Valid balance changes I would implement for agents

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#1
yourlocalprotogen
1
Frags
+

Controllers:

Omen (nerf):
dark cover (smoke) duration 15 -> 14.5 seconds
Omen is one of the most meta and versatile controllers right now, tuning his smoke duration down by 0.5 seconds should reduce their ability as a controller and force teams to think about if they want Omen's aggressive and playmaking capability over other controllers.
Astra (rework/buff):
Nova pulse concuss duration 2.5 -> 2.25 seconds, Windup time 1->0.75 seconds
Decreasing the windup time of Astra's nova pulse forces enemies to respect her stars more as a pseudo-sentinel controller, but also slightly decreases the punishment of getting hit by the pulse to make her playmaking capability more reliable.
Brimstone (Buff)
Sky Smoke duration 19.25->19.75 seconds
Brimstone has not been a popular choice for smokes, as most teams are choosing rechargable smokes over brimstone's longer lasting one-time-use smokes. Increasing his smokes duration makes him a more viable option.
Harbor (Rework/buff)
Storm surge radius 6->6.25 meters
Cove health 680->650 HP
Harbor has still been mostly ignored as an initiator-controller hybrid on most maps except breeze, so his initiation capability has been increased in the form of his storm surge. However, his cove has been a bit annoying to play against in some post plant scenarios, being strong in forcing defenders to stay on site. As a result, his cove now takes 1 less shot from most rifles/guns to break.
Miks (Buff)
Bassquake debuff duration 8->9 seconds
Miks has been extremely underwhelming as a supportive controller, especially his ultimate considering the cost. His debuff duration is being increased to make his ultimate feel stronger and more in line with other 8 point ultimates.

Duelists
Reyna (buff)
Leer seconds to travel to target location at max deployment distance 0.55->0.5
Reyna has felt extremely underwhelming recently, and a flash speed increase brings her blinds more in line with other similar peices of utility, and increases her power in taking initial fights without making her healing out of control to make damage on her still punishing.
Iso (buff)
Double tap(sheild) duration 12->13 seconds, energy orb duration (time to shoot the orb to regain sheild) 3->3.5 seconds
Iso is rarely selected as a carry duelist and to counter out operators in pro play. An increase to his double tap duration and ability to refresh double tap duration will make iso a more viable choice at countering out operators and as a carry duelist.

Initiators
Sova (nerf)
Owl drone duration 7-> 6.75 seconds
Sova has been a dominant choice as an initiator in proplay and ranked settings. A slight tune down to his owl drone will make other initiators a more viable choice and his drones slightly less impactful in finding information.
Fade (Rework/nerf)
Prowler agent detection distance (the distance at which the prowler will start to chase an agent) 15->12 meters, Prowler terror trail detection distance (the distance at which the prowler will start to chase a terror trail) 10 -> 12 meters
Fade has been another dominant initiator in proplay and ranked, providing unparraleled information gathering capabilities on tighter maps. A decrease in detection distance for players tunes down her prowler strength slightly and requires more intentional and thought out use to find information with her prowler, and encourages her to pair it with her haunt and ultimate.
Tejo (Buff)
Stealth drone max deploy length (the distance that tejo can throw the drone outwards upon initial cast) 6->7.5 meters
Tejo has been underwhelming in ranked and proplay due to their lack of information gathering capability. An increase to the distance Tejo can throw his stealth drone helps increase the amount of information that can be gathered, making him a more reliable choice as an solo initiator.
Gekko (Buff)
Mosh Pit damage per tick (pre explosion) 1->2
Gekko's mosh pit simply doesn't apply as much pressure compared to other mollies in valorant, and is underwhelming in terms of chip damage on enemy sheilds and health. An increase to the initial tick damage makes his molly more threatening to stand on initially and brings him in line with other damaging utility, making him a more viable choice in professional and ranked play.

Sentinels
Deadlock (Buff)
Sonic Sensor area length 9->9.5 meters
Deadlock has been severely overshadowed by many other sentinels, who have collectively been buffed in recent patches. An increase to the area of her sonic sensor brings her more in line with the other sentinels and allows her to hold wider chokes.

Rate these balance changes
Should riot hire me

#2
Vyse-Fan_In-more-than-one
3
Frags
+

Well you really do get that Riot balance team comment look so thats nice
As for the changes
They feel so minimal that they're not going to have effect in 99% of games, only the 1% changes

#3
JonahPork
0
Frags
+

None of your changes are significant enough to cause any meta shift

#4
number2_cNed_fan
0
Frags
+

bro just did random shit for fun im seeing 30 hp nerf to cove 💀

#5
ScoutViolet
0
Frags
+

these are fine, but they won't change the meta at all. Double duelist will be meta, and you buffed every agent that has no meta play right now and, quite frankly, will still get no meta play. You nerfed omen, sova, and fade, but failed to nerf the worst part of the meta, neon/phoenix.

