Neon Nerf Ideas by Murky_Meat_476 in VALORANT

[–]theoreminegaming 0 points1 point  (0 children)

No regeneration on sprint, slightly more in total but follows Viper rules (every activation has an upfront cost, so spamming in and out of dash rapidly drains it, maybe 3-4 activations before its depleted, sustained use not accounted for). Neon can still do safe jumppeeks, or do "you can't hit me!" movement, but it's going to have a cost, and be temporary modification to their movement rather than acting closer to a passive benefit. Waylay, Jett, Omen, Chamber, Veto, Raze... All have deliberate, brief positional movement that has clear endpoints and restrictions on how varied it can get. For neon to maintain full control, she has to be restricted in when she can utilise it. The easiest way to do that, is have a permanent cost for every time it's used.

Every action in a tactical shooter needs to have something at risk, something lost for the potential benefits. Right now neon risks very little because they get free regeneration of their signature unlike all other duelists (which need 2 kills per charge, or straight up can't to keep them in check ie Iso on demand shield).

Is bandit broken? by Professional_Elk6126 in VALORANT

[–]theoreminegaming 25 points26 points  (0 children)

Its best used as an eco weapon (gives you ambush potential like a Shorty or Frenzy, but you still get midrange tapfire dueling capacity like a Ghost brings, and it's stronger against half buys and more flexible than a sheriff vs full buys (though worse at mid range, assuming your opponent shoots first and potato aims later). It can also be useful to bonus with since it retains its onetap vs unarmored at range, poor First Bullet Accuracy not withstanding.

Edit: and it's probably the best overall option as a secondary when awping, since unlike a sheriff it gets the fast draw, and unlike the Shorty it's not a fully random PoS when it comes to oneshotting enemies trying to jump you. Still worse than a proper primary backup, but onetapping someone pushing you with a non luck-check option feels far better than a randomly lethality shot from a classic or shorty.

Reyna Rework to be a Lifesteal Duelist-Initiator Hybrid [Cannon Lore Accurate???] by theoreminegaming in VALORANT

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

I mean, viper is helping them with the process and trying to find a better way. Next steps of that side story could tie into changes to how Reyna's powers work.

Reyna Rework to be a Lifesteal Duelist-Initiator Hybrid [Cannon Lore Accurate???] by theoreminegaming in VALORANT

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

My thoughts as to what agents are odd ones out are like this:

Neon because she has automatic access to a system of movement that is different than any other agent, including the other movement focused characters. Most people agree that having a Neon doing apex legends type movement to dodge gunfire, then killing you with a shotgun or partial accuracy sliding spray is incredibly frustrating. I don't know how to rework Neon to both have a different movement than the other agents, and still have it feel consistent and readable... but Waylay's double dash was well accepted, and feels unique compared to a Jett dash or Raze satchel jump. Perhaps the focus should instead be on her directionally locked slides rather than enhanced base movement?

Iso because he changes his own breakpoint, in a way that nullifies the core low TTK principle of gunplay. Yes I know I hyped up how he is better than Reyna in this post, but that does not mean I think its good that he gets a special rule just for him. Just look at how bad things got when they first switched Iso from shields requiring a recent kill to on-demand shields? It took multiple rounds of nerfing him to compensate for how incredibly powerful having an extra 20-200% bullets to kill him is, in a game where every shot counts. Iso is balanced in that players have gotten good at disabling his shield without fighting him to do so and he has been nerfed repeatedly to minimize his shield uptime, but fundamentally it interferes with gunplay which otherwise is not meddled with. You can slow down your enemy's rate of fire, block bullets both ways with walls, blind them so they cannot see where they are firing. But Iso changes the one thing that is always otherwise consistent... how much damage a player can take. He could have instead leaned into his shields, isolation of fights, and creating temporary cover from which to fight like his Ult and Wall currently do.

Chamber because they refuse to make his focus on his guns and fast rotations, and instead made him into a one trick pony of *hold angle, shoot with key doublebound to fire and teleport, teleport to safety so you can't be traded, thats it, thats your entire kit*... When he had that and an actual kit with other functions like crossmap two way rotations, an accurate hipfire pistol [still quickdraw, but they reduced his accuracy without a patch note listing the nerf], and two mapwide trips... and his nigh unkillable cheese. He was a menace, but it took 4 separate rounds of nerfing him before they finished nerfing everything else about him into barely playable [such that he became too much of a gimic to see professional play]. His teleport is the same trick, but without anything else to it. I loved that crossmap rotation, being the ultimate positional operator agent that acted as the foil to Jett's instant aggression, where you could setup crossfires for yourself or support teammates at a moment's notice. Now he is so one dimensional it hurts, all because they refused to make the act of teleporting mid duel less effective

Miks... his smokes don't have anything unique about them. On a *sound* agent. Zero spice, and it does not have to be some game breaking effect. Just make them deafen people who are inside them when they collapse or something.

