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My fix for the Sentinel Class (Riot trashed us)

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#1
Vyse-Fan_In-more-than-one

Overall change-
Make Reusable abilities with the Use key or ability key(like the Killjoy Nanos, Vyse Thorns, Cypher Cages) able to be detonated from anywhere on the map regardless of location. And that all sentinel signatures if recalled have a 20s cooldown, while if destroyed they have a 45s cooldown.

1) Killjoy- Simple change of that you get exactly. 0.5s from the moment you enter the circle to shoot the bot, or it detonates and insta vulnerables and slows you for like 2s. Makes it harder to ignore Especially for a running neon who needs it destroyed or their real catalysis is gone
2) Cypher-Make it so that the trips will have the fade reveal(like it slowly reveals you over like 0.5s for consistency with other sentis in the changes i make{riot likes consistency after all}), and the tether is instant the moment your hitbox at any point hits the trip line. The other changes remain the same with the damage not getting dealt until 1s
3) Vyse-Give her back the info Flash for boolean info, and make the flash blind for 2s(idk the original duration but lets assume 2s for the sake of it), and change the deployment method of the vyse shear to match viper's wall. (If you ask what i mean, you know how you can aim the wall using the targeting, same way) dont change its length, just make the max original length the default, or change it to be longer as required. And that it can go through walls. Other parts the same. Increase cost to 300 credits to be fair
4) Sage-Make the wall placable in a similar mechanism to the Astral form or Omen form or the AR tablet of the other controllers. Basically make it remote placable with the alt using reload(same mechanism as the Omen switch from alternate to real view), to place it like the old way. Make it within a 20m radius only. Change the heal to get 2 charges instead, extra charge costs 100 credits, able to heal anywhere in a 40m radius(the sound circle) regardless of Line of sight
5) Deadlock-Change sonic sensor to detect movement. The faster you move the faster it detonates with the stun effect. Reduce volume by half to make it fair, make it placable on any surface. Deadlock wall remains same
6) Chamber- Increase rendevous size to 24m to give him more space. Make the chamber trip a throwable ability, no range limits, and the moment it detects anyone it darts in 0.5s and hinders(same as waylay effect) the darted player for 2s, and leaves behind the same area as before
7) Veto-Increase chokehold radius to 7.5m, make it indestructible once it locks onto a player in 0.5s, increase the range of crosscut to 32m. Rework interceptor to work on a fuel meter, with full fuel powering it for 10s. The 0-100 time is 60s(like other fuel abilities). And the cooldown time between activations and deactivations, is 5s(same as viper orb and wall)

Please actually read. And tell your opinions

#2
Vyse-Fan_In-more-than-one
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. Bump cuz opinions are necessary

#16
Vyse-Fan_In-more-than-one
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Bump part 2

#34
Vyse-Fan_In-more-than-one
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Bump part 3 for more opinions, and cuz tech pause of 100t vs eg means boredom

#3
Flame4Game
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I can't lie, sentinels need a buff but I'm not sure making them too powerful is the move. KJ alarmbot also giving slow would be pretty broken. Especially in ranked, probably a bit moreso than pro play.
Cypher and Vyse changes seem fine, Vyse is gonna get picked a lot it seems as a Neon counter anyway but I really would like her to have the flash info back.
The Sage buffs seem pretty big.
Deadlock rework seems interesting. I don't hate it at all.
For Chamber you're making his trip kind of like Veto's? I think his kit is honestly fine as is, and if you're going to buff his range I don't think he needs to much more.
I don't hate the Veto TP change, the fuel interceptor thing is very interesting. What if it gets broken? I think his trip is fine honestly, and he's one of the more picked sentinels rn, so I don't think he needs too much changing.

Overall, I think you're looking at this from a pro play POV too much. Sage is gonna picked so much in ranked if this happens. And in general, I don't like the zero sentinel meta but I'd rather have it than a double sentinel meta if you know what I mean.

