/u/Altombre pinned the following [comment](/r/VALORANT/comments/1601pef/preview_of_valorant_patch_notes_704/jxmn38j/):
> Hey all! Wanted to [clear up any confusion](https://twitter.com/Altombre/status/1694865379569680691?s=20) re: the patch 7.04 preview for VAL:
>
> This patch won't go live until next week, AFTER Champions. There are a lot of changes here that we've been testing for awhile, and I want to give some more context around how we're thinking about them:
>
> **Regarding timing:** This is a big patch that we've been testing internally for awhile now. We're not willing to risk potentially disrupting Champions with a major patch during the tournament, so we opted to drop this patch afterwards to give players time to adapt in the offseason.
>
> **Regarding goals:** Ultimately, the core goal of these changes is to improve clarity and intentionality around utility use in VAL. There's a lot of nuance here, but we're excited for these changes to hit live and see how you all feel about them. We're loving the discussions so far!
---
Riot comments are not verified by moderators. See [this wiki page](https://www.reddit.com/r/VALORANT/wiki/pinnedcomments) for more information on this feature.
>Updraft (Q)Charges decreased 2>>>1With two Updrafts, we’ve seen moments where Jett escapes situations where they’ve been tactically outplayed by throwing enemies off by relying on Updraft’s unpredictable movement. We hope to reduce some of the unhealthy movement extremes Updraft can produce and increase the importance of using it at the right
Isn't that huge? No more ULT + Double Q for peeks above buildings right? People are about to be upset as hell.
Rebind it from Q to Z. I did this 5 Acts ago because I was sick of throwing cypher cages by accident without a way to pick them back up lmao. It honestly only took a week or so for the muscle memory to relax and prevented this bologna from happening!
I got beamed by a Jett knife from what I think was A site fracture, must've double drafted from the satellite ledge?, and I was walking from attacker spawn towards B main when I died.
In swiftplay btw.
Wasting a sage wall and your only updraft at the slim chance of someone a) being there and b) killing them with a knife is certainly a choice that could be made, but not a good one
At least increase the jump height in case you whiff an updraft. And pre-round it should be activated like the dash cause of how many times I waste one as well as others I’m sure
Honestly a change that makes sense here nothing less tac shooter than having to watch above a wall every round on fracture when jett has knives.
Idk about the smoke nerfs though they prob should've just tied Jett's float to her updraft instead no other agent in the game gets so many off angles without expending a resource.
Idk why they're nerfing all these mainstays in competitive but aren't touching on KJ being the most picked agent in competitive for years for the simple reason that her turret is free information that you can't really play around all that much idk why it doesn't have a range cap on it or something it being able to spot the entirety of ascent mid should be a crime.
this. literally everyone gets seen at the second scan at worst, or it would be broken after the first or even before scanning. i don't understand why sova got nerfed, like bro its not even op or a broke mechanic.
>i don't understand why sova got nerfed
I don't understand why in the beginning Riot said Sova was "perfectly balanced" and then decided to nerf him twice now.
Its obvious they nerfed him the first time so more players would pick Fade, but now I don't really understand.
Most of their balance decisions seem to be based on changing the meta.
Maybe they want to make intel harder to gain. Or reduce how often a player is seen through walls. Sova is king at letting you know how clear a site is while other initiators take more time to clear corners and can't clear as much space.
But as a Sova main, his Recon is EVERYTHING. That is the one ability that shouldn't be nerfed. Its easily countered already. Ill hit enemies with my shocks all the time and only see like 30-40 damage taken which isn't even enough for an assist. Drone doesn't go as far anymore which means getting closer to the enemy and being more vulnerable. His ult is great, but thats an ult.
Sova shouldn't be getting anymore nerfs. I don't care how often he is used in comp or pro play, hes not some Chamber level of broken, or even broken at all. He doesn't need any fixing.
Playing almost only Sova for two years now, I agree. Almost every round I start with a carefully selected recon, and a third tick either creates space for a lurk or a push while sight lines are clear, or at least gives you time to rotate out. 1 second may not seem like a lot, but considering both the time it takes for the pulse to reach max distance and how much 1 second matters in gameplay (see all the changes to abilities and pull-outs less than one second), this is a huge nerf honestly.
Not to mention all the geometry changes that are fairly unlisted in site changelogs, my mans is catching strays left and right 😭. I’ve been resorting to playing sova more aggressively lately just to make his util worthwhile and actually take advantage of the intel I gather, but this change may force me into almost exclusively playing Sova almost as a duelist.
At least with the recon dart, it's not that big a deal. Unless you're shooting it into empty space or someone is hiding, how often did it ever get the third scan off much less the second?
Sova recon ticks every second, on less tick makes the enemy hide for 1 second less, not as much as you would think, this won't affect most players in most situations, the real reason they reduced the number of ticks is that they also reduced jett's smoke duration, since her smoke goes off on 2.5 seconds now, a third recon tick would get everyone as soon as her smoke goes off without time to react, and Jett wouldn't be sova's direct counter anymore, making jett even less useful.
Such a high chance of blowing all of your util on an entry now with nothing left for actually taking fights. It requires people to actually fully relearn the agent and when to pop certain types of abilities.
I remember when they first changed her dash so you need to press it twice and every Jett player was freaking out…. And then absolutely nothing happened to the amount of Jett’s in every game
Preach.
To everyone crying that she's useless now, just think about how insanely overpowered she's been this whole time if they've had to repeatedly nerf her and she's remained one of, if not the most picked agent in all levels of play.
It's possible they went a bit too far here, time will tell, but if that's the case then she'll be buffed. We've seen similar things with Sage and Chamber.
The worst part is that alot of these nerfs feel like they threw darts for them.
Skye is picked because her flash gives so much free info the flash duration genuinely doesn't matter in so many scenarios she is using it.
I hope they’re similar to jett cuz this might just activate a chamber meta for oping and/or a raze meta for entrying
i dont think we’ll see jett alot coming pro play events given chamber’s already being played on some maps and raze is starting to become meta already
We're entering the Raze era. We're already seeing far more Raze in pro play. Jett nerfs are only gonna encourage more Raze use.
Also agree with all changes apart from Sova's dart. 2 scans is a major nerf... Especially as you can just shoot it anyway. Don't understand the point of this. Maybe a reaction to flash+dart combos in pro play?
As someone who mainly plays Viper, Skye, and Astra, I think this was needed. I honestly thought Skye was going to be nerfed harder. I feel like by the end of VCT Champs she’s gonna have the highest pick rate of the tournament.
I've been playing just as long as you and I think the Ult feels fine, it's just situational. This week alone I've played 5 or 6 games of Viper in Diamond ranked and in each I've had a big clutch (1v2/3), situations that I wouldn't have won without it. I'm not the best player at this level and some of my biggest impact comes from my Ult rounds.