Instead, sentinels should be buffed to slow down double duelist, and leave my recon initiators alone; nerfing them is so unnecessary when they aren't even that broken; the only reason they see high play is because there is LITERALLY NO OTHER OPTION

#6
KingJark
0
Frags
+

Miks ult is really useless in general. Its only good for post plant or set plays like taking a site and even then it doesnt even deter the players shooting. Its a shittier version of fades ult cuz at least fades ult has tracers which show where the player is/going. It should def concuss the player maybe not as long as a breach ult but it shouldn't just defen and push u back

I think Reyna needs an ability rework imo. genuinely just an all-aim, no-brain agent. make her dismiss/heal rechargable after 2 kills with only 1 charge, and give her another ability with 1 charge. Something like a stun on theme of her soul abilities. I agree with the leer buff.

Dealocks only saving grace is her grab net which actually slows people. Her trips should be reworked so that it alerts her if someone is infront of her trips even if they are making no noise, BUT the stun wont activate unless they make noise. Her wall needs to be able to stop bullets from going through, but the health should then be reduced by a bit. abilities can still go through and u can still see people through the all.

My personal buff should be chamber gets his 2 trips back.

#9
yourlocalprotogen
0
Frags
+

Chamber is in a solid place in proplay and ranked right now. I want to keep the fact that deadlock can't trip flank, as its her biggest weakness and a niche that can be filled well by chamber, making a great agent combo (like sage chamber). I feel like deadlock's inability to trip flank is something that all wall sentinels need to remain balanced, or she would be almost outright better than sage and far too viable as a solo senti.

#7
yourlocalprotogen
0
Frags
+

Updated: Nerfs to phoenix ult and neon slide accuracy, and increased nerf to omen smoke duration, increased buff to brimstone smoke duration, decreased windup time for astra nova pulse, increased harbor storm surge radius, miks ultimate debuff duration, reyna leer travel speed, deadlock trip area, increased iso double tap duration

These changes should be enough, the iso buffs are actually pretty significant and the neon nerf was pretty large as well. I think the ult point increase from the last patch with the ult duration decrease should be enough to put phoenix in line with the other duelists.

Controllers:

Omen (nerf):
dark cover (smoke) duration 15 -> 14 seconds
Omen is one of the most meta and versatile controllers right now, tuning his smoke duration down by 0.5 seconds should reduce their ability as a controller and force teams to think about if they want Omen's aggressive and playmaking capability over other controllers.
Astra (rework/buff):
Nova pulse concuss duration 2.5 -> 2.25 seconds, Windup time 1->0.5 seconds
Decreasing the windup time of Astra's nova pulse forces enemies to respect her stars more as a pseudo-sentinel controller, but also slightly decreases the punishment of getting hit by the pulse to make her playmaking capability more reliable.
Brimstone (Buff)
Sky Smoke duration 19.25->20 seconds
Brimstone has not been a popular choice for smokes, as most teams are choosing rechargable smokes over brimstone's longer-lasting one-time-use smokes. Increasing his smokes duration makes him a more viable option.
Harbor (Rework/buff)
Storm surge radius 6->6.5 meters
Cove health 680->650 HP
Harbor has still been mostly ignored as an initiator-controller hybrid on most maps except breeze, so his initiation capability has been increased in the form of his storm surge. However, his cove has been a bit annoying to play against in some post plant scenarios, being strong in forcing defenders to stay on site. As a result, his cove now takes 1 less shot from most rifles/guns to break.
Miks (Buff)
Bassquake debuff duration 8->9.25 seconds
Miks has been extremely underwhelming as a supportive controller, especially his ultimate considering the cost. His debuff duration is being increased to make his ultimate feel stronger and more in line with other 8 point ultimates.

