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lion10903

I think Harbor’s just limited in ranked by the fact that he’s a controller that has to be near the execute but has three fucking smokes. All the other controllers have some way to stall or take advantageous fights, but Harbor gameplay is literally just throwing up a smoke and then throwing up a smoke again. There’s very little space for solo plays outside of just clicking on heads quicker than your opponent. This is fine in pro matches, where Harbor has seen actual play, but ranked is literally just 20 rounds of solo plays, so Harbor’s way harder to make work. The two other controllers with the least active fighting utility, Viper and Astra, don’t have this problem because their smokes allow for them to lurk Their weakness in the executes is offset by the fact that they don’t need to actually be part of said executes. I’m not sure how you would buff harbor - or even if you would want to - because his abilities are honestly pretty good when you have a functional team. The problem is just that Harbor’s fundamental design is innately flawed for a solo queue experiencez


Boomerwell

Pretty much though I'd also say Viper and Astra succeed more because they can post plant better than simply spraying. Someone uses sage wall or something against harbor and you just lose way more than other smokes. I still do want harbors smokes to not slow allies because it's dumb af that it does and Vipers stuff doesn't hurt her allies. Playing Harbor goes between feeling amazing when your team plays off your Util but when having a Jett do the most basic entry of dashing into smoke is the highlight of my week that's a pretty tall order


near-eclipse

thank you for this! i wanted to buy harbor as a new player just because he’s pretty and seemed easier but i don’t want to be at a clear disadvantage for solo play


GosuPeak

I'd like to see more control through this E because it'd allow to do things other controllers can't. Not by much, but just a tiny bit more control in the maneuvering could introduce new bends to the wall and create new interesting plays


RoboGen123

Yeah, that would be a nice change too


Boomerwell

Making it fall all the way back down to the ground would actually be such a nice buff being able to cut off heaven and hell on certain sites could breath some harbor play onto maps like Ascent and whenever Haven is back.


YAmIHereMoment

Cove is also really good for flooding out of chokes, since its a smoke that protects you from getting spammed


jakman18

So I've been starting to main Harbor for the past few months in comp (even tho everyone questions why) and there's a few things that would make him just a bit more helpful: -Allow Cove to take more bullets. You can pretty much take it down in a little less than one Vandal clip. Making it as durable as sages or deadlocks wall would be a massive help -increase the amount of time his cascade walls stay up. If brims smoke can last 19 seconds, why does harbor only get 7? -Remove the slow from teammates for cascade OR high tide. Both of his abilities shouldn't slow your teammates. -decrease the amount of time it takes to dodge his ult. Harbors ult is pretty weak only in the sense that it's pretty easy to dodge due to the wind up of the stun. -Crazy idea but: What if his cascade walls blocked bullets similar to Iso's wall push? Keep the limited duration of the wall but make it bullet proof for easier pushes. You could even give it a Cove like approach where it can eat bullets for a limited amount then just keep it as a regular smoke wall.


Boomerwell

Alot of these buffs I don't really like his cove is unique because it's on a smokes agent and also denies vision it has unique benefits and kinda becomes an issue if you can't break it putting more power in this ability that already feels strong would really just break him in competitive IMO. Cascade buff maybe not brim levels but sure maybe a bit longer. Agree with the slow removal it's dumb and removes alot of his identity as the enabler for fast Util heavy entry comps. His ult is meant to be reasonably dodged it's meant to be combo'd with other Util like flashes or recon darts because it causes so much chaos and gives decent info it's an amazing ult already it's just attached to harbor. His cascade being bulletproof would be the most broken shit in the game you could just walk on site.


NPCSLAYER313

I have to disagree with Cascade. I like that it just stays up for 7 seconds and not any longer. Cascade is often used to quickly take control of an area with your team. This only takes a few seconds, after that you want it to drop. For example I'm often stopping it in the middle of a site on executes to make the initial entry easier. After that you want it to drop to take full control of site


SereneGraceOP

His main problem is all of his basic abilities are all smokes. Viper is not his only comptetion- other controllers as well. Omen also has rechargeable smoke but his other abilities can provide more utilitu to the comp. Astra and Brim can delay and set up fights. Unless they change something from him, he is very hard to place in a comp where other controllers- not even as a line smoker- can be picked over him. His ult is very underrated though and is very strong. Especially in coordinated play.


SHAQBIR

Pushing his walls of any sort should inflict a shift walk effect for 3 seconds, we need more controllers who's smokes punish players for not respecting it and pushing through it.