#4
Vyse-Fan_In-more-than-one
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Eh true
The main things ive changed are mainly in either deployment or effects
We tried making sage and deadlock like senti controllers, deadlock can throw her wall so giving sage some relative ability to place the wall without revealing her position full would be useful
The killjoy slow is for like 2s only. And if you play well you can bait the trip just like the vyse well and negate its value + you can shoot it. Otherwise teams really dont care about the kj alarmbot and just run through sometimes. The main thing im using to say its balanced is 1)40m Range of trip, and 2) How vulnerable solo isnt really as valuable as it seems. To be fair you can increase cost to 250 credits (i think its 150 now)
As for sage ranked play. I only see it due to the heal. But you can remove that change and she functionally hasn't changed except for placement allowing better use as a sentinel on defense
As for interceptor, if it gets broken it goes on the 45s cooldown. Fuel still regens like usual. Or just make it that it stops regenning the moment it is broken until it regens the use charge. Mayb you can revert the chokehold changes, but the tp Changes for chamber and veto both are to make it obvious these are the sentinels you want to use if you want to go aggro. Their attack value itself is weaker
And the intent with the cypher changes is to really restrict movement like if you want to push you better scout his trips. Vyse all i did was make her wall more usable for attack value, it doesnt change much on defense

The main goal of my changes
1) Give tools sentinels can use on attack that offer value. We saw it with deadlock, with how the regenning gravnet for combos and the wall that could be thrown to deny rotates. Made her very useful on attack
2) Make sure that there's a reason to select every sentinel. Each has their uniqueness. Vyse is the true "as long as im here they're not here" Cypher becomes the "you walk in to a rough time" Killjoy becomes the "this space is going to soften you up and keep you easy pickings" Chamber the "you shall not walk here", Veto the "you cant push me out easily", Sage the "you will never be able to make it before my team arrives" And deadlock "keep it slow, and watch as the moment you start taking, we're here for you"
3) Give the sentinels true defensive value that justifies their role as 'defensive lockdown experts', because currently. Controllers carry similar stall if not more than sentinels(looking at you viper) so the only reason you would pick one is for info

And you mention double sentinel, well it has its problems. Taking sites, is very hard as a double sentinel, cuz if you throw your stall util early, you have little for the retake prevention and vice versa. Good teams will recognize them
Its simply the fact of
If you invest too heavily into stall you find attack very hard in either of the 2 phases and on defense if you dont hard stop them, they will run you down and retake becomes functionally impossible
If you push too hard into the aggro, you lose stall capabilities and if they can counter your aggro, it becomes impossible to counter on defense.
The problem currently. We have aggro, but no true way to counter it, nothing they can respect. Which makes it impossible to say no

#7
Flame4Game
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Yeah I like the philosophy behind your ideas a lot. Something that Riot doesn't really emphasize it feels like.
Pretty fair points. Maybe I'm looking from my low elo perspective, KJ and cypher are already pretty annoying to play against, the nerfs didnt do that much to us silvers.

The problem with double senti is that, like on ascent for example, you're just gonna gun for 3-4 rounds on attack and then win on defense. iirc that was a problem in 2025. You have to bait out the Vyse wall and then deal with additional thorns, sage/deadlock util, omen util, etc.

#9
Vyse-Fan_In-more-than-one
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I mean... I get the point of how tough it gets... But isnt that the point
Duelist power level and sentinel power level should be comparable in order to make it work
Otherwise you either get double duel or double senti

I think its simply that if you can isolate each piece of util(with info senti's like kj or cypher), they individually have no value. Its only when you careless rush them that the problems arise. It makes you respect the sentinel

#11
Flame4Game
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Yeah i get it, it makes sense.

#12
Vyse-Fan_In-more-than-one
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I mean riot will never do it cuz they're allergic to buffs.
But i'd like these changes cuz now there's a reason to select a sentinel(vyse or killjoy) over a viper, or a sentinel(chamber or veto) over another duelist for oping, or a sentinel(sage or deadlock) over a controller for the secondary control role in a double duel double control, or a sentinel over another initiator(cypher) for space control guaratees

Gives more variety in use cases

#15
Flame4Game
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in terms of the current meta it would be a nice change up

#37
Vyse-Fan_In-more-than-one
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True

#5
Acethyr
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just give chamber 2 trips back so he feels more playable on some maps in ranked please 🙏

#6
Vyse-Fan_In-more-than-one
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I dont think thats a good change because then chamber can watch 3 lanes simultaneously which isnt really fair. The only other one is killjoy and even that is situational based on the positioning of the chokepoints.

