My Ideas on how to fix/balance them, the main goal being that each has a reason to be played instead of another maybe for certain comps or certain maps. If you guys think these are good ideas I'll make them for each role.
Killjoy (pretty balanced and good already, just out of meta for certain maps)
- Nanoswarms Cost 200 >>> 150
- Lockdown Ult Points 9 >>> 8
- Lockdown Windup 13 >>> 12
Cypher (in the top contender for best sentinel with vyse rn, trips and cages are a bit op right now, but mostly a skilled and situational sentinel)
- Tripwire Cost 200 >>> 250
- Cyber Cage Duration 7.25 >>> 6.5
Sage (worst sentinel by far)
- Barrier Orb Cost 400 >>> 300
- Barrier Orb Starting HP 400 >>> 500
- Slow Orb Cost 200 >>> 100
- Slow Orb Duration 7 >>> 6.5
- Healing Orb Unequip Time 0.7 >>> 0.4
- Healing Orb Amount 1 >>> 2
- Healing Orb Cost 0 >>> 100 (second healing orb would have diminishing returns, if you just healed someone/yourself normal effects take place, if you heal someone else or yourself while the other orb has been used it is only half effective).
Chamber (second worst "sentinel" rn)
- Trademark Cost 200 >>> 150
- Trademark Windup 2 >>> 1.5
- Trademark Amount 1 >>> 2
- Trademark Search Radius 10m >>> 7m
- Rendezvous Windup 1.3 >>> 1.1
- Rendezvous Cooldown 30 >>> 25
- Rendezvous only has a 15 second cooldown to replace after picking back up.
Deadlock (decent but not around the best)
- Barrier Mesh Windup 3 >>> 2
- Gravnet will now catch players even if they jump when they are in the range of the net (idk why this happens it might be a bug or smth but you can easily time a jump in the net to dodge it)
- Annihilation Windup 1.1 >>> 0.9
Vyse (probably the best sentinel right now)
- Razorvine Cost 150 >>> 200
- Razorvine Windup 0.2 >>> 0.35
- Shear Cost 200 >>> 300
- Arc Rose Blind 2.25 >>> 2
- Steel Garden Ult Points 8 >>> 9
- Steel Garden Windup 3.4 >>> 4
- Steel Garden Jammed 8 >>> 10