8

Harbor buff/rework concept

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#1
cloudberry

I've seen a lot of people share their Harbor change ideas, so I've decided to share my own.

For a bit of context, I've been playing Harbor for 2 full years (190 hours/340 matches in ranked). I've been feeling Harbor's weaknesses since day 1, and have been advocating for Harbor buffs for almost a year now. I've even [submitted a ticket](https://i.imgur.com/ihrwXOi.png) asking if I could help with the changes—to which I was told [they wouldn't accept my ideas](https://i.imgur.com/T9clkNJ.png) because of their Terms of Service (not sure why I can't at least give ideas, but I digress).

  • Major rework (deployment of utility)

    • Pressing E/C/X → right click opens a map (around the same radius as KAY/O ult)
    • Left click on the map to deploy the rotating orb on Harbor's gauntlet
      • Takes about 0.5 seconds to deploy
    • This orb will be the origin point of High Tide/Cascade/Reckoning
    • The orb can be recalled using F (similar to Astra stars)
      • 0.5 second recall animation
      • No cooldown on the orb (can be repositioned as soon as it's recalled and press E/C/X → right click again)
  • Minor additional rework (team/enemy slow)

    • Slow effect is removed entirely from the wall/cascade
    • A 0.5 second hinder effect is added for enemies passing through
      • As with the current slow, the hinder will be in place as long as you're in contact with the wall/cascade
  • High Tide (E) updates

    • Cooldown reduced from 40 >> 30 seconds
      • This puts it in line with the smokes of currently meta controllers (e.g. Omen)
  • Cove (Q) updates

    • Cost decreased from 350 >> 300 seconds
      • This lets you buy Cove with a Ghost on pistol rounds (very useful, can single-handedly win pistols)
    • HP increased from 500 >> 700
      • Cove is broken too easily to find value in a lot of instances, especially when multiple enemies are alive. This change aims to amend that
  • Reckoning (X) updates

    • Stun windup decreased from 1.35 >> 1 second
      • This makes Harbor's ultimate not as easy to dodge, and gives it more guaranteed value beyond soft recon


If you have any questions/concerns/feedback, feel free to let me know. I'll try to respond to everything 👍

#2
Azzelastia
1
Frags
+

Interesting

#3
rhixcal
2
Frags
+

allat
just make it so when harbor gets a kill he teleports to the corpse and teabags
boom, most popular agent overnight

#4
notnorte
6
Frags
+

i like this but i think he should have postplant mollies that you can control like a brim smoke

#5
notnorte
3
Frags
+

for real tho, most of the difficulty of playing harbor comes from positioning yourself well enough that your utility finds value and it often makes for a lot of awkward walls on thin doorways, these changes make the skill floor and skill ceiling much higher and closer to smt like astra

#7
cloudberry
2
Frags
+

That's the idea. The skill floor will always be high with Harbor... that's something about his kit you can't really fix, simply because of how unintuitive non-dome smokes are to most VALORANT players. However, I think these changes would lower the skill floor by allowing people to more easily manipulate the start/end of his High Tide, as well as give him a higher skill ceiling because of the creative new ways you can use his utility. It's not a perfect fix—no first wave of fixes in VALORANT will ever be perfect—but I think it's worth a shot.

#6
notapandaa
0
Frags
+

I can vouch
best harbor i've seen

#8
m4
0
Frags
+

So the prognosis is the player base will always be ape.

Also double dashes my friend... i see you.

#9
Azzelastia
0
Frags
+

Em dashes mean nothing. People who like to use them are free to do so.

#12
m4
0
Frags
+

:)

#10
Mirage27
1
Frags
+

Fully agree with the cove buffs. I feel like that ability lacks the hp to do its job and lowering the cost is just a good quality of life buff.

#11
isaacmoj3
0
Frags
+

and most importantly have the cove (in the pre broken phase) have the ability to block all mollies. offer a counter to that type of play style

#13
oiiink
2
Frags
+

bruv, tspmo sm icl, can we stop having the open ipad --> click --> deploy utils, this is why i like viper so much, theres actually interesting ways to lineup you wall, not just open ipad and place

#14
cloudberry
1
Frags
+

I get the sentiment but this is less about getting perfect walls every time and more about having more flexibility with where you can wall.

Just to clarify, when you click on the map, you're setting your start point. You still have to curve the wall like you usually do, and it's gonna be easy to mess up some walls if you're not experienced with him. And yeah, of course you're still gonna have the creativity you usually get with Harbor walls... if anything, this'll only add more creativity because you can do a lot of things you couldn't do prior.

#15
H3ENnZ
-1
Frags
+

whos harbor? is that a character in ow or what

#16
livefrmhollywood
1
Frags
+

Wait wait, so if I'm playing ascent tree Def, I can iPad place a wall origin in mid/market, then curve the wall to block b main, or even almost to boathouse? How do I see where my wall is showing up while curving, just minimap?

Actually that does sound kinda cool. Semi global util would be a massive harbor buff without being op or changing the agent completely.

#17
cloudberry
1
Frags
+

Yep! It would be minimap—which is normally how you'd control Harbor walls currently, anyway.

And yeah, semi-global utility is part of the idea! Harbor is the only controller in the game who can't lurk (at least to some extent), and that's one of the issues I tried to tackle with this rework.

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