#8
Acethyr
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WE dont care about fairness
WE want chamber to be more fun and playable in ranked because acethyr said so

#10
Vyse-Fan_In-more-than-one
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Welp
Cant argue with that
Might as well give chamber 2 tps back while you're at it
And mayb neon 2 slides
Ooh, make kj lockdown instant
Or. Make brim ult only kill enemies and ult the entire map at only 1 ult point

Yep, the devolving of fairness

#13
Acethyr
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nah the game should only cater to chamber and iso
every other agent loses all their abilities

also only i get to play chamber and iso

#14
Vyse-Fan_In-more-than-one
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Yep W CS except 1 juggernaut every round

#17
RealBallKnower
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V0se-F0n-0n-m0r0-t0an-0ne

#18
Vyse-Fan_In-more-than-one
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Yep... Real ball alright
Explains a lot
Zero reading
Zero contribution.
Love it

#19
W1ngFly
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You got great takes man
You should GENUINELY apply for Riot 🗣️⚡

#31
Vyse-Fan_In-more-than-one
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Thank you
And the thing is
They're simple to implement(from a mechanical and player use perspective). All of them are base mechanics in the game, just on different agents. The only unique one would be deadlock because she uses movement to scale her windup, but that can be taken from the vyse thorns which do damage based on movement

#20
Schue7ze
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Like these changes a lot, recently felt like the only senti you see in ranked is chamber, and since he has some play in pro play as well, I don‘t think he needs a buff other than the extra radius on his TP. Other than that I really like the ideas.

#32
Vyse-Fan_In-more-than-one
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All i did for chamber, because ive seen complaints, was make his trip just that little more effective as a sentinel tool, as it now hinders the entry player generally the duelist, leaning into his aggressive style of if you walk into me ill shoot you, if you try to out path me you better hope your team is there for you.

#21
sebivvibes
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allat

#22
31Raven
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Make Reusable abilities with the Use key or ability key(like the Killjoy Nanos, Vyse Thorns, Cypher Cages) able to be detonated from anywhere on the map regardless of location. And that all sentinel signatures if recalled have a 20s cooldown, while if destroyed they have a 45s cooldown.

uhh bro? this is already true. the only change is the 45 i think

Cypher-Make it so that the trips will have the fade reveal(like it slowly reveals you over like 0.5s for consistency with other sentis in the changes i make{riot likes consistency after all}), and the tether is instant the moment your hitbox at any point hits the trip line. The other changes remain the same with the damage not getting dealt until 1s

fym fade reveal? this kinda js sounds like the current one except its not when it stuns

Killjoy- Simple change of that you get exactly. 0.5s from the moment you enter the circle to shoot the bot, or it detonates and insta vulnerables and slows you for like 2s. Makes it harder to ignore Especially for a running neon who needs it destroyed or their real catalysis is gone

cool, whatever, not a very big change ngl

Vyse-Give her back the info Flash for boolean info, and make the flash blind for 2s(idk the original duration but lets assume 2s for the sake of it), and change the deployment method of the vyse shear to match viper's wall. (If you ask what i mean, you know how you can aim the wall using the targeting, same way) dont change its length, just make the max original length the default, or change it to be longer as required. And that it can go through walls. Other parts the same. Increase cost to 300 credits to be fair

horrible change. downright dogshit icl. the flash info is fine, the other… not so much. that change would really suck icl. viper wall might be the most annoying util to place icl, fuck that. vyse walls are used on chokes anyways, it doesnt need to be viper walled for it to do its purpose well. plus you lose the aspect of being able to place it somewhere like the end of a choke without going to it. id be fine if it was a sage wall place but a viper wall? fuh nah

#28
Vyse-Fan_In-more-than-one
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uhh bro? this is already true. the only change is the 45 i think

The 45s is a revert from the new 60s. And as for the detonation change. Its just a formality so that if somehow i didnt know there was a range it still fills the hole

fym fade reveal? this kinda js sounds like the current one except its not when it stuns