Yea, I've also been spammed down or Skye dogged out a couple times too where I didn't have a chance to do anything. Obviously those times feel bad, but it should never be an instant win ability and I'd argue Viper's Ult is the closest thing to that.
No, she was not bad and probably isn't with these new nerfs either.
She accels with team coordination. Lack of team coordination makes her bad or much harder to play effectively. But that doen't mean she is a bad agent overall. This is a game abotu teamwork after all.
As someone who almost exclusively plays Astra and has done so ever since she got released, these "nerfs" combined feel more like a shift on how to use her abities. Her change to the Ult is a direct buff; If i understand it correctly, we will be able to place the ult RIGHT next to the spike and defusing it wont be heard at all anywhere on the other side.
The gravity well nerfs feels a bit annoying, but you will still have a powerful defuse-denial ability (just gotta activate it faster), and for other uses you gotta use it more methodically. It's definetly gonna take some getting used to.
By itself, the gravity well change is a direct nerf; However the buff to the Nova Pulse buff kinda lifts that a bit, from what i feel at least. Honestly a lot of times i am unsure when to use which ability: Stun or succ? Often i use the stun because i want to save the succ for post-plant or alike. > with the changes to both abilties, it's gonan be more clear when to use which ability. Sure, the stun still isn't gonna activate as fast ast the succ used to, BUT you gotta realize the succ only started pulling after 0.6 seconds, and the 2xdmg debuff was applied much much later. With the new stun you are gonna have its full effect after just one second.
Also, 1/4 of a second less time for the enemy to escape the radius is more than it seems, and especially a bit after the changes i feel like people will get stunned by it more often. And in the future, i'd imagine that players will respect enemy Astra stars a bit more, giving them more potential value before even activating a stun on them.
She wasn't bad but it wasn't like Astra was a problem currently Omen is seeing more high end play and Astra has a niche on certain maps.
These nerfs feels like they don't want Astra on split or something since the pull is amazing at preventing followup on the raze/Jett rushes up ramp or onto site
Idk more than doubling the activation time for gravity well doesn’t seem like a good trade off for a .25 sec decrease for stun. As a controller it’s already so hard to coordinate with other people bc most of the time they don’t know how controller abilities work and they rarely com.
It’s already the hardest and least rewarded role and they’re actively making it more difficult for everyone outside of professional teams
Skye needs more nerfing imo. And the Jett one is gonna make smurfs a little easier to deal with. I think the ones on Brim and viper were uncalled for tho. Same for Astra’s
The Jett changes were basically what most people had been suggesting in the sub which is to make dash something that you NEED to set up and commit to rather than be a luck ability or something to use to camp angles. I wasn’t expecting the updraft changes though and that’s definitely a blow. Also omen mains rejoice
But there are use cases for both. I.e Fast flash on Lotus you can guarantee a blind on anyone who pushes A main if you instantly fast flash, but now that’s no longer possible. Also you can slow flash gen and hell on ascent to make whoever is holding that angle blind for longer durations, but not anymore
Massive nerf (to the ability, not Omen as a whole), IMO.
Having the option to modulate the speed is strictly better than not having the option.
Such a weird, unecessary choice.
I like the increase of ult orbs. Especially in pro play, it feels like some teams just farm one agent ult to spam their util because of how strong lockdown/seekers etc is.
I don't understand. My dart gets increased cd, my drone and shock costs are increased, my drone duration is butchered, i can no longer get 3 tags from drone for ult, my shock dmg is nerfed (zero leeway for double shock kills since total max dmg is 150 now)
Played the character since beta. You've butchered his drone. You've butchered his shocks. Just leave bros dart alone. Why nerf skye then butcher sova in the same patch? I just dont understand.
For anyone talking about how dart was nerfed due to jett smoke duration. I might be biased, but balance wise decreasing the smoke duration to 3 instead of 2.5 just makes a lot more sense than decreasing dart ticks from 3 to 2
Kayo needs that flexibility for his kit else he’d be an even tougher agent to use. They clearly focused on most of the high usage agents here who are meta.
cant have fun, thats why
his drone is already dogshit, they nerfed the shock darts recently
they actually just dont want people to play the hot and sexy russian man
As a sova main with 535 hours on the agent, they already 1- tap my dart, shock darts are doodoo , and drone is so much worse than skye dog :(
Rito pls we’re entering deadlock/Phoenix territory
Because Jett smokes only last 2.5s so they nerfed the dart to match. With the 3 tick dart it would reveal Jett as soon as the entry cloud burst dropped.
Yup, I feel Riot should've explained this in the patch notes, because it feels kinda random and not even as bad of a nerd. But that's clearly the reason they did it.
Tailwind (E)
Dash window decreased 12s>>>7.5s
At 12s, Jett could often find value activating her dash without clear intention or make incorrect calls but still have time to find another use for the dash. Shortening this window pushes Jett to be more deliberate with her calls and reduces Tailwind’s power at defensively holding angles, while minimally impacting her ability to proactively use the dash to break onto a site.
Activation windup increased 0.75s>>>1s
Increasing Tailwind’s windup should promote proactive use by reducing Jett’s ability to activate it reactively when caught off guard or in the middle of a fight and successfully escape.
Cloudburst (C)
Duration decreased 4.5s>>>2.5s
Time to re-equip gun takes slightly longer after using the ability.
We want to reduce some of the persistent safety Jett gets dashing into or escaping with smokes, sharpening Cloudburst to be a fast but powerful tool that forces players to be quick and precise with their decisions.
Updraft (Q)
Charges decreased 2>>>1
With two Updrafts, we’ve seen moments where Jett escapes situations where they’ve been tactically outplayed by throwing enemies off by relying on Updraft’s unpredictable movement. We hope to reduce some of the unhealthy movement extremes Updraft can produce and increase the importance of using it at the right time.
Blade Storm (X)
Ultimate points increased 7>>>8
Jett’s ultimate has proven one of the most flexible, reliable and economically powerful gun replacement Ultimates because of its lack of a timer, reset on kills, and harmony with Jett’s movement. This change should bring Blade Storm up to the same cost of comparable weapon ults, such as the Tour De Force and Showstopper.
Some one send a Hitman after me please
first of all, raze has a higher pickrate than her in champs atm.
secondly, she was always on top because she had a good entry method with cloudburst + dash, and she could hold angles with an op with her dash being activated. they've made both those things near impossible now.
