Are Chamber's NERFS actually good? Here's what the PROS think

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#shorts #valorant #chamber #esports

Chamber has been in Valorant for 6 months and everyone and their mothers have slowly but surely realized…

This guy is a LITTLE bit too good. And it seems Riot heard the complaints, put their foot down, and made some changes — it’s just that those changes… they’re not quite… it.

And what do the pros think?

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"sentinels are kinda shit*

people who literally duelist with them:
👁️👄👁️

TheRealsNiperz
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if they wanted to nerf the trips i def wouldnt take 1 trip away from him 💀💀

monumii
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I believe it ties in well with their other statement, that they have no problem with certain characters being way stronger with the OP than others. They want to have Chamber as an OP OP user, but want teams to suffer in other areas when picking him.

rolaca
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The main thing about his abilitys are the guns itself tbh. You need to use those guns that he has in his ability to hold the site. When things get out of hand he has a tp to run away, it's basically up to if you could hold it with his guns or not. He doesn't have anything that would help him push a site like a stun or a dash or a rush.

soratoru
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What they should have done is this

Change anchor range
Change anchor distance range
Increase the CD of when you tp, pick up your tps, and when they get broken (Broken tp = 45 secs, Used TP = 35 secs, picked up tp without use= 25 secs)
Either decrease the slow of the chamber op or decrease the rof. those all would have been better nerfs than just removing one trip. because that isn't even what made him opressive.

smogs
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If they decreased the f*ckin range on it then maybe it would be that op

jinxed
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Good changes, now his ability to play defensively is through smart positioning and sniper like aim. It also forces pro teams to choose the information gathering sentinels if that's what they want

If you think that doesn't count as a sentinel, then how come sage is considered one despite having zero information gathering tools? I like to think the role is able to be more flexible and personalized past 'healing/area control or info gathering' ♡

If you don't like the change I fully understand btw

majesty_viry
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Literally just give kj 1 extra alarmbot but somwhat weaker, maybe increase sage wall from 4 bars to 5 (making it longer but has the same hit points), or maybe make cypher cages slow again or something. Riot, do something different to other sentinels would make pros pick them than chamber all the time. also, chamber is literally a duelist now lol. I can entry better than a jett on a pistol round thanks to my mini guardian.

HotTakePH
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I think it makes sense with what they said earlier. Picking a character who can use Op should come with a tradeoff. Now he us not so good of a sentinel, but can use Op. As a chamber main, it makes sense

deadded
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Did u guys even read what riot posted in the patch notes? A sentinel does not need to have flank watching gadgets to be a sentinel, Sage being a prime example. This nerf makes perfect sense as Chamber was good at OP wielding and info gathering. Removing 1 trip makes him more of an OP wielder rather than an info hoarder. Bear in mind, this just makes him a different type of sentinel, not a duelist.

saimayank
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well. I could write my entire article again, but instead, Im just gonna copypaste it cause I dont wanna.

So. This is gonna be a pretty long one.

Hear me out...There is some more thought behind these Chamber nerfs than we actually see at first glance. I personally still dont think the changes are good, and still think that hes gonna be too strong, but theyre a nice start.

First: What did Riot want to do with these changes. Not being lazy patching the most broken agent in a game with millions of people all around the world playing it, which wouldnt make any sense financially, and it would only hurt their reputation, definetely not. I think what Riot wanted to do with those changes was making him more unique compared to other sentinels, so that he becomes more of a niche pick instead of something every team needs to have, like sage, who is very unique in terms of her sentinel abilities.

Also, we heard from themselves that they want agents to be unique, and that theyre fine with some agents being better at the op than others. Thats exactly what Chamber does. What I think what their thought process behind these nerfs was that theyre making the trip aspect weaker, which, for some reason, people think that that is the only thing that makes a sentinel. NO.

A sentinel makes a sentinel, that they can lockdown a certain are of the map, for example by sage slows and walls, or in case of chamber, by himself. What do I mean like that? Well, Chamber has the ability to op, as we all probably know.

The issue with that is, that the op is a great tool to use as a sentinel, it does the exact job as a sentinel does on defense. So yes, Jett op on defense is playing Jett like a sentinel. In fact, Jetts actually pretty close to sentinel in terms of character design, but Im not gonna get too much into that.