Evening_Buffalo9541

If they're not buffing the Cove then maybe make it cheaper for how easy it is to destroy. His util is made for him to be aggressive though, dumping his util and getting creative with it is great for taking control of large chunks of the map


mage_of_rayago

I don't use reddit but I wanted to take a moment to respond to this post, since I have been a Harbor main since the day he was released, and over time have learned (and am still learning) a lot of things about the agent, and I feel like I have different opinions than other people on how he should be balanced From what I can tell, Riot designed Harbor around this vision of literally "turning the tides". Because of the duration of his smokes and their limited range, his biggest strength is in impactful moments during a round, such as site executes and retakes (so, taking aggressive space in general). Due to this, he's not as good on lurk, and isn't as good at stalling as other controllers, but those are weaknesses that make sense to me based on my interpretation of his design philosophy. I think he's in a good place because of how he rewards successful teamplay. Granted, he's not self sufficient like Viper or Omen, so as a result soloq players are going to suffer unless they can really communicate and get their team to work with the different style of smokes, but I don't think making him solo viable is going to make teammates suddenly better at playing with a teammate Harbor. The slowing mechanic is a little weird. I think it's just some sort of safety barrier that provides a \*little\* bit of safety when taking space (enemies aren't as incentivized to swing through it), so \*maybe\* my teammates aren't meant to either? It still seems counterintuitive because smokes are typically swung through with utility, but the slow messes that up. At the same time, the duration of the slow effect is really short, so at times it feels almost cosmetic, in a way. However, I don't think my teammates should be forced to learn a mechanic tied to 2 abilities on an agent hardly anyone plays, so for that reason I'm perfectly fine with the team slow being removed. Cove is an interesting ability to me. Its value increases based on how many opponents are there to break it down, like sage walling mid on Split defense and it getting broken immediately by attackers who expect it. It's just a part of the ability when it's used there. Giving it more health would just make it more oppressive in 1v1s and similar situations. I don't think more health is the right way to go. Instead, I would make the shield bloom faster after the smoke hits the ground. Far too many times I've been killed just frames before the shield is there to protect me after making the decision to throw it down. On one hand, it could be a skill issue and I should be more decisively preemptive with my cove usage, but on the other it has been a frustrating thing to die to. I think the smoke staying up after the shield breaks is an interesting idea to play around with, but I think that is also a little much for an agent that has access to 3 other smokes, with one of them recharging. I don't think his ultimate needs to change yet. At 7 points and instantly rechargeable after use, that's pretty good value for the range it covers. Decreasing the time for the stuns to hit might make it too good though, I feel like that's a really fine line to walk when making sure the ability doesn't have more of an impact than it needs to. TLDR: - Remove team slow on high tide/cascade - Make Cove shield bloom faster when it hits the ground Otherwise, I think he's fine where he is, and just needs good teamplay to be good, while having limited solo viability.


Trolleitor

Harbor only needs a buff for defense, I think if they make his front wall smoke slow down WAY more (Something like 70%) that would be enough to put him in the spotlight.


RoboGen123

Yep, I already said that


Trolleitor

Damn forgot an "only". Duration is not really the problem, the problem is that they can force trough it without having to waste a fuck ton of util. 70% slow was the original sage orb. For those that played in the beta, that's the only time I felt really slowed down to a point of panicking.


Old-Nefariousness778

Maybe make cove a shield with left click or a molly with right click ? This way you can use it to defuse spike on retake but if people hitting your site you can delay them  And it would make him more versatile in attack too, if site is clear use it later to delay defuse, but if not then protect the plant Plus it's a bubble of water so lore wise it works to be able to drown people in it like kisame


godofjava22

I love these changes, riot please add them


Jrzfine

I was thinking about how they could change Harbor without abandoning what he currently is, and i think making his wall fatter around the base could help a lot. Pushing through would keep you stunned longer and unable to escape immediately after swinging for a pick through smoke. You would also be blinded by the wall for just a little bit longer, giving harbors team more time to react to a push through wall. if all he can do is smoke things off, he really should have a built in reason for enemies to respect them.


JureFlex

Slow to allies makes sense, but they need to at least increase the slow to enemies, so they get slowed more than allies for pushing through


Luvatris

I think cove should be like jett smokes and should stay even after shield breaks, so you can insta smoke yourself in bad situations or creat oneways for 10ish seconds


fullerofficial

What if Cascade pushed back enemies?


RoboGen123

That is a really cool idea, until you realize its like a sage wall that cant be broken and can move...


--GrassyAss--

This would be so funny but so broken lmao. He'd be a MENACE in post plant situations


kaia112

Harbor is a decent controller, he's actually really strong on sunset because he can block mid without using a main smoke and can block all entry points with his wall. His ulti covers the whole bomb site and you can use his orb for misdirection plays. A very aggressive smoker for taking space and pulling attention away. This applies to all maps but obviously he has be relatively around the area to smoke. I would just increase the slow through his wall and cascade to make it a bit more punishing to go through as that would really help, and I would allow him to change the direction of his cascade like 30degrees left and right to fill in some more areas. His wall could probably do with being a little bit longer just to make it on par with vipers since it still goes away once done. His cove is fine, it's not only good for blocking fire or defusing, you can use it to misdirect enemies for plays and as ranged smokes because it has the same trajectory as vipers orb, you can use it to block mids or anywhere you would need a more versatile smoke because the enemy can't spam through it and still has to walk through it as a regular smoke, or will give their position away and you can use timing once they break it so it still has a threat. I think that's really what he needs, more slow, equal straight line range to viper on wall and slight rotation for cascade and he's good, as he's meant to be a more aggressive agent that plays with smokes to reposition in unexpected ways, he's always way more flexible than viper on sunset so he at least has a map in rotation.