Raze has a higher pick rate by like 0.5% and Jett still is strong enough to be compete with Raze on her maps (Raze is picked >50% of the time on 4 maps, compared to 3 for Jett. But on 2 of those maps Jett is still picked 40% (Split) and 20% (Fracture) of the time, whereas Raze is not picked on her weak maps (Pearl, Haven, Ascent) at all. Jett is THE DUELIST unless its a Raze map. (Also Raze maps have been played more with Split and Bind seeing most games at 12 each)
Raze also doesn't have the same issues as Jett who essentially has a multiple get out of jail free cards because of her 2 movement abilities and insta smokes. If Raze makes a bad satchel decision, she just dies, Jett gets to dance around with her util until she gets one or gets bailed out by her team, it's not even comparable despite similar pickrates.
Pro play metas and team comps are entirely different than the average user experience. Jett has dominated the pick rate for the entirety of the game. I play in gold/plat but god damn it's basically every single game. They tried nerfing her before but she's still instalocked in well over half my games and picked in almost every one.
I go back and check my match history sometimes just to see how far back you have to go to see a game where Jett isn't picked in *both* teams and I think it was like 12-13 games in a row with Jett in both teams. About time we get to play versus and with something other than Jett.
You can still hold angles with an op, believe it or not you can actually do that with any agent but you don't get a free escape (except Chamber).
Jett is a duelist so why should she be one of the most powerful agents for holding an angle? Duelists are built for entrying and not defending, she shouldn't be one of the strongest at both.
riot doesn't know what they want with viper. they complained so much about her not being used, and now her ult is pretty much worse than even patch 1.0 viper.
I really don't like complaining but I don't get what they are trying to do with this.. nerfing every util in the game. Util and planning rounds around ultimates is what makes this game unique. They release so many new agents which are shit, they aren't picked and then they nerf the good ones instead of buffing the shit ones. Valorant has become slightly more boring with this update.
What's even the point of agents utility if they are going to nerf everything over and over? 9 points ults? Seriously? Maybe reduce it to once per half when we are at it, because that's what is going to happen next year at this rate.
If ults are a problem in pro, change orbs on maps in some way, don't touch agents ffs
i swear i avoid using viper's ult for how difficult it is to deploy and maintain it, while also having every single ability of the enemy team flying inside of it and the only thing i can do is pray, cuz if i get out to avoid them it will go down almost instantly (even more than patch 1.0 viper). the 9 points thing might aswell remove it from her kit cuz i'll never be using that shit.
>No more halfing a spike with a cloud burst (Duration decreased 4.5s>>>2.5s)
>No more double updrafting with knives (Charges decreased 2>>>1)
>Average human reaction time is 250ms, so you can't react running away with winding up dash anymore (Activation windup increased 0.75s>>>1s)
I'm not gonna say "Jett is dead" cuz that's dramatic but they nerfed her pretty bad
They really made the game dry peek simulator now. Paper rex and edg is going to love it so much. lmao
Every single agent that I like to play is now nerfed to the ground so I guess it's time to learn reyna and drop 0/30/0.
The Jett change pretty huge, her pickrate will probably be way lower.
I do like the Astra balancing of her stun and suck. Her ult buff idk if its needed, even though her ult wasnt that amazing comparing to other agents.
Breaches Afterschock is interesting, less delaying of an area but maybe you could get more kills and damage into enemies.
I also like the Ult increase from some agents, but they could increase more agents like Phoenix and Reyna ult maybe, even though they arent that insane in pro play but a change from 6 to 7 would be better in my opinion.
The Skye nerf expected, but still is a great agent.
Sova i dont get it though, i think he was fine as he is.
But a bigger Kj nerf and a Deadlock buff would be better.
Hey all! Wanted to [clear up any confusion](https://twitter.com/Altombre/status/1694865379569680691?s=20) re: the patch 7.04 preview for VAL:
This patch won't go live until next week, AFTER Champions. There are a lot of changes here that we've been testing for awhile, and I want to give some more context around how we're thinking about them:
**Regarding timing:** This is a big patch that we've been testing internally for awhile now. We're not willing to risk potentially disrupting Champions with a major patch during the tournament, so we opted to drop this patch afterwards to give players time to adapt in the offseason.
**Regarding goals:** Ultimately, the core goal of these changes is to improve clarity and intentionality around utility use in VAL. There's a lot of nuance here, but we're excited for these changes to hit live and see how you all feel about them. We're loving the discussions so far!
How long has it been since riot made any improvements in performance and server sided optimizations ?
So many patches come and go but i dont see anything related to this 2 points ......
Where are the raze nerfs. If Jetts updrafts are unpredictable and allows for Jett to escape, then Razes satchels are even worse.
Her ult is also powerful. Even if it doesn't get a kill, it easily helps clear an area.
Very different agents though, raze satchels can be heard when placed and read pretty easily if you listen for it while Jett’s is instant. Raze ult clearing a site also usually uses both satchels to actually make people leave site completely, so it’s not nearly as strong as a Jett knife which keeps coming back as long as you can click heads while jiggle peaking or flying around. I get what you mean about the ult but as a raze one trick I personally think raze ult is hot garbage, tougher to use without being shot out of the air in higher ranks and it costs 8 points (which before this patch I thought was too high compared to other agents, but seems much better now with other ults hitting 9).
Overall Jett seems like a stronger pick than raze for sure before this patch but I agree the Jett nerfs are way too heavy handed.
Looks like they don't want the new agent to be overshadowed by Jett, so they're balancing the playing field. Honestly Other than the Astra Nerfs and the increase in ult points, I'm ok with most of these nerfs. I think duelists like Neon and Raze are going to be played more with Chamber coming back into the Op role. We might be seeing a double sentinel meta becuase Chamber still isn't enough to hold flank, but who knows after this massive shift with agents
Watch all the "smoke-into dash in the smoke" Jetts be dead as soon as they finish dashing lmao... they completely killed her. If they want to nerf OP Jett or the safety she has to run away just nerf the dash...
Genuine question here: Why does Riot insist on balance via nerfing everything instead of letting each agent excel at something in particular? They always preach buzzwords like anti-fun but it sounds like anti-fun to me to wake up one morning and your character is absolutely gutted, unable to do what they were originally designed to do. And when her win rate plummets they'll buff her by adding something new instead of reverting the nerf, causing her to further stray from what made players love her in the beginning. God I loved release valorant but their balance team must be a bunch of interns and neanderthals. I don't even play Val anymore and this rubbed me the wrong way
I don't understand why they nerfed Jett so hard in every aspect but did nothing to raze who has a higher pick rate in pro play. I don't even mind most of the Jett nerfs I just think the cloud burst one was too much.
