simbhdri
Flag: Netherlands
Registered: March 20, 2024
Last post: November 7, 2026 at 11:35 PM
Posts: 3171
1 2 3 4 •• 63

how do we tell him...

posted 3 days ago

what should i do
edit: mods pls dont slime me i swear i put this in Valo Discussions on accident 🙏🏻

posted 1 week ago

yea champs 2022

posted 2 weeks ago

long time no see pookie

posted 2 weeks ago

poggpigg
why no star

posted 3 weeks ago

started and ended franchise era with a champs win damn

posted 3 weeks ago

i do

posted 1 month ago

WE know jason like that

posted 1 month ago

u can ask him urself boy

posted 1 month ago

no chemistry + language barrier

posted 1 month ago

he's actually my cousin, his dad is siblings with my mom

posted 1 month ago

title

posted 1 month ago

nearly every agent is somewhat good in this map

posted 1 month ago

india pride

posted 1 month ago

THEIR SUNSET COMP THO
PLS WHY DO THEY NEED VIPER+SAGE JUST PLAY SMTH NORMAL LIKE SAGE CHAMBER CAUSE SOMETHING AND DAVAI CAN PLAY BOTH FFS

posted 2 months ago

they need full turkish roster fr

posted 2 months ago

i mean this upcoming champs

posted 2 months ago

Slowly but surely, Valorant is once again entering a Omen/Viper/Senti meta again which means single duelist and single initiator.

Paper Rex's take on this? Try to put something on every single one of those for ONE match and then keep him on the role where he performed best.

Do note that this isn't a Paper Rex hate post, but rather my view on their solution to this problem and also a piece of my opinion, so please take this with the tiniest grain of salt.

We've seen Paper Rex struggle with roles in the past and it's no surprise that it has once again come to haunt them. Being in a double controller + senti meta where your best and most optimal Viper player is also your sentinel player, and with there being no other sentinel player on the team, it leaves them 2 choices which are both hard and takes a lot of time for them to implement. The first one being to adapt to the meta, and the other being to work around it.

Option 1: Switch the roles up AGAIN

Rough estimation of the roles in PRX are as follows:
Jinggg: Duelist/Omen/Sage
something: Duelist
invy: Initiator
f0rsakeN: Smokes/Yoru
d4v41: Sentinel

Which has turned into;

Jinggg: Duelist/Smoke/Sage
something: Duelist/Initiator/Viper/Sage?
invy: Initiator/Smoke
f0rsakeN: Duelist/Smoke
d4v41: Sentinel

this doesn't make sense. Yes, I know they were trying comps out like bringing back their Gekko on Sunset and the time they played their 2023 Bind comp once but to me it still makes little to no sense whatsoever.
My take on this, considering that Viper is an agent with a very high ceiling and that d4v41 has the most experience in Viper, is to put him on perma Viper and let f0rsakeN play sentinel since he's way more capable in doing that than Jinggg. Then let Jinggg play smokes.

New roles:
J: Smokes
S: Duelist
I: Initiator
F: Sentinel
D: Viper

Option 2: Work around the meta
We've seen them do this successfully during their Toronto run and it got me thinking, with the amount of utility that has been in Valorant, perhaps a Tejo/KAY/O meta could somewhat work?

Or at least a double initiator comp with KAY/O in it since

  • KAY/O is rare in pro play which means teams don't really have much prepared for a KAY/O
  • Double initiator works fine with PRX now, with either invy/smth taking the recon spot and the other taking the flash init spot.

Despite all this though, it still seems that Double Duelist and Double Controller works better for Paper Rex than Double Initiator.

IDEK ANYMORE

posted 2 months ago

-gl0ph
+eeiu
-rossy (sadly, even tho i like him so much)
+simbhdri

posted 2 months ago

m8 mentioned 🔥🔥

posted 2 months ago

Riot gonna fuck around with the map pool in champs and there's gonna be a fluke winner

posted 2 months ago

it's true tho

posted 2 months ago

where is 2026 KRÜ

posted 2 months ago

still would do better than teams like NV/C9/FUR no?

posted 2 months ago

ethan is the best one out of all of them

posted 2 months ago

i really really wanna see 2023 FNC and EG come back ngl

posted 2 months ago

cause he is

posted 2 months ago

G2 jawgemo
FUR c0m
NRG ethan
ENVY demon1
POS boostio

would they be as good now?

posted 2 months ago

he's not wrong tho

posted 2 months ago

look at comment #20 and #24

posted 2 months ago

IF OUR LOVEEEE IS TRAGEDY WHY ARE YOU MY REMEDY

posted 2 months ago

will u change ur name to useful miks ult if they implement these changes

posted 2 months ago

pls see my miks rework

posted 2 months ago

where miks is noise cancelling everything going out the smoke and it usually isnt perfect so you could hear with like maybe glitching or just quieter sound in the smoke

so like instead of muffling only util and gunshots, spike defuse and footsteps should be muffled too?

i mean i kinda like that, cause for a signature ability that recharges, i think having it mute everything would be overpowered, especially the spike but muffling everything instead would still punish the enemy if they aren't paying attention or if they're actually deaf irl

posted 2 months ago

this is the equivalent of getting a thumbs up emoji from ur dad

posted 2 months ago

🫪

posted 2 months ago

breach fix when

posted 2 months ago

I understand that you made it so Viper can pick her utilities back up again with one of the reasons being so that she can be played as a solo controller. However, I don't think Viper would even work well that way and that just insanely decreases her MAIN intented purpose which is being a cont/senti hybrid.