Fade reveal in the sense that it doesnt just instantly reveal you the moment you enter, but the reveal texture fades in over the 0.5s, that window of time for you to break the trip and avoid getting shot. It gives some level of counterplay against impossible trips without completely killing him since functionally all trips as per my changes would give the 0.5s window to break them

horrible change. downright dogshit icl. the flash info is fine, the other… not so much. that change would really suck icl. viper wall might be the most annoying util to place icl, fuck that. vyse walls are used on chokes anyways, it doesnt need to be viper walled for it to do its purpose well. plus you lose the aspect of being able to place it somewhere like the end of a choke without going to it. id be fine if it was a sage wall place but a viper wall? fuh nah

Viper wall is annoying to place? Its literally just walk click and you're done.
Plus it allows you to place traps the same way as a viper wall would work. Like think of the viper wall on bind using the b long to showers tp, you could feasibly make a vyse wall cover the same area.
Plus if you use the normal method of deployment it doesnt work with what i wanted the vyse shear to do which was penetrate through solid surfaces to a max length of 20m(change at will for balance), so i took a simple mechanic that is almost impossible to fail at if you look high enough in the sky or learn a few specific spots. And simply repurposed it
I dont see how a viper wall is hard to deploy

#23
esenoh
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sage is insanely op no if you really wanted range for the abilities make an iPad for heal and wall and the heal can go through walls or something

#26
Vyse-Fan_In-more-than-one
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I mean, the abilities are functionally the same, just that now their Deployment method is different to allow more creative use

#27
esenoh
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yeah but now cant the sage stall both sites now with inf radius wall?

#29
Vyse-Fan_In-more-than-one
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Actually i think I mentioned that we'd give a restriction range of 20m only
I was considering 40m to line up with sound circle but 20m made more sense because of what the ability is
Basically in a 20m radius from herself sage can place the wall using either an omen view, astra view or the map view(depends on which mechanic suits her best, i would like the astra view since it would be easier to orient her abilities then). Or she can reload to switch the view(like an omen), and place it the old way

#24
bonkashi
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Why'd i have to read halfway down the list for you to suggest something that wasn't already in the game

#25
Vyse-Fan_In-more-than-one
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Because i write a lot?

#30
Effluxi
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flash change is duh ofc and kj drone pop faster is probably fine, the rest of this is... ehhh... Chamber is in a good spot he's just supposed to be niche.

Veto interceptor needs a buff on attack side probably just place through walls like Leer or smth but that's about it otherwise he's fine. Cypher is hard to balance atp. Deadlock needs net cooldown reverted and maybe alt placement on sound sensor round walls.

Sage needs cooldown of slow and heal fused like reyna, you can fit it into lore too. This way she gets more util value through the round without losing heal sig.

#33
Vyse-Fan_In-more-than-one
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rest of this is... ehhh...

Could you explain. I (and it may be irritating but ill reiterate), tried to give each sentinel a unique way of using their same trap, different ways to isolate or pin down the entry player, and also delay the enemy or actively force respect from the enemy team.
Sure some changes may seem questionable
My vyse wall change i can understand. Reason i took it this way is that it allows you to place unique trips that can cover lanes others cant. Now you can for example, place a trip that could block the B elbow players on Bind the moment they attempt a retake by isolating the first one. Free pick.

Chamber is in a good spot he's just supposed to be niche.

I feel like the way people treat chamber like a duelist is kinda overrated. I feel like chamber should be a better defender than a duelist to be in the sentinel class. Hence why i gave the tweaks to range, allows him more positions and deeper sightlines if you can get setup. Kinda like a yoru, except you dont cosmic tp between 2 edges on opposite planes Instantly which is less broken.
But of course you cant have an agent who's sole role on offense is lurking(though people would say viper, but viper is a controller who can use her wall and orb to smoke off angles for the team, just, not as effective as the lurking one). So the chamber trip throwable gives him a unique place with veto, being the only agents who can aggressively lock down taken space in a default. Like you could run on lotus a 2-1-2 spread(sure not in soloq but its possible), with the chamber or veto for that matter clearing B main with their tp as an escape option. And then you claim C main but want to end A after creating noise for rotates. Before C is open, now, you can invest a chamber trip or veto chokehold, throwing it, (either lineup or just wing it through the doors), to secure C, let your teammatea leave easy, and know when the flank comes far earlier.
That was my intent because the placable trip didn't fit as well with how sentinels on attack have almost no value. So giving at least 1 that isnt just situational and can always score value is good.

