If a team started running Neon, Yoru, Waylay, Omen and then Sova/Fade depending on the map, do they realistically lose anything in this meta?
If a team started running Neon, Yoru, Waylay, Omen and then Sova/Fade depending on the map, do they realistically lose anything in this meta?
I'd say the biggest advantage would be being able to reliably double op whilst still having an aggressive rifler as well as being able to totally overwhelm defensive setups on a majority of execs with 4 agents that can dive
Ofc not every team could even play this comp with any amount of effectiveness but I feel like hypothetically in this meta this could work on paper with the right players, i.e TL or MIBR who have 3 players with experience on duellist
I would say more teams should consider it as an option
It's already so difficult to root out or get past an op with this current meta, adding a second one into a defensive setup stretches util even thinner and makes contacting for info extremely difficult
this would be the meta to try 3 duelists lowkey
but I think it would be kinda like prx split comp vs edg just instead of jett raze yoru it would be neon waylay yoru, then obv have the omen viper
You lose viper on Bind/Breeze/Haven(Sometimes)
You lose chamber trip
Double op is powerful, but retaking without neon ult becomes a bit tricky and it makes neon ult pretty essential for retake (you typically want it for ecos and just to frag.)
Holding site becomes hard without any meaningful stall, yeah you have waylay/neon stun, but thats a 1-3 second reactive stall compared to a 4 second proactive chamber slow that doesn't need to react, it just needs line of sight. Not to mention just the sound of a chamber trip makes teams think twice, plus you can have your very mechanically skilled player essentially have a rifle at all times (headhunter) AND your double op is even more effective (Tour de force).
TLDR: Chamber gives you what you're looking for with Yoru/Waylay/Neon + a tiny bit more. Good Op for double op strats, a get away tool, but also good stall and a reliable way to get kills aside from the operator itself during a retake (headhunter).