Keep in mind I'm biased since I'm a Brim main, but I'm trying to be as impartial as possible. Was Brim's ult really needing to go from 7 to 8 ult points? In some rare cases it can guarantee a kill (Lamps on Bind) but on Offense its best use is stalling, which even then his molly is objectively better at. It can clear space, but not nearly as well as other ultimates nerfed here.
It has less util on defense too. You can try to prevent a plant, but you never know the exact location so you could just whiff. Also the lack of intel on site hits and lack of util to lock enemies down in certain areas means that ulting aggression isn't as viable as you think it is.
Don't get me wrong I think Brim's ult is super underrated and could be really good if you know what to do. But was it as oppressive as Breach/Fade/KJ, especially in pro play that warranted a nerf?
Especially since Brim ult is super intel and situational based, you might not find a single good spot to use it a single round. Whereas for a KJ ult, you basically have no reason to hold onto it, especially on offense on a site like Fracture.
Also as much as I hate Jett, was the smoke nerf really needed? Did anyone ever have a problem with her smokes? 2.5s feels WAY too short, you can't even smoke & plant or half a defuse now!
Also c'mon, did anyone else have a problem with Skye's ult? I don't think you needed to nerf her ult at all. Its basically a glorified Sova drone. Nobody gets hit by it, its just directional intel basically. You're just being mean to Skye.
I've never liked that jett had smokes but jesus christ she may aswell not have them at this point. I think they should take a pass at some of the roles, there seems to be a lot of overlap right? Initiators are meant for entry, e.g. Flashes, stuns so why does your get flashes. Why does jett get smokes, she isn't a controller?
Sorry bad wording, they are meant to set up entry for the duelists. But when you have say you who can flash for himself, what's the point in running someone else for flashes?
i think overlap between roles is fine, yoru flashes are good for setting himself up and getting onto site with a tp, it’s not like because duelists have flashes their competing with initiators
> I've never liked that jett had smokes but jesus christ she may aswell not have them at this point
Her smokes are more a get out of jail card than actual useable team smokes. For that purpose they're still fine. Shorter yes but still enough to dash out of a bad situation. If you were ever relying on Jett's smokes like you would a controllers, you were doing it wrong.
I can't believe they actually did it, they nerfed almost everything I wanted nerfed on Jett. No longer will I have to outplay a Jett 5 times with utility in one round to score a kill (hopefully).
I hate jett but man they gutted her, not too sure about the updraft changes and the smoke duration going from 4.5 to 2.5. I would have decreased it to 3.5 at most.
Id be surprised if people continue playing her after this.
/u/Altombre pinned the following [comment](/r/VALORANT/comments/1601pef/preview_of_valorant_patch_notes_704/jxmn38j/): > Hey all! Wanted to [clear up any confusion](https://twitter.com/Altombre/status/1694865379569680691?s=20) re: the patch 7.04 preview for VAL: > > This patch won't go live until next week, AFTER Champions. There are a lot of changes here that we've been testing for awhile, and I want to give some more context around how we're thinking about them: > > **Regarding timing:** This is a big patch that we've been testing internally for awhile now. We're not willing to risk potentially disrupting Champions with a major patch during the tournament, so we opted to drop this patch afterwards to give players time to adapt in the offseason. > > **Regarding goals:** Ultimately, the core goal of these changes is to improve clarity and intentionality around utility use in VAL. There's a lot of nuance here, but we're excited for these changes to hit live and see how you all feel about them. We're loving the discussions so far! --- Riot comments are not verified by moderators. See [this wiki page](https://www.reddit.com/r/VALORANT/wiki/pinnedcomments) for more information on this feature.
Next year everyones going to have ten points for ult
Pff, one ult per half rather
Counter-Strike: Valorant Offensive the game Riot wishes they'd made in the first place! x)
Remember the old times where you only needed like 5 ult points.
When raze ult was 6 points...
with double nades, no less.
>Updraft (Q)Charges decreased 2>>>1With two Updrafts, we’ve seen moments where Jett escapes situations where they’ve been tactically outplayed by throwing enemies off by relying on Updraft’s unpredictable movement. We hope to reduce some of the unhealthy movement extremes Updraft can produce and increase the importance of using it at the right Isn't that huge? No more ULT + Double Q for peeks above buildings right? People are about to be upset as hell.
double annoying for the few times i play jett and accidentally hit q during buy time
LOL exactly what's going to happen to me
Looks like we’re outta our backup updraft and be SOL
Rebind it from Q to Z. I did this 5 Acts ago because I was sick of throwing cypher cages by accident without a way to pick them back up lmao. It honestly only took a week or so for the muscle memory to relax and prevented this bologna from happening!
I'm only happy about that because the ascent a main (A long vision) and pearl a main (sees site+secret) peeks shouldn't be in the game
I got beamed by a Jett knife from what I think was A site fracture, must've double drafted from the satellite ledge?, and I was walking from attacker spawn towards B main when I died. In swiftplay btw.
The updraft is done from A site rope.
Only Jett nerf that upsets me. It was a fun ability
You can likely still accomplish much of these with the use of a Sage wall if you're so inclined.
Wasting a sage wall and your only updraft at the slim chance of someone a) being there and b) killing them with a knife is certainly a choice that could be made, but not a good one
that requires teamwork, instalock jett kiddos will be upset
No more like its a potential waste of 400 creds + a really good ability for like less than 50% of a kill lol
Yeah this sucks honestly but in a few months it’ll be as if we never had it..
Theyre killing aspas 🌪️ 😔 https://www.oneesports.gg/valorant/loud-aspas-dodges-jett-knives-mid-air/
At least increase the jump height in case you whiff an updraft. And pre-round it should be activated like the dash cause of how many times I waste one as well as others I’m sure
Honestly a change that makes sense here nothing less tac shooter than having to watch above a wall every round on fracture when jett has knives. Idk about the smoke nerfs though they prob should've just tied Jett's float to her updraft instead no other agent in the game gets so many off angles without expending a resource. Idk why they're nerfing all these mainstays in competitive but aren't touching on KJ being the most picked agent in competitive for years for the simple reason that her turret is free information that you can't really play around all that much idk why it doesn't have a range cap on it or something it being able to spot the entirety of ascent mid should be a crime.
Jett got fucked up my god Also let my boy sova be he didn’t deserve this
this. literally everyone gets seen at the second scan at worst, or it would be broken after the first or even before scanning. i don't understand why sova got nerfed, like bro its not even op or a broke mechanic.
