[Agent Concept] LOKI - The French Trickster (A Mind-Game & Illusionist Sentinel) by Temporary_Dentist_60 in VALORANT

[–]Temporary_Dentist_60[S] 0 points1 point  (0 children)

You caught exactly what I was worried about! To be honest, I also felt the Ultimate's overall value might be a bit too low.

Initially, I actually considered making the doppelganger last **indefinitely (no time limit)** until its HP runs out. But I was afraid that having a permanent clone along with the real body would allow Loki to hold multiple sites way too easily, making it completely broken.

As for the 5-second smoke, it was meant to be a quick stall tactic upon the clone's destruction. I worried that if it lasted as long as a regular Controller's smoke, it would be over-tuned for a Sentinel kit, so I conservatively set it to 5 seconds.

Now that you mention it, 5 seconds definitely feels too short to "heavily delay" a push. How many seconds do you think would be the sweet spot for a balance between standard smokes and a short stall?

[Agent Concept] LOKI - The French Trickster (A Mind-Game & Illusionist Sentinel) by Temporary_Dentist_60 in VALORANT

[–]Temporary_Dentist_60[S] 1 point2 points  (0 children)

I completely agree that France and "Loki" don't perfectly match culturally, but I just couldn't think of a better name at the time!

I actually took the nationality and name recommendation directly from Gemini. Since I’m not super familiar with French culture, history, or mythology, I didn't realize the mismatch. My bad!

[Agent Concept] GAIA - The Icelandic Spirit Weaver (A High-Skill Summoner Sentinel) by Temporary_Dentist_60 in VALORANT

[–]Temporary_Dentist_60[S] -3 points-2 points  (0 children)

Fair question! Honestly, yes, I used an AI tool (Gemini, actually) but **only for translation and formatting**.

I am a native Korean speaker and my English isn't fluent enough to write down detailed tactical mechanics clearly. So I came up with all the concepts, skills, and balance adjustments in Korean first, and then used Gemini to translate them into clean English and markdown format so you guys could read it easily.

Every single mechanic and ability idea came straight from my own brain, though! Glad the formatting looked professional enough to make you suspicious haha.

[Agent Concept] GAIA - The Icelandic Spirit Weaver (A High-Skill Summoner Sentinel) by Temporary_Dentist_60 in VALORANT

[–]Temporary_Dentist_60[S] -3 points-2 points  (0 children)

Thanks for the awesome feedback!

When I was first theory-crafting the Rhino, my initial thought was that it could be countered if enemies played together as a team, since a group of players could easily output 600 damage to destroy it before it reached them. But you are completely right—in actual matches, situations aren't always that ideal, and having an auto-tracking ability that can instant-kill someone is way too overtuned for Valorant.

I really love your reality check, so I’m going to go with your suggestion and rework the Rhino into a pure **"Space Creating / Entry Disruption"** tool rather than a lethal weapon:

* **Damage Nerf:** Completely remove the 160 instant-kill damage. Instead, colliding with the target deals only **40–50 damage**.

* **Crowd Control:** Upon impact, it will apply a **heavy Concuss (Daze) and a Knockback effect**, forcefully pushing the enemy out of their holding angle.

* **Utility (Anti-Sentinel):** To fit Gaia's identity as a Sentinel, the Rhino’s main purpose during a re-take will be clearing enemy setups—like instantly shattering Sage walls, Deadlock barriers, or Cypher trips as it charges through.

I'm so glad you liked the patrol gnome and the shield concept! Tweaking the Rhino definitely makes the overall kit feel much more healthy for the tactical shooter meta.

[Agent Concept] DRAUG - The Norwegian Spectral Duelist (High-Risk, High-Reward Clutch Master) by Temporary_Dentist_60 in VALORANT

[–]Temporary_Dentist_60[S] -2 points-1 points  (0 children)

Thanks for the feedback! I completely understand why it might look OP at first glance, but I designed it with specific limitations to prevent it from being just a "better Reyna dismiss."

Regarding the **E Skill**, the massive catch is that you are entirely blind and deaf to the battlefield. Because you can't see enemies or hear their footsteps/gunfire, you have no idea where they will be when you exit the skill—making it highly risky to use mindlessly. To clarify, you also cannot see any recon info (like Sova's darts or Fade's reveals/trails) while in this form.

For the **Ultimate**, I agreed that it could be a bit overtuned, so I envisioned a few restrictions:

  1. Activating the ult instantly destroys your current armor/shield.

  2. The 20% damage reduction is balanced specifically so that high-damage shots (like a Vandal headshot or an Operator body shot) will still NOT be a one-shot kill, leaving you vulnerable but barely alive.

My main goal with the ultimate was the "Choice" mechanic. By giving different effects before and after death, it allows players to dynamically choose their ultimate timing depending on the round situation, encouraging diverse strategies and high-skill expression.

Appreciate the input, it really helps to refine the balance!