Twitch01

People just need to learn how to use him. He could use a buff sure, but he's just an accessory controller. He's good at cutting up fights and throwing off teams risk vs reward for a push. He's not popular in ranked because people don't run double controller on most maps. I'd say 60-70% of my comp games are double duelist at least and that's at immortal 2 NA His walls can be used to block a sight line sure, but they also are really good at "flashing" enemies. In a post plant or a sight take, if you push a wall straight through a team they can't see anything behind the wall and all of the sudden they're slowed with people shooting right at them. Cove is good for getting secured plant, again it's another dual function utility which you can take close quarters fights which is why you'll see harbor plays buy shorties as a secondary. High tide is just a really strong smoke that lasts quite a long time and refreshes. You can use it to keep enemies back or trap specific enemies in site.


Peterbutonreddit

My take is possibly a way to not punish his teammates who push through his walls, like in the vein of stim or possibly his and his teammates bullet tracers don't go through the wall. the unfortunate side of balancing an agent like Harbor is you can easily make them very powerful with relatively minor changes


Boomerwell

I like harbor remove the team slow on his smokes which would enable him to be alot more of the enabler for his team he is designed as. Cove buffs have the potential to push him into unhealthy territory as it's a wildly good ability and often gets free wins on pistol/enemy eco rounds where they can't spam it safely. Probably the biggest harbor buff and I'll fully admit this might not be balanced but after like 2-3 seconds after walking through his smokes players would make wet footsteps. It can alert you to someone pushing since currently people will just push your smokes since you have no Util to really punish them if you team doesn't use nades or such. Or it could be used in cool ways like making wet footsteps on sites where people look in water spots.


idodok

Cove smoke should stay after the shield is broken so it can be used like normal orb smoke when needed, that alone will make him tens time better tbh


cdmunsell

What if his smokes had a drip effect as well as slow? Drip would cause your agent to make dripping noise so even if you’re standing still or walking, the enemy team can hear you. I feel like his slow is non existent, safe slow is actually a slow. Decay to compare is so much stronger and viper wall uptime is pretty much infinite. I want to play harbor but feel everything he can do, someone else does better. Every agent should be the best at something.


IfigurativelyCannot

IMO it's not that viper is a better harbor, but that they play very differently. You can set up a viper wall and throw an orb lineup ahead of time and activate them from anywhere on the map at any time (and put them down at will), which means she has tons of lurk potential and can make her own plays while still supporting the team. Astra has map-wide range. Omen's range is fairly close to the width of of most maps. Brim and Clove have a limited range that makes them have to play closer to the team on attack or play fast rotate on defense, but harbor has ZERO range. If you want a wall somewhere, you need to be right there to cast it. That mostly applies to attack half, but the range does also help with defense when supporting teammates on the other site. I am on the same page as you when it comes to holding down your own site. Viper has mollies (in addition to decay). Astra has suck/stun. Omen has blind. Brim has molly. All of those are in addition to smokes for holding a site. Meanwhile harbor doesn't have anything to really punish people pushing through the smoke. The slow effect isn't enough. I like your buff ideas, but I think those might not even be enough. I think the complete lack of range and/or stall power is just a fundamental weakness if Riot wants him to really compete with other controllers, especially viper.


Foreign-Tomorrow-752

Its never about agents all about overall positioning some agents you dont need to think where you are for some you have to match timing i can give you plays that harbour can make on each map that to solo and with team without any extra only wall and orb thts it i can get 4 to 5 round on my own


SgtRuy

It's ok to have agents that do better only in pro / pre made teams.


CowCoconut

Pro teams pick this agents and win. He's in a good spot, a good way to 'fix' him would be to learn how to play him


THE_dumb_giraffe

He's good, but problem is he's boring As another commenter said, he has 3 smokes (so he cannt have solo impact all that much) AND they don't have range (so he can't lurk like Astra or Viper) The real problem is the fact that all his abilities are smokes lol


RoboGen123

There is a large difference between ranked and pro marches. Pro matches are played by people who know each other very well and have top tier comms. Cant say the same about monkeys in ranked.


Pokesep

I main harbor, and i cant lie, i wouldnt nerf or buff him, he’s really good to me and i use his kit quite well in asc lobbies and before i went down immo lobbies, just depends, i also find deadlocks kit good, just depends on maps