Another reason is that first of all, Viper's wall is straight which means she can't even cover chokepoints the same way as a controller like omen or astra would. And on top of that, she only has 1 dome smoke which can't be placed freely and she would need insane lineups to even do so which would be extremely inefficient.

Back to the viper wall thing, let's take Haven A for example, you wouldn't be able to set up smokes for Heaven and CT for your team with the wall unless you place it from like Back B or something which would take so long since viper needs to lurk there first, only then your teammates can go in with smokes.

Viper's smokes – primarily her wall, are best used in early parts of the round/initiation.

posted 2 months ago

2024 GE Bind...

posted 2 months ago

viper is already rlly good i don't think she needs buffs

posted 2 months ago

pt 3

posted 2 months ago

bump

posted 2 months ago

bump

posted 2 months ago

sanks

posted 2 months ago

thanks

posted 2 months ago

why tho

posted 2 months ago

give him 20 more smokes on top of that

posted 2 months ago

His smoke doesn't need to last longer, especially on defense — he's already a super strong agent on his own being able to stall with his smokes (that deafens) and mollies.

I already added the stun effect to his ult in point 7.

posted 2 months ago

(Skip to Paragraph 3 for main point)
After I posted my forum about how Controllers lack diversity in their smokes for being called a signature, it seems like the smokes part of their kit isn't being their main focus anymore despite it literally being their "signature" which is kinda ironic since all smokes are the same.

However, the majority of the replies were complaining about Miks' kit in general, how it's boring and uninspired so I'm here to give my OPINION on how Miks could be reworked in a way that would still suit his theme as a music-based controller whilst also making him somewhat viable and unique at the same time.

C - M-Pulse

  1. Concuss mode now turns it into a damage dealing molly instead of a Concuss that deals 15 damage per 0.5s and 30 damage on each pulse (2s according to wiki)

    By the first pulse, the enemy would have already taken 75 damage ((15 x 3) + 30 since there occurs 3 instances of 0.5 seconds before the fourth makes it 2 seconds where the big damage happens) which means an enemy with no shield can't half the spike whilst being in the molly for the full duration but an enemy with half/full shields can, though barely.)

  2. Left Click lets you throw it and it will start damaging/healing like usual. However, Right Click now lets you throw without it activating on landing where it stays idle until activated from anywhere by pressing "F". Switching between damaging and healing modes can be done by pressing C whilst having M-Pulse equipped. M-Pulse will be fully visible but won't give off any audio cue.

    Now Miks can be set up to lurk which would give him the option to be played as a Sentinel as well instead of being just a boring Controller/Initiator hybrid.
    .
    The reason why it's still visible is because the effect that M-Pulse gives does NOT need line of sight and can affect enemies through walls. Having it go invisible would make him too strong.

Q - Harmonize

  1. Miks will now be able to Harmonize with anyone from any distance as long as he's looking at them (even through walls) but won't receive the buffs himself unless done so.

    The infinite distance gives Miks the ability to play away from his teammates while still being able to initiate with the only downside being his lurks will be slower when played as a lurker. A downside which also applies to his team is when Miks casts the buffs onto himself, where he will be able to lurk faster though his teammates receive nothing.

E - Waveform

  1. Waveform will now deafen enemies who exit the smoke for 1.5 seconds while enemies in the smoke will be permanently deaf to footsteps and spike plant/defuse while gunshots and util audio will be muffled.

Waveform will now muffle outside audio to enemies in it, and audio inside the smoke will also be muffled to those outside of it. However, if 2 people are separated by the Waveform but neither are in it, the audio will still be as clear as usual.
(Suggested by kanyewestgaming)

Plays into his whole theme being related to sound while giving his smoke some use instead of being just a plain old smoke.

  1. Duration decreased from 16.75s to 14.25s.

    Smoke doesn't need to last that long considering it already has the power to stall with the deafen effect.

X - Bassquake

  1. While slowed and deafened, enemies that give off an audio cue will immediately be revealed in real-time for 0.5s.

    I really like this change because a lot of players already find this ult underwhelming due to the fact that enemies can still shoot accurately while slowed by this ult and I see this as an advantage so we have to balance things out by giving them a disadvantage as well.

  2. If enemies hit a wall while being pushed by the ult, they will get concussed.

    Better ult, what else can I say?

  3. Ult point increased from 7 to 8.

And that's pretty much it. If there are things that may seem overpowered/underpowered, feel free to give me feedback!!

posted 2 months ago
1 2 3 4 •• 63