Veto interceptor needs a buff on attack side probably just place through walls like Leer or smth but that's about it otherwise he's fine

One of the design principles i Followed here. Minimum 1 ability should have attack side use. And for Me, that was chokehold. Like i did with the chamber discussion these throwable trips occupy a role that a fade seize or waylay saturate may do. But they dont detonate until enemy is present. It is why I could compromise over the interceptor. If 1 ability has the power to take aggressive space or support a take of aggressive space, then thats good enough for the sentinel.
Interceptor through walls isnt as broken as it sounds, but it may need a second buff of having more Health(like 2 bullets instead of 1 in inactive state) cuz it will get instant shot due to 40m sound cue

Deadlock needs net cooldown reverted and maybe alt placement on sound sensor round walls.

Wdym around walls for the trips?
The net cooldown was fine tbh, maybe they should've kept barrier mesh as signature cuz it had most stopping power where net was most combo potential. But i wouldn't mind

Sage needs cooldown of slow and heal fused like reyna, you can fit it into lore too. This way she gets more util value through the round without losing heal sig.

As for the sage heal slow concept. I would change it like this so that you can use reload, to switch the mode you use, and give it like 3 charges. Reload switches between healing orb that you can throw to teammates using main fire and to self with alt fire. And the slow orb that you throw.
It combined with the wall change i made could be cool because it shows in lore how these crystals invading her body give her better control over them, but the more she takes control of them, the more they control her back

Honestly im happy for the feedback

(Edit: fuck this was meant to be a reply to the top message #30)

#35
Nigellomeister
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-KJ just make her turret back to her old coverage 180 degrees
-Cypher just revert the old trip
-Vyse flash info back
-Sage idk, maybe longer wall duration
-Deadlock keep the stun to sound detection because i think they dont want to make her the conventional Sentinel, but activation 0.1s so it insta stops dashes
-Chamber is in good spot
-Veto the fuel idea for interceptor is goated ngl

#36
Vyse-Fan_In-more-than-one
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Yep i don't mind these if they were the sentinel buffs. Mine are more substantial, but these work

#38
kk85
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I don't think Chamber needs a change at all, he's already got a high pickrate in ranked. Teams in pro play just aren't utilizing him enough and that's entirely their fault. They're over here trying to make Veto work when Chamber is right there.

#39
Vyse-Fan_In-more-than-one
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I gave him these buffs for 2 reasons.
1) There's a reason that you may not run double duelist with op capabilities, as he can provide more permanent control with a larger rendezvous radius without being a crossmap teleporter like yoru. So now you could for example, run a solo waylay or neon comp with the chamber as your operator player and its in the sense. More reliable control. There should be a reason to select chamber as your operator player over other traditional op duelists like Jett or Yoru.
2) It allows him to be somewhat self sufficient which as a sentinel who may play weak side does help. Another benefit is that the buffs i made to the trip allow it to be the main reliabe tool you use on attack that isnt necessarily just "watch flank" because it doesnt make sense that the entire goal of a sentinel, is just lurk. Sentinels can be defender sided. Just as duelists are attacker sided. But every duelist has some tool that allows them to defend space, then sentinels should have some tool that lets them attack space which is why i did the trip changes

You could ignore the rendevous change and it functionally changes nothing other than restrict his angle options. But i think giving him more flexibility in the angles he can reliably take is valuable enough

#40
Nats_2nd_biggest_fan
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Just revert cypher trip changes

#41
Vyse-Fan_In-more-than-one
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Honestly dont mind it. Cuz the cypher trip before was fine. I used the same old mechanic. Just standardized the sentinel trap trigger to effect detonate time as 0.5s

#42
Nats_2nd_biggest_fan
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Just make the reveal quicker please ✌️😭

#44
Vyse-Fan_In-more-than-one
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0.5s works out in the end (for standard the vandal equip time is 0
6s {the fast equip time is used with a neon when she equips after the run but not slide), but you could balance it to 0.35s instead based on how it performs

#43
delighted
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I don't know why riot hasn't even thought of just bringing back the champs paris meta

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