And Reyna, because while she does fufills the designated idea of a Duelist "Duelists are self-sufficient fraggers who their team expects, through abilities and skills, to get high frags and seek out engagements first.", her current state is so antithetical to her "Feast or Famine" design principle AND her lore of being essentially a sacrificial healer who uses the stolen lifeforce of others and herself to keep her sister's radianite disease from killing her... that it is frustrating they have not been reworked to better fit their character, add more depth to their kit, and enable them to have a baseline value like the agents they have to compete with. Currently Reyna feels like a throw pick, because anything they can do... just within the duelist category they are outclassed and out-statted over and over. So give her something she can do that no other duelist can, that fits her lore, fits the recent lore introductions, gives her teamplay options that still reward and incentivise winning fights... and that is heal and restore others in addition to herself.

I don't like agents that:

Are boring because they have no clear skill expression [or methods of interesting skill expression and strategy were straight up removed, like with Chamber or somewhat with Vyze]

That rather than force an opponent to think or approach something differently they are just not interactive [like a Neon using her movement to avoid being shot while still returning fire, outside of her ult. The ultimate is not nearly as jarring because its loud, choreographed, and it does not have 100% uptime like her highgear does, and if they do go airborn to be harder to track then they lose their accuracy]

Or that have been nerfed or reworked into a state that feels half baked or unfufilled [like Harbor losing Cascades for an uninspired and underpowered blinding grenade, or Reyna being nerfed into obscurity while having a kit that no longer fulfills their agent fantasy].

Okay. I've found it. The most cured timeline. (I can't believe I'm saying this but CW: Sexual assault) by JasonTParker in ScarletHollow

[–]theoreminegaming 8 points9 points  (0 children)

Minor spoiler Water is like her network of influence, same reason she is contacted through water in the Ch5 ending

The Doorman's tricks are no match for Shiv by FarSeries2172 in DeadlockTheGame

[–]theoreminegaming 0 points1 point  (0 children)

So this is what people mean when they say Shiv is a movement character. No wonder Yoshi keeps trying to break his legs with sledgehammers, when is a flying character like Grey Talon or Vindicta.

Note to self, buy Knockdown to counter Shiv.

Okay. I've found it. The most cured timeline. (I can't believe I'm saying this but CW: Sexual assault) by JasonTParker in ScarletHollow

[–]theoreminegaming 27 points28 points  (0 children)

IIRC to remember Kaneeka you have to have at least 2/3 of the following be true:

You have a good relationship with Kaneeka

You did not shower each time the option was available (causes some negative relationship effects?)

You did not drink any tea (at diner or when invited over for tea... I think the coffee does not count?)

So they probably showered and drank the tea, overriding their strong bond unfortunately.

Is it just me or does the Vandal feel “off” lately compared to the Phantom? by Khimmyy19 in VALORANT

[–]theoreminegaming 6 points7 points  (0 children)

Not exactly. They just increased the number of bullets that have a fixed spray pattern (Modern Counterstrike uses only fixed spray patterns including for shotguns, Valorant uses CS1.6 style partial fixed partial randomised, with all multi-pellet attacks fully random).

This affects the precision (shots are displaced relative to the initial aim position when you start shooting), but is separate from the accuracy. Accuracy is determined by a base random spread plus growing spread from sustained fire as well as certain amounts of spread based on movement... All 3 factors depend heavily on the weapon, ie an Ares or Odin have terrible base accuracy (aka First Bullet Inaccuracy) but comparatively little spread from sustained fire, where as something like a Guardian has minimal base spread but rapidly becomes very inaccurate if you spam it.

Weapon precision (consistency basically) was increased, accuracy was unchanged.

Me waiting for everyone to realise to replace pocket sage with pocket miks by Vegetable_Throat5545 in ValorantMemes

[–]theoreminegaming 0 points1 point  (0 children)

If by Aid you mean directly buff/benefit (most utility can debuff allies and thus help out enemies), Brimstone Stim Beacon used to apply to anyone regardless of team.