Back to Chamber. For example, c on haven. You can have 2 cypher trips, cages, and a cam set up. Or you can have a chamber with his tp and a 4700 credit op in his hands on top of the box. People dont realise is that his tp op combination on defense, is exactly what a sentinel is. Not a duelist, were all stuck with the playing op on defense is a duelist thing cause of Jett, but its not.

Second: Why is it not gonna solve the issue with Chamber being too strong? Well they made him more unique, and they certainly nerfed his trips, BUT they did nothing, absolutely nothing about the oping chamber, which, as I stated earlier, is what makes him so strong.

Chamber can lockdown so hard with just this one gun, that it makes all other sentinels not worth picking at all. Not to mention that the other sentinels are really really bad right now, and desperately need buffs, while chamber has a unique way of locking down a site, has a trip for info and stalling as well as basically being the perfect eco character.

Chamber has just too much going for him, and they nerfed one aspect, and made him more niche that way, but didnt touch what makes him stand out over the others so much. His tp and the op that comes with it.

Third: How would you change it so that hes more balanced? Well, I have absolutely no idea. Nerfing his tp would absolutely break the character if its tp speed, and any other change would not hurt him at all. Ive seen quite a lot of ideas for that, but something like if you recall the anchor while its already recharging, then it resets to 20 seconds, or make it 25 seconds, but I think these would not do that much to the characters broken aspect, the fact to lockdown with the tp and an op.

But I mean, if you have any ideas on how youd make it better, write them down to me I'll maybe edit them in. Also congrats on reading this, just wanted to write down what I wanted to say about so much hate on the chamber nerfs.


There you go.

DualityofLife
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the change might even be a buff in some cases with the bigger range making for some insane setups

RealPrxy
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All they needed to do was just lower its detection range and i am sure everyone would have been happy

scaletta
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They should give killjoys alarm bot a decent range buff. It's hard to watch flank with it because by the time you are on site on most maps it will be out of range

dec
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I find this pretty good, cuz if u have an escape button you only need one trip so you agro one side and trip the other

nadjib-zed
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I feel like they took too much from him. Maybe if they keep the one trip but allow him to pull back his trip like he can do pre round or if not pre round but like cypher and his trips. I find it annoying now when I have a trip for flank but we rotate and I could use that trip to help out on site or get a better more precise idea on my flank.

backsitebarry
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People need to get it out of their heads and stop trying to pigeonhole chamber to be a Kj, cypher-style sentinel. Chamber does not lock down sites he locks down sightlines he is not a traditional sentinel. Even if you nerf slow or radius that doesn't change anything as he still has massive map coverage. When you are picking chamber, you must give up consistent defensive tools and become the sentinel tool. Chamber is not a duelist. He does not have the tools to create that space. He is a sentinel before a duelist because he can aggressively contest space. If you nerf his guns that take away from his identity, chamber having 2 trips takes away from other sentinel identities.

toastedmarsh
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The only way to balance out sentinels is by buffing others like remove the range or increase it for kjs bots, make the alarmbot tag enemies faster, and fix the turrets bugs cuz it can often see through smokes, or atleast make its bullet tracers more trackable so we can shoot it out even if its hidden, cypher trips could have some more hp, his tags could use more pings or faster pings atleast for the ult, instead of a dun dun it should be a du dun du dun, and like fades ult it should show the traces of where they ran by keeping the holograms linger longer, or maybe buff it so if we tag someone we can see their heat map like a sova recon if we use cyphers cam to see it, normally it should be the same, for sage make the wall smaller but give it more partitions, for chamber just dont give him info if his trademark is broken unless he checks map so no audio cues and give him back 2 trademarks.

judson
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But to be fair with the other sentinels when we compare chambers trip with cyphers tripwire or killjoy’s alarmbot, his trip is kinda op. Maybe they just need to buff other sentinels instead

MrDodge
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When you think about it the nerf is justified because when you nerf a part of chamber's kit other than the trips then he would probably be another sentinel that gets recon and we already have that with Cypher. Riot wants him to become the Operator agent that defends a site at an offensive angle.

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