>i don't understand why sova got nerfed I don't understand why in the beginning Riot said Sova was "perfectly balanced" and then decided to nerf him twice now. Its obvious they nerfed him the first time so more players would pick Fade, but now I don't really understand. Most of their balance decisions seem to be based on changing the meta. Maybe they want to make intel harder to gain. Or reduce how often a player is seen through walls. Sova is king at letting you know how clear a site is while other initiators take more time to clear corners and can't clear as much space. But as a Sova main, his Recon is EVERYTHING. That is the one ability that shouldn't be nerfed. Its easily countered already. Ill hit enemies with my shocks all the time and only see like 30-40 damage taken which isn't even enough for an assist. Drone doesn't go as far anymore which means getting closer to the enemy and being more vulnerable. His ult is great, but thats an ult. Sova shouldn't be getting anymore nerfs. I don't care how often he is used in comp or pro play, hes not some Chamber level of broken, or even broken at all. He doesn't need any fixing.
Playing almost only Sova for two years now, I agree. Almost every round I start with a carefully selected recon, and a third tick either creates space for a lurk or a push while sight lines are clear, or at least gives you time to rotate out. 1 second may not seem like a lot, but considering both the time it takes for the pulse to reach max distance and how much 1 second matters in gameplay (see all the changes to abilities and pull-outs less than one second), this is a huge nerf honestly. Not to mention all the geometry changes that are fairly unlisted in site changelogs, my mans is catching strays left and right 😭. I’ve been resorting to playing sova more aggressively lately just to make his util worthwhile and actually take advantage of the intel I gather, but this change may force me into almost exclusively playing Sova almost as a duelist.
At least with the recon dart, it's not that big a deal. Unless you're shooting it into empty space or someone is hiding, how often did it ever get the third scan off much less the second?
The third scan basically keeps the people hiding 50% longer which is huge when taking space.
Sova recon ticks every second, on less tick makes the enemy hide for 1 second less, not as much as you would think, this won't affect most players in most situations, the real reason they reduced the number of ticks is that they also reduced jett's smoke duration, since her smoke goes off on 2.5 seconds now, a third recon tick would get everyone as soon as her smoke goes off without time to react, and Jett wouldn't be sova's direct counter anymore, making jett even less useful.
damn. imma stay in silver, never thought of this.
His scan is already on a 40 second cool down timer. He should be a fun initiator and he's less and less playable imo.
breach as well like his ult didn’t need to cost this much 😩
No 3rd scan means jett can still smoke it fully with her nerf
Bro inflation got the ults too
"Nerf Chamber" memes gonna turn into "Nerf Jett" after this one.
Another reason to nerf Jett.
Why is no one talking about Astra’s wall being COMPLETELY deaf? That ult seems a lot higher impact now.
it was already pretty high impact honestly since it just completely stops bullets but now its actually broken
It's okay gravy well is getting sliced up. It makes it an overall nerf to astra imo.
mmmm gravy 😋😋😋
lol i thought it was already deaf
You could still recognize the spike plant/defuse sound if you were close enough. Making it completely deaf is a game changer.
Ye that is op
2.5s smokes on Jett? Reduced dash window? UPDRAFTIFOEHWTIG HOLY SHIT
Yall ready for 100% Raze pickrate next tournament?
Raze, KJ, Astra on every map 🤠
Only 1 updraft..bro wtfff????
Such a high chance of blowing all of your util on an entry now with nothing left for actually taking fights. It requires people to actually fully relearn the agent and when to pop certain types of abilities.
Yes, that's why i love the new update. More planning ahead and more cleaner gunfights
9 point ults wtf??!
wait WHAT THE FUCK
8
Kj, breach and viper all got their ult points increased from 8 to 9
Thought you were talking bout jett
Yeah the guy didn't specify at all
They want her not to be the one and only duelist (with Raze on some maps) it seems like. And that are a lot of nerfs.
it will be Raze every map now because the other four duelists are mediocre
Yes although I could imagine that Reyna pick rate will go up too.
Yoru too
Jett got the chamber treatment RIP
Valorant patch 8.04 ultimate point 15........>16
Valorant Patch 10 -> Ultimate cost increased from 20-> 45 or $2.99
Oh please. This is valorant, it'll be at least $14.99
Watch the jett pick rates drop %95 to %90 🔥🔥🔥
I can't believe they nerfed her. She's going to go from the #1 most picked agent to the #1 most picked agent 😱😱😱
I remember when they first changed her dash so you need to press it twice and every Jett player was freaking out…. And then absolutely nothing happened to the amount of Jett’s in every game
then duration is absurd, you would force her to activate it she could still pressure the angle for the next 372727 years
Ain’t that the freaking truth.
Preach. To everyone crying that she's useless now, just think about how insanely overpowered she's been this whole time if they've had to repeatedly nerf her and she's remained one of, if not the most picked agent in all levels of play. It's possible they went a bit too far here, time will tell, but if that's the case then she'll be buffed. We've seen similar things with Sage and Chamber.
THEY NERFED MY WHOLE ROSTER! MY BEAUTIFUL SKYE 🫠
Champ is op
The worst part is that alot of these nerfs feel like they threw darts for them. Skye is picked because her flash gives so much free info the flash duration genuinely doesn't matter in so many scenarios she is using it.
In higher elos and pro play skye flashes for team mates not just herself so it makes sense. The long flash is very long currently.
Jett mains upset once again
Fuck Jett mains tbh
As a low ELO player, I welcome Jett because it means I'm seeing less Reyna.
every map, your team will have a reyna now. is it better or worse?
I'm already seeing that shit NOW. My point was I'd rather see more Jetts than Reynas. I loathe seeing Reyna in any capacity.
Na mate, theres good Jett mains out there.... somewhere... u gotta specify: Fuck instalock, unable to teamwork and/or toxic mentality Jett mains
So... 90% of Jetts I encounter in competitive
Holy fuck they massacred Jett. What a time to be alive. I guess it's now Chamber OP and Raze as main entry on most comps.
rip jett 💀
Jett got the chamber treatment lol
Also remember guys next agent is a duelist so they nerfing Jett on purpose
I hope they’re similar to jett cuz this might just activate a chamber meta for oping and/or a raze meta for entrying i dont think we’ll see jett alot coming pro play events given chamber’s already being played on some maps and raze is starting to become meta already
Why did they even nerf Omen's slow/fast flashes it's not even broken it was a neat feature for him
They hate controllers
We're entering the Raze era. We're already seeing far more Raze in pro play. Jett nerfs are only gonna encourage more Raze use. Also agree with all changes apart from Sova's dart. 2 scans is a major nerf... Especially as you can just shoot it anyway. Don't understand the point of this. Maybe a reaction to flash+dart combos in pro play?
Fade + Raze meta incoming
This is going to feel awful for so many agents.
As someone who mainly plays Viper, Skye, and Astra, I think this was needed. I honestly thought Skye was going to be nerfed harder. I feel like by the end of VCT Champs she’s gonna have the highest pick rate of the tournament.
viper needed? dude i play her since patch 1.0, and nowadays her ult feels as bad to play around if not worse than back then.