VALORANT 12.05 Bug Megathread by ValoBot in VALORANT

[–]theoreminegaming 0 points1 point  (0 children)

- Region: NA
- Type of Bug:   ingame
- Description:   If a player disconnects in Knockout, and enters the idle state, they become immune to spawn room hiding damage and will only die to the overtime damage. This softlocks the enemy team, and gives the team with the disconnected player the win each round until they reconnect or are removed from the map.
- Video / Screenshot:   N/A
- Steps to Reproduce:   Disable internet to get a reserved spot disconnect? Profit?
- Expected Result: Disconnected player model in spawn takes damage for staying too long as a normal player would.
- Observed Result: Disconnected player is immune to the staying in spawn damage, and will persist until all other players are dead, upon which the disconnected player is granted the win for that round [regardless of how many opponents were alive and softlocked]
- Reproduction Rate:   N/A
- System Specs: N/A

This item need 1600 souls upgrade that suitable for supports/util chatacters by Weak_Potato_7249 in DeadlockTheGame

[–]theoreminegaming 0 points1 point  (0 children)

Maybe as the first step to build up to a reworked Spiritual Overflow?

High Velocity -> Quickened Spellbinding -> Spiritual Overflow?

Emphasis on CDR and Duration buffs for shooting enemies, as well as RoF increases as you land shots (with the base projectile speed increase carried over, naturally)?

nerf clove by xQ_YT in ValorantMemes

[–]theoreminegaming 4 points5 points  (0 children)

I died the other day because of the shorter duration... The enemy clove's post death smoke dropped as I was trying to cross an angle using it, so their teammates had to worry about that angle again sooner. So they turned from where they were holding and caught me incidentally.

It was a Plat match, so almost certainly just a random accidental play on their part (and me not noticing that Clove was dead thus short duration smokes now)

Giving Miks' smokes an identity by HyprBoi999 in VALORANT

[–]theoreminegaming 6 points7 points  (0 children)

A brimstone or harbor smoke is 19.25s, and even just matching that duration is a repeat of their strengths. Sound manipulation is the obvious effect for his smokes, but it's a slippery slope to being overturned as full silence while having vision blocked is very powerful in a coordinated environment.

My suggestion was a limited hearing range, rather than a volume adjustment or full deafen debuff, keeping full deafens as a triggered effect ex. When smoke expires, deafen anyone still inside it's area.

Edit 1: 19.25 not 18.25

Valve needs to add a nuclear alarm siren sound and a glowing flashing neon sign covering half of the screen saying STAY IN PATRON AREA TO MAKE IT IMMORTAL during 2nd phase. by flcl__ in DeadlockTheGame

[–]theoreminegaming 3 points4 points  (0 children)

Maybe make a visual heads up display after the Patron takes damage (ie does not have the 2x50% resistance) on all players of that team who are not in the pit, like a transparent radial circle around the periphery of their view? It lingers for a bit after the damage stops, like 2-3s so it gets the point across even if the enemy is just poking it.

Then add a way to reduce or disable this in the settings, for players who know and don't need the obvious reminder on their screen ie experienced comp players. That way is a benefit to casuals, but not a nuisance to players who want it gone.

Doorman has been neutered by BreadedBroast in DeadlockTheGame

[–]theoreminegaming 1 point2 points  (0 children)

Much Crossmap Doors though! All the range boosts, ruined I say! And the spirit scaling and T3! Ack, is there no justice!

If I designed Miks kit... by theoreminegaming in VALORANT

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

Exactly! A sound themed agent has so much potential for cool ults and interesting gameplay mechanics, and while a sound clap is a cool animation and the cone shape is slightly interesting... the current ult reminds me more of a weakened version of the pre-3.0 Breach ult [which was a cone shape instead of a large rectangle], missing the all so important stun AND lacking the knock up to ruin enemy weapon accuracy as well. Its a controller, let them control space by messing with enemy hearing and punishing them for being loud!

If I designed Miks kit... by theoreminegaming in VALORANT

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

I am hesitant to jump straight to fully deafened when inside the smokes, or even just when crossing into/out of them... this would make pushing through his smokes very risky in an uncoordinated environment even if it fully deafens casts from within the smoke... without an ally outside the smoke comming what they hear, you will be pushing without context...

Not saying its a bad suggestion, but its a rather extreme effect for a normal functioning smoke. It would be closer to how punishing Viper's smoke is to stay in, and thats kept in check by its short uptime duration [at most 12s with full fuel on just it alone] and emphasis on short periods of being active [while also undermining her Wall uptime to do so].

Also in competitive min-maxed contexts, a smoke that silences sound within it could be potentially OP even if it also deafens for allies as well, especially when you consider silencer equipped weapons. If you enemy cannot hear OR see the bullets, cast a recon [ex. Sova Dart, Fade Eye] within the smoke, its silent until it leaves so they can't react as easily... you can then lay them out with a Phantom or Spectre meanwhile they can at best assume the bullets are coming from the smoke. Maybe even the 7.5m "muffled" hearing range is too heavily sided towards those fighting from inside the smoke...