall pen damage instead of regular spray but that's definitely not the issue overall with his kit, while cove is very versatile to let him playmake a bit more. In fact that second cove does help address the prior mentioned issue and i think it does so much more intuitively.

#21
sw4gman
0
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+

keep sage bad.

#25
KimMinjii_pt2
0
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Feels like sage design for ranked fun only, no matters how broken sage is, they will never pick it on tournament or high rank

#27
sw4gman
0
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she's meant to be a selfless agent yet is played so selfishly in ranked. the self-heal nerf just killed that and her viability even in ranked

#30
Effluxi
0
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she's intended to at least teach selflessness in lore but I'm not sure the gameplay was ever really supposed to reflect that, she's just stall: the agent

#28
Effluxi
0
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she was pretty broken back in the day when slows were much more potent and wall instantly had full health, but that was during the fast hit launch metas. Nowadays her issue is that her signature is heal, aka, dogshit value across a round. Making slow signature fixes that but heal not being signature kinda screws up lore, so joined charges is a compromise.

Also cuz then the Reyna ui isn't wasted now that she's got a 3rd ability that doesn't use soul orbs.

#24
Skyns
0
Frags
+

allat

#26
Effluxi
3
Frags
+

wtf bro those poor puppies how could you

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