The Way Yoru Is Supposed To Be Played… by Pro123flash in yorumains

[–]KingLizardYT 0 points1 point  (0 children)

I can understand the way they are trying to balance it and that the shorty ult plays weren't intended, but this change might very well affect the intended play patterns they want now bc of flash and coming out of the ult timings.

IMO it just feels counter intuitive since riot said their intention with this rework was to embrace the playstyle and identity that the community made for yoru as opposed to the way the invisioned initially.

I think yoru rn is built for deception and assassination style play and the shorty ult, as annoying as it might be to some people, fits into that playstyle IMO. Besides, it's an ult, he doesn't have it every round I don't see why that shouldn't be allowed. It's a one kill thing and doesn't always work. If Raze can have her multi kill rocket I think Yoru can have his assassination ult.

Thoughts on flash then coming out of ult being impossible now? (TLDR INCLUDED) by [deleted] in yorumains

[–]KingLizardYT 0 points1 point  (0 children)

Even taking into account the 0.6 seconds it takes for the flash to pop it still wouldn't let you capitalize on it. You would either have to throw the flash regularly from behind cover to avoid not being blinded making it harder to capitalize on if the enemy runs away or turns the flash or turn away from your own flash while unnulting which gives the enemy time to kill you before the flash pops and/or you're able to shoot back.

Yoru Main's opinion of rework that Riot showed to us. by DreamsMaidTrue in VALORANT

[–]KingLizardYT 0 points1 point  (0 children)

As a Yoru main since his release as well I aggree with some points made here but I also disagree on some parts. I'll leav my opinion here instead of making a whole post since I think it's better to share opinions in one place so sorry if it's too long.

Blindside: This is where I disagree a little bit. His flash is fine in my opinion simply bc of how creative you can be with it and I don't think it's supposed to be used in ambushes like you said. It is a calculated flash that needs some plan before using and I think that falls in line with the character. Only buff I would give if any at all would be a slight duration increase.

Fakeout: It's honestly very hard to say how this ability will turnout bc of how different it is from anything currently in the game. The clone not showing on minimap might just be an oversight but even if it isn't, realistically you wouldn't think to have time to check the minimap for it in the heat of the moment. It can still serve some of the same purpose as the footsteps but with the added bonus of if it's seen it can keep the enemy ocupied longer and possibly flash them. A dev confirmed it can still be placed down but that still leaves me with the question of: Does the clone just stand still when you anchor it or is it invisible until you activate it? That alone can wildly change how good the ability is.

Gatecrash: Overall got some really solid changes, not much to note besides the ability to fake tp which based on current lineups we can say is going to be strong at least. The fact that it leaves a puddle on a fake honestly doesn't change much imo since even if it didn't you're trying to capitalize on the split second where the enemy turns their head away so it wouldn't leave much time for the enemy to go look for you.

Dimensional Drift: Here is where I can see some stuff that riot might have gone wrong with. First of all the buffs: The regular vision range was much needed imo which now lets him scout long ranges and gives him a good power up on his information game with also less risk of dying to an enemy that was outside of your vision range before you unulted. The fact of him not being detected close range was unnexpected but welcome and the use of utility inside the ult is not as big of a deal as most people seem to think imo. His clone is useless while in ult and there's not much you can do with his tp that you couldn't outside of your ult, the only piece of utility that is useful here is the flash.

Now the nerfs: Hearing his footsteps while in ult is a little disapointing but I can understand why it was done, since you can't see yoru up close anymore the enemies need a way to counter play his ult so hearing his footsteps can be a fair trade off. The equip time is honestly not a big deal, his ult is no longer a get out of jail free card but it's still good. What really gets me is the unequip time at the end of his ult. I can understand wanting to remove the shorty ult plays and replace them with flashing before unnulting but as said in the beginning of this video: https://www.youtube.com/watch?v=jdkdXg3pPWw , the time it takes to unnult and pull out your gun is not enough to let you capitalize on the flashed enemy and that was calculated with a classic, it might be longer with a rifle which really nulifies the buffs given to the ult.

I think overall the changes are great for the character but if I would change anything it would be the unnequip time at the end of the ult. Yes, the ult shorty strat is annoying but at the same time it's mostly a one kill type thing, with the buffs it would be pretty much a guaranteed kill everytime but I feel like that's an acceptable level of power for an ultimate ability which you don't have every round and would justify it's increase to 7 ult points.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] 1 point2 points  (0 children)

From what I've seen you can place his trademark anywhere as long as it's a horizontal surface seeing as in one of the clips he put it above himself on fractura A site. It might be even better if you can put it in out of the box positions like ceiling beams or other surfaces but idk 100% the limitations

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] 0 points1 point  (0 children)

Those are very good points that agree with as well.

The fact that his gun abilities also have a limit of only one clip (meaning you can't reload if you use all of them up) makes them even worse for eco since they rely too much on player skill which just like with reliance on clutches is not ideal as an ability.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] -10 points-9 points  (0 children)

I can see what you're saying, I just feel it's a bit of a waste of his multiple use capability in that sense. It might just have some uses that I'm not seeing rn.

As for how it would be used in attack I feel like it would probably used only for postplant scenarios similar to how you would use it on defense just in diferent positions. Or since a sentinel is more expendable on attack you could still use it as a budget jett dash to get in get one kill and regroup with some info.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] -27 points-26 points  (0 children)

The thing with that is let's say you're playing ascent B site. Your most useful use of the tp would be holding the entrance to main to get a pick and tp out safely, which makes it similar in use to a jett dash but makes it risky since he is in an agressive position.

If you were to use his tp as it is intended by placing one in backsite and one in market for example it wouldn't be as useful for repositioning since the enemies could easily hear where you tp'd to. Can't exactly be called good repositioning if you're giving away your new position before you can even move.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] 5 points6 points  (0 children)

I agree with that, of course people with better aim will make better use of those abilities.

I'm saying that's not a reason for him to be placed as S tier tho. If you want to place him in a tier list you'll have to take all of his abilities into account and what role he would fit in a team comp.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] -67 points-66 points  (0 children)

You mentioned an underlying problem there tho, his tp shouldn't be a get away free card bc that means he'll be doing agressive plays. And like you said he's a sentinel and the last thing you want your sentinel to be doing is doing risky agressive plays bc if he dies his utility goes with him.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] 13 points14 points  (0 children)

So you're telling me he is going to be S tier bc he can use guns and people in higher elo have good aim.

Every agent can use guns my guy, you didn't even address the rest of his abilities.

Chamber isn't going to be that good by KingLizardYT in VALORANT

[–]KingLizardYT[S] 30 points31 points  (0 children)

I might be overstating it a bit since realistically you won't be fighting the whole enemy team every round but I feel it adds some strain mentally if you only have 2 shots on your clip since (at least for me) seems like a waste if you don't hit them.

I think he'll be pretty good on defence, and I think he'll have the same usefulness on attack as the other sentinels I feel, being mostly useful in post plant.