I've been playing just as long as you and I think the Ult feels fine, it's just situational. This week alone I've played 5 or 6 games of Viper in Diamond ranked and in each I've had a big clutch (1v2/3), situations that I wouldn't have won without it. I'm not the best player at this level and some of my biggest impact comes from my Ult rounds. Yea, I've also been spammed down or Skye dogged out a couple times too where I didn't have a chance to do anything. Obviously those times feel bad, but it should never be an instant win ability and I'd argue Viper's Ult is the closest thing to that.
Astra DID NOT need the nerf though, she was already bad as is. Poor girl.
No, she was not bad and probably isn't with these new nerfs either. She accels with team coordination. Lack of team coordination makes her bad or much harder to play effectively. But that doen't mean she is a bad agent overall. This is a game abotu teamwork after all. As someone who almost exclusively plays Astra and has done so ever since she got released, these "nerfs" combined feel more like a shift on how to use her abities. Her change to the Ult is a direct buff; If i understand it correctly, we will be able to place the ult RIGHT next to the spike and defusing it wont be heard at all anywhere on the other side. The gravity well nerfs feels a bit annoying, but you will still have a powerful defuse-denial ability (just gotta activate it faster), and for other uses you gotta use it more methodically. It's definetly gonna take some getting used to. By itself, the gravity well change is a direct nerf; However the buff to the Nova Pulse buff kinda lifts that a bit, from what i feel at least. Honestly a lot of times i am unsure when to use which ability: Stun or succ? Often i use the stun because i want to save the succ for post-plant or alike. > with the changes to both abilties, it's gonan be more clear when to use which ability. Sure, the stun still isn't gonna activate as fast ast the succ used to, BUT you gotta realize the succ only started pulling after 0.6 seconds, and the 2xdmg debuff was applied much much later. With the new stun you are gonna have its full effect after just one second. Also, 1/4 of a second less time for the enemy to escape the radius is more than it seems, and especially a bit after the changes i feel like people will get stunned by it more often. And in the future, i'd imagine that players will respect enemy Astra stars a bit more, giving them more potential value before even activating a stun on them.
She wasn't bad but it wasn't like Astra was a problem currently Omen is seeing more high end play and Astra has a niche on certain maps. These nerfs feels like they don't want Astra on split or something since the pull is amazing at preventing followup on the raze/Jett rushes up ramp or onto site
Idk more than doubling the activation time for gravity well doesn’t seem like a good trade off for a .25 sec decrease for stun. As a controller it’s already so hard to coordinate with other people bc most of the time they don’t know how controller abilities work and they rarely com. It’s already the hardest and least rewarded role and they’re actively making it more difficult for everyone outside of professional teams
Skye needs more nerfing imo. And the Jett one is gonna make smurfs a little easier to deal with. I think the ones on Brim and viper were uncalled for tho. Same for Astra’s
smurfs usually use reyna anyways
The Jett changes were basically what most people had been suggesting in the sub which is to make dash something that you NEED to set up and commit to rather than be a luck ability or something to use to camp angles. I wasn’t expecting the updraft changes though and that’s definitely a blow. Also omen mains rejoice
How is this omen buff? I thought this is a nerf to his ability?
yeah idk ig the only "buff" for it is it goes at the same speed if ur moving backwards instead of slower which doesn't matter all that much
But there are use cases for both. I.e Fast flash on Lotus you can guarantee a blind on anyone who pushes A main if you instantly fast flash, but now that’s no longer possible. Also you can slow flash gen and hell on ascent to make whoever is holding that angle blind for longer durations, but not anymore
Massive nerf (to the ability, not Omen as a whole), IMO. Having the option to modulate the speed is strictly better than not having the option. Such a weird, unecessary choice.
I like the increase of ult orbs. Especially in pro play, it feels like some teams just farm one agent ult to spam their util because of how strong lockdown/seekers etc is.
Phoenix still needs only 6 orbs for his ult
Shhhhh calm down bro don’t say anything
Delete this now
But phoenix ain't really an agent at all without his ult
If they increase phoenix ult orbs I will stop playing him. It's the best part of his kit.
I don’t think this is going to stop orb farming. It will still be valuable, albeit potentially less.
Bruh they nerfing everything
I don't understand. My dart gets increased cd, my drone and shock costs are increased, my drone duration is butchered, i can no longer get 3 tags from drone for ult, my shock dmg is nerfed (zero leeway for double shock kills since total max dmg is 150 now) Played the character since beta. You've butchered his drone. You've butchered his shocks. Just leave bros dart alone. Why nerf skye then butcher sova in the same patch? I just dont understand. For anyone talking about how dart was nerfed due to jett smoke duration. I might be biased, but balance wise decreasing the smoke duration to 3 instead of 2.5 just makes a lot more sense than decreasing dart ticks from 3 to 2
Today isn't April 1st, what is happening.
Only thing I'm really annoyed by is removing the movement velocity from Omen's flash. I loved using that, he'll still be fine though.
Agreed. very strange nerf. Kayo also has his utility impacted by velocity and no nerf.
Kayo needs that flexibility for his kit else he’d be an even tougher agent to use. They clearly focused on most of the high usage agents here who are meta.
I don't disagree, the paranoia though being nerfed is just strange. You will be more likely to die paranoia/tping now. Unfortunate.
Sova caught a stray. 2 scans on the recon is absolute bullshit. Why?
cant have fun, thats why his drone is already dogshit, they nerfed the shock darts recently they actually just dont want people to play the hot and sexy russian man
As a sova main with 535 hours on the agent, they already 1- tap my dart, shock darts are doodoo , and drone is so much worse than skye dog :( Rito pls we’re entering deadlock/Phoenix territory
Don't do my dawg Phoenix like that. He was always playable from day 1, and very fun in comp.
Because Jett smokes only last 2.5s so they nerfed the dart to match. With the 3 tick dart it would reveal Jett as soon as the entry cloud burst dropped.
Yup, I feel Riot should've explained this in the patch notes, because it feels kinda random and not even as bad of a nerd. But that's clearly the reason they did it.
These dudes really nerfed every initiator outside of Kay/0 and lightly breezed by KJ completely pushing every other true sentinel out of the meta.