Duelists
Reyna (buff)
Leer seconds to travel to target location at max deployment distance 0.55->0.4
Reyna has felt extremely underwhelming recently, and a flash speed increase brings her blinds more in line with other similar peices of utility, and increases her power in taking initial fights without making her healing out of control to make damage on her still punishing.
Iso (buff)
Double tap(sheild) duration 12->14 seconds, energy orb duration (time to shoot the orb to regain sheild) 3->3.5 seconds
Iso is rarely selected as a carry duelist and to counter out operators in pro play. An increase to his double tap duration and ability to refresh double tap duration will make iso a more viable choice at countering out operators and as a carry duelist.
Phoenix (nerf)
Run it back duration 10->9 seconds (includes 1 second activation animation)
Phoenix has been a popular choice of duelist in both ranked and proplay, and his ultimate has been finding too much impact even after the increase to its cost. A shorter ultimate duration makes it harder for him to take space and find frags or impact with his ultimate.
Neon (Nerf)
High gear slide accuracy crouch walking accuracy ->middle between crouch walking accuracy and walking accuracy
Neon has remained in the meta despite changes to her ability to jump in high gear, mainly due to her ability to capitalize on chaotic rounds with her slide. Reducing her accuracy in her slide forces her to use it at closer ranges and reduces one-taps while keeping her ability to break timings with her high gear.

Initiators
Sova (nerf)
Owl drone duration 7-> 6.75 seconds
Sova has been a dominant choice as an initiator in proplay and ranked settings. A slight tune down to his owl drone will make other initiators a more viable choice and his drones slightly less impactful in finding information.
Fade (Rework/nerf)
Prowler agent detection distance (the distance at which the prowler will start to chase an agent) 15->12 meters, Prowler terror trail detection distance (the distance at which the prowler will start to chase a terror trail) 10 -> 12 meters
Fade has been another dominant initiator in proplay and ranked, providing unparraleled information gathering capabilities on tighter maps. A decrease in detection distance for players tunes down her prowler strength slightly and requires more intentional and thought out use to find information with her prowler, and encourages her to pair it with her haunt and ultimate.
Tejo (Buff)
Stealth drone max deploy length (the distance that tejo can throw the drone outwards upon initial cast) 6->7.5 meters
Tejo has been underwhelming in ranked and proplay due to their lack of information gathering capability. An increase to the distance Tejo can throw his stealth drone helps increase the amount of information that can be gathered, making him a more reliable choice as an solo initiator.
Gekko (Buff)
Mosh Pit damage per tick (pre explosion) 1->2
Gekko's mosh pit simply doesn't apply as much pressure compared to other mollies in valorant, and is underwhelming in terms of chip damage on enemy sheilds and health. An increase to the initial tick damage makes his molly more threatening to stand on initially and brings him in line with other damaging utility, making him a more viable choice in professional and ranked play.

Sentinels
Deadlock (Buff)
Sonic Sensor area length 9->9.5 meters, Sonic Sensor area width 8->8.75 meters
Deadlock has been severely overshadowed by many other sentinels, who have collectively been buffed in recent patches. An increase to the area of her sonic sensor brings her more in line with the other sentinels and allows her to hold wider chokes.

#8
Vyse-Fan_In-more-than-one
0
Frags
+
Well you really do get that Riot balance team comment look so thats nice
As for the changes
They feel so minimal that they're not going to have effect in 99% of games, only the 1% changes

They still have little effect except maybe the harbor storm surge and phoenix run o
It back where the changes can affect the edge scenarios.
The fundamental problem with just number tweaks is that they can only affect edge scenarios and not the main case

#10
yourlocalprotogen
0
Frags
+

I don't want to change the fundamental agent interactions, as the game is in probably the least restricting meta in a while. The neon changes are actually huge, basically requires sub 10m to get one taps unlike before. The astra change is also actually large, as it is now almost undodgeable and requires planning ahead to bait or avoid it. As for harbor the change is also actually significant as his storm surge is much harder to dodge.

I might tune up the brimstone buffs and miks buffs to his m-pulse concuss health.
Tejo is decent on summit rn so i dont want to buff him too much before the meta settles.
Deadlock is becoming pretty popular actually in proplay, at least compared to before
Might need a bit more iso buff tho

#11
Vyse-Fan_In-more-than-one
0
Frags
+
fundamental problem with just number tweaks is that they can only affect edge scenarios and not the main case

My problem with just number tweaks is that they either affect only edge scenarios, or completely knock out agents

#12
yourlocalprotogen
0
Frags
+

i mean a lot of the time defuses come down to the second, and i dont want to completely shake up the meta
also phoenix is still fine in ranked and proplay, i dont think the changes will kill him
also neon, now just you ahve to be concious and slide within 10 meters
I think the smokes changes need to be tweaked more though they are kinda useless

#13
Vyse-Fan_In-more-than-one
0
Frags
+

Yeah true
But what i find is that macro effectiveness is far more impactful than number tweaks

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