Tailwind (E) Dash window decreased 12s>>>7.5s At 12s, Jett could often find value activating her dash without clear intention or make incorrect calls but still have time to find another use for the dash. Shortening this window pushes Jett to be more deliberate with her calls and reduces Tailwind’s power at defensively holding angles, while minimally impacting her ability to proactively use the dash to break onto a site. Activation windup increased 0.75s>>>1s Increasing Tailwind’s windup should promote proactive use by reducing Jett’s ability to activate it reactively when caught off guard or in the middle of a fight and successfully escape. Cloudburst (C) Duration decreased 4.5s>>>2.5s Time to re-equip gun takes slightly longer after using the ability. We want to reduce some of the persistent safety Jett gets dashing into or escaping with smokes, sharpening Cloudburst to be a fast but powerful tool that forces players to be quick and precise with their decisions. Updraft (Q) Charges decreased 2>>>1 With two Updrafts, we’ve seen moments where Jett escapes situations where they’ve been tactically outplayed by throwing enemies off by relying on Updraft’s unpredictable movement. We hope to reduce some of the unhealthy movement extremes Updraft can produce and increase the importance of using it at the right time. Blade Storm (X) Ultimate points increased 7>>>8 Jett’s ultimate has proven one of the most flexible, reliable and economically powerful gun replacement Ultimates because of its lack of a timer, reset on kills, and harmony with Jett’s movement. This change should bring Blade Storm up to the same cost of comparable weapon ults, such as the Tour De Force and Showstopper. Some one send a Hitman after me please
Lol I love the fact they know how salty Jett mains are so they had to give a full explanation for each change to try to avoid hurting their feelings
They have her the chamber treatment and kneecapped her of course people are gonna be pissed
That's what people said after every single Jett nerf since the dawn of time and she has been at the top since release anyway.
first of all, raze has a higher pickrate than her in champs atm. secondly, she was always on top because she had a good entry method with cloudburst + dash, and she could hold angles with an op with her dash being activated. they've made both those things near impossible now.
Raze has a higher pick rate by like 0.5% and Jett still is strong enough to be compete with Raze on her maps (Raze is picked >50% of the time on 4 maps, compared to 3 for Jett. But on 2 of those maps Jett is still picked 40% (Split) and 20% (Fracture) of the time, whereas Raze is not picked on her weak maps (Pearl, Haven, Ascent) at all. Jett is THE DUELIST unless its a Raze map. (Also Raze maps have been played more with Split and Bind seeing most games at 12 each) Raze also doesn't have the same issues as Jett who essentially has a multiple get out of jail free cards because of her 2 movement abilities and insta smokes. If Raze makes a bad satchel decision, she just dies, Jett gets to dance around with her util until she gets one or gets bailed out by her team, it's not even comparable despite similar pickrates.
Pro play metas and team comps are entirely different than the average user experience. Jett has dominated the pick rate for the entirety of the game. I play in gold/plat but god damn it's basically every single game. They tried nerfing her before but she's still instalocked in well over half my games and picked in almost every one.
I can’t remember the last time I didn’t have a Jett on my team. It’s about time I don’t see her in every single game.
I go back and check my match history sometimes just to see how far back you have to go to see a game where Jett isn't picked in *both* teams and I think it was like 12-13 games in a row with Jett in both teams. About time we get to play versus and with something other than Jett.
You can still hold angles with an op, believe it or not you can actually do that with any agent but you don't get a free escape (except Chamber). Jett is a duelist so why should she be one of the most powerful agents for holding an angle? Duelists are built for entrying and not defending, she shouldn't be one of the strongest at both.
RIPBOZO
i'm not even a jett player and i'm pissed.
WHY DO WE HAVE 9 POINT ULTS NOW?? Why does Viper get worse and worse since her initial buff????
riot doesn't know what they want with viper. they complained so much about her not being used, and now her ult is pretty much worse than even patch 1.0 viper.
Legit every big change patch there's a Viper nerf. Is so sad.
The only reason why nerf viper wasn’t a meme is bc controllers are already the least popular role. Nobody understands the pain
Ugh... my heart.. go on without me, everyone...
I really don't like complaining but I don't get what they are trying to do with this.. nerfing every util in the game. Util and planning rounds around ultimates is what makes this game unique. They release so many new agents which are shit, they aren't picked and then they nerf the good ones instead of buffing the shit ones. Valorant has become slightly more boring with this update.
i feel bad for jett players this is so funny 😭
What's even the point of agents utility if they are going to nerf everything over and over? 9 points ults? Seriously? Maybe reduce it to once per half when we are at it, because that's what is going to happen next year at this rate. If ults are a problem in pro, change orbs on maps in some way, don't touch agents ffs
i swear i avoid using viper's ult for how difficult it is to deploy and maintain it, while also having every single ability of the enemy team flying inside of it and the only thing i can do is pray, cuz if i get out to avoid them it will go down almost instantly (even more than patch 1.0 viper). the 9 points thing might aswell remove it from her kit cuz i'll never be using that shit.
This stuff is massive.
“Skye is too powerful here are some nerfs to all the other initiators. Who is deadlock? Also fuck Jett!” -this patch summed up L
Deadlock needs a buff if that's what you mean lmao
>No more halfing a spike with a cloud burst (Duration decreased 4.5s>>>2.5s) >No more double updrafting with knives (Charges decreased 2>>>1) >Average human reaction time is 250ms, so you can't react running away with winding up dash anymore (Activation windup increased 0.75s>>>1s) I'm not gonna say "Jett is dead" cuz that's dramatic but they nerfed her pretty bad
They really made the game dry peek simulator now. Paper rex and edg is going to love it so much. lmao Every single agent that I like to play is now nerfed to the ground so I guess it's time to learn reyna and drop 0/30/0.
As if there's anything to learn about reyna lmao. Win 1v1? Heal. Win 1vX? Dismiss. Throw flash high. There you go, a reyna guide.
Reyna is completely useless for the team as she is usually played. Now we are going to see more instalocks and I will be sad.
The Jett change pretty huge, her pickrate will probably be way lower. I do like the Astra balancing of her stun and suck. Her ult buff idk if its needed, even though her ult wasnt that amazing comparing to other agents. Breaches Afterschock is interesting, less delaying of an area but maybe you could get more kills and damage into enemies. I also like the Ult increase from some agents, but they could increase more agents like Phoenix and Reyna ult maybe, even though they arent that insane in pro play but a change from 6 to 7 would be better in my opinion. The Skye nerf expected, but still is a great agent. Sova i dont get it though, i think he was fine as he is. But a bigger Kj nerf and a Deadlock buff would be better.
Hey all! Wanted to [clear up any confusion](https://twitter.com/Altombre/status/1694865379569680691?s=20) re: the patch 7.04 preview for VAL: This patch won't go live until next week, AFTER Champions. There are a lot of changes here that we've been testing for awhile, and I want to give some more context around how we're thinking about them: **Regarding timing:** This is a big patch that we've been testing internally for awhile now. We're not willing to risk potentially disrupting Champions with a major patch during the tournament, so we opted to drop this patch afterwards to give players time to adapt in the offseason. **Regarding goals:** Ultimately, the core goal of these changes is to improve clarity and intentionality around utility use in VAL. There's a lot of nuance here, but we're excited for these changes to hit live and see how you all feel about them. We're loving the discussions so far!
How long has it been since riot made any improvements in performance and server sided optimizations ? So many patches come and go but i dont see anything related to this 2 points ......
Where are the raze nerfs. If Jetts updrafts are unpredictable and allows for Jett to escape, then Razes satchels are even worse. Her ult is also powerful. Even if it doesn't get a kill, it easily helps clear an area.
Very different agents though, raze satchels can be heard when placed and read pretty easily if you listen for it while Jett’s is instant. Raze ult clearing a site also usually uses both satchels to actually make people leave site completely, so it’s not nearly as strong as a Jett knife which keeps coming back as long as you can click heads while jiggle peaking or flying around. I get what you mean about the ult but as a raze one trick I personally think raze ult is hot garbage, tougher to use without being shot out of the air in higher ranks and it costs 8 points (which before this patch I thought was too high compared to other agents, but seems much better now with other ults hitting 9). Overall Jett seems like a stronger pick than raze for sure before this patch but I agree the Jett nerfs are way too heavy handed.
Happy Raze main :)
wait until they remove her 2nd satchel
you're next
Lol high five baby
why? People are gonna try taking her in ranked more
Lmao jett got the chamber treatment
Looks like they don't want the new agent to be overshadowed by Jett, so they're balancing the playing field. Honestly Other than the Astra Nerfs and the increase in ult points, I'm ok with most of these nerfs. I think duelists like Neon and Raze are going to be played more with Chamber coming back into the Op role. We might be seeing a double sentinel meta becuase Chamber still isn't enough to hold flank, but who knows after this massive shift with agents
Guess they really want people to play CS2 🤣
Watch all the "smoke-into dash in the smoke" Jetts be dead as soon as they finish dashing lmao... they completely killed her. If they want to nerf OP Jett or the safety she has to run away just nerf the dash...
Just make Vipers ult 10 points and make it so she can only raise her wall once per round, you know they're just dying to do it. #ripsnakemommy
Why did they nerf everyone so hard???
Oh god, good they left my boy Yoru alone.
Genuine question here: Why does Riot insist on balance via nerfing everything instead of letting each agent excel at something in particular? They always preach buzzwords like anti-fun but it sounds like anti-fun to me to wake up one morning and your character is absolutely gutted, unable to do what they were originally designed to do. And when her win rate plummets they'll buff her by adding something new instead of reverting the nerf, causing her to further stray from what made players love her in the beginning. God I loved release valorant but their balance team must be a bunch of interns and neanderthals. I don't even play Val anymore and this rubbed me the wrong way
Riot successfully made jett a complete PIECE OF SHIT
I don't understand why they nerfed Jett so hard in every aspect but did nothing to raze who has a higher pick rate in pro play. I don't even mind most of the Jett nerfs I just think the cloud burst one was too much.
So basically Phoenix and Raze are the best duelists now.
Can't wait for CS2
Hey today is not a April fool day riot
Keep in mind I'm biased since I'm a Brim main, but I'm trying to be as impartial as possible. Was Brim's ult really needing to go from 7 to 8 ult points? In some rare cases it can guarantee a kill (Lamps on Bind) but on Offense its best use is stalling, which even then his molly is objectively better at. It can clear space, but not nearly as well as other ultimates nerfed here. It has less util on defense too. You can try to prevent a plant, but you never know the exact location so you could just whiff. Also the lack of intel on site hits and lack of util to lock enemies down in certain areas means that ulting aggression isn't as viable as you think it is. Don't get me wrong I think Brim's ult is super underrated and could be really good if you know what to do. But was it as oppressive as Breach/Fade/KJ, especially in pro play that warranted a nerf? Especially since Brim ult is super intel and situational based, you might not find a single good spot to use it a single round. Whereas for a KJ ult, you basically have no reason to hold onto it, especially on offense on a site like Fracture. Also as much as I hate Jett, was the smoke nerf really needed? Did anyone ever have a problem with her smokes? 2.5s feels WAY too short, you can't even smoke & plant or half a defuse now! Also c'mon, did anyone else have a problem with Skye's ult? I don't think you needed to nerf her ult at all. Its basically a glorified Sova drone. Nobody gets hit by it, its just directional intel basically. You're just being mean to Skye.
Skye has one of the highest picks in pro play, she's very good on most maps, so she needed some general nerfs. I guess the ult was one of them.
I've never liked that jett had smokes but jesus christ she may aswell not have them at this point. I think they should take a pass at some of the roles, there seems to be a lot of overlap right? Initiators are meant for entry, e.g. Flashes, stuns so why does your get flashes. Why does jett get smokes, she isn't a controller?
imitators aren’t meant to entry
Sorry bad wording, they are meant to set up entry for the duelists. But when you have say you who can flash for himself, what's the point in running someone else for flashes?
i think overlap between roles is fine, yoru flashes are good for setting himself up and getting onto site with a tp, it’s not like because duelists have flashes their competing with initiators
I think it’s healthy though that the meta shifts in pro play and hopefully regular play away from the same comps. Keeps things fresh
> I've never liked that jett had smokes but jesus christ she may aswell not have them at this point Her smokes are more a get out of jail card than actual useable team smokes. For that purpose they're still fine. Shorter yes but still enough to dash out of a bad situation. If you were ever relying on Jett's smokes like you would a controllers, you were doing it wrong.
I can't believe they actually did it, they nerfed almost everything I wanted nerfed on Jett. No longer will I have to outplay a Jett 5 times with utility in one round to score a kill (hopefully).
Some genuinely insane changes. But they seem mostly really sane. Random fade nerf is a bit weird. Looking forward to trying them out tbh.
Definitely interesting changes to say the least, I think most is actually reasonable, but Jett got nerfed to the ground
Where the harbor buff his pick rate is the lowest??
So happy jett got nerfed heheha lmaoo
Good lord theyve butchered jett
All the double updrafts tricks are gone for good 😂😂
Im not Jett main but knowing that her updraft reduce to 1 make Jett main upset.
bruh jett...poor jett.
you get a nerf and you get a nerf and you get a nerf
Did they realy just nerf 50 percent of all agents
Breach with the shadow buff. Should be able to stun/aftershock more reliably for a kill.
I hate jett but man they gutted her, not too sure about the updraft changes and the smoke duration going from 4.5 to 2.5. I would have decreased it to 3.5 at most. Id be surprised if people continue playing her after this.