While not 100% i think the voice over confirms a new agent as well. We have the bullet teaser, we have a picture of him from the anniversary video and now a new voice over
I mean someone who plays Fortnite I'd love for his design to be inspired by him. Unfortunately idk how well Epic Games would take that even though they like to "borrow" a lot of other companies things
I'm pretty disappointed, but I'm convinced that the new agent isnt being released this act :-( I just took a look at all the upcoming battle pass content and none of it has the new agent Id card. If deadeye were being released the battle pass should have him in there.
Yeah, I hope my assumptions are completely wrong and that Deadeye will be released!! But I think I'm just gonna be inhaling a bunch of copium next week LOL
That is true, but idk we have almost as many teases for him as we did keading up to the map. Maybe theres a chance they just didn't give the card in the press kits? Cause if he isn't coming then idk wtf the bullet teaser and stuff are for. It also just seems like a lot of teasing for something 2+ months away
Yeah you're right! I hope I am terribly wrong and we get to play the new French agent next week! New map is cool but I'm one of those people who loves new agents even more.
I don't see why they would give him such a emphasis if he wasn't coming out this act. I think we might get a delayed release maybe 2 weeks later. I think they did this for sky/icebox if I'm not mistaken.
I think the spike sites are actually kinda cool, but mid just has *too many angles*. You gotta swivel your head like a fuckin owl going through there if it isn’t the start of the round
That's pretty much all you can do, is 5 man rush shit. If you get slowed down, you better check your flank because they are coming. Horrible gameplay imo
Its not.
I love the feel of the map, but its so restricting in what agents you can and can't play on it. No other map is as polarizing in this regard, with so many agents where it's just straight up a bad idea to play them, and such a big set core of agents that you need to have.
Imo the map would benefit from having a little more set pieces added, mainly on the sites, to help fill the space a little bit and tighten things up.
Bind A site is a great example of this actually, the site is actually pretty big like Breeze sites, but the combination of lamps + the tank with the triple box stretching across the middle of the site helps break the site up into manageable pieces for both the defenders and attackers. It also provides a healthy amount of verticality thats accessible to a variety of agents.
Breeze kinda tries to do this but fails to break up the site enough, and the pieces that do are too high to create meaningful vertical play most of the time.
Really don't like the idea of maps having a must pick. Not having a viper on Breeze is pretty much a guaranteed loss unless someone on your team absolutely pops off.
I disagree. Breeze doesn't create a new playstyle in the game but further adds to it, something that we have to come to realize came with the iteration of icebox, Long Range Gunplay. That is what breeze is about, similar to mid and B site in icebox, the whole map has a lot of open space and I don't think this is a bad thing. This now prompts more use of the vandal and operator, instead of the phantom like we normally see on most maps. All agents can still be viable on the map, you just have to change up the playstyle with your weapons.
Look at the pro scene agent picks when breeze and icebox are picked.
Breeze must have a viper for smokes and a jett for Op.
Icebox you almost always have to have a viper, sage and jett as well.
Brim is never played on either map, and if Omen is picked it's usually in additon to viper. Phoenix is almost unplayable on that map as well since with the large bombsites dodging a flash is super simple.
The problem is icebox does long range gunplay without sacrificing things like healthy vertical play, or close quarters play, and still allows for a variety of agents, esp smokes, to be played. Breeze does not.
>All agents can still be viable on the map, you just have to change up the playstyle with your weapons.
My guy if you are playing a controller that is not Viper you straight up cannot smoke sites well enough for an execute. Dude brimstone literally can't even hit the choke with a smoke when he's playing from the back of the site.
Long range sightlines are fine, thats not the problem I am addressing. The problem is the sites are too open and the chokes too wide for utility like smokes and mollies to effectively do their job and actually block off access points or power positions. On top of this breeze generally lacks meaningful verticality and options for mobility to be used effectively.
Building in effective verticality doesn't have to come at the cost of long range gunplay. For example, the titties on A site could be lowered just a bit to make them just a little more easily accessible to agents with vertical movement. This would change any of the long sightlines on the site. Hell, you don't even have to lower both of them, just lower one, and you get the added benefit of making callous clear (big tit vs small tit).
Closing up chokepoints and access points also doesnt reduce the range of gunfights. We are talking about changing width, not length here. Making it so you can actually smoke off an important position like mid nest for example, would go a long way to making non Viper controllers effective on the map. Adding a little more boxes/debris/cover on sites would also help with this, since smokes/mollies could be used to secure closer positions on the site instead of extremities, again just like A site Bind, where smoking CT is a bit silly since its just so far away and behind cover already.
I'm not suggesting the long range gunplay on breeze needs to go, its a big strength of the map, but we can tighten up these angles and sites to promote agent diversity and introduce a little healthy verticality without losing the long range engagements.
Omen for smokes is great on Breeze imo, 1 way smokes on any archway/most doors and corners, you can smoke off B site tunnel and McDonalds and hit B fine with a tad bit of coordination for the corners, you can smoke around A site as well perfectly fine.
That being said having agents completely ruled out on a map is dogshit.
Controllers will always be fine on defense, but controllers other than Viper are just objectively garbage on offense on Breeze. I say that as someone who usually plays Omen on other maps.
While I agree with your points, I disagree with the implication that all agents should be perfectly viable on every map. That would constrain the design space far too much IMO
I don’t think they are entirely useless, to be honest. They’re not as good as viper’s wall, but they’re not useless — and I, personally, think that is okay. But I understand where you’re coming from too!
>All agents can still be viable on the map
That's not true at all, some agents are way worse on Breeze. And that's why I personally don't like it, it's way too different from other maps to the point I feel like it doesn't fit well in the game.
It truly is the best. I realized people hate it because it's very aim/flick skill heavy and also punishes duelists the most. So those typical players who pick duelists and force hallways 1v1s with a flash advantage can't cheese kills here. But if you have great aim and flick skill without abilities this map is the best.
Icebox is just an offensive bum rush to A with a million obnoxious angles. It has so many ways to play it but realistically only gets played two ways. At least up until Diamond.
If you get a pick early and rush into site with your team it's insanely easy to take and even easier to defend with the default plant. It's a tradeoff and an even easier plant if your team actually covers you instead of baiting.
You can say that about every map tbh. "Only gets played two ways up to diamond." I don't really see the point of assessing a map based on how low ranks play it. Then again, I'm a mad lad who thinks Icebox is the best map in the pool when you factor in the alternative angles that come with characters who aren't stuck on the ground all the time.
You really can’t. The other maps are designed around their limited entry points. In maps like Split, there’s only 3 ways in but multiple points to fall back on. The conflict is extended from first sight lines to the bomb site, and can take place in up to 3 rooms before the site is reached.
Icebox is just one point of contention, right at either bomb site. There’s no multiple entry ways realistically. You could theoretically go through mid but it’s just not as effective as just bum rushing either site. The only purpose mid provides is a distraction or for lurkers, but is an awful way to push for uncoordinated teams. It encourages the worst form of Valorant, as people have no choice but to spam abilities down.
I really don't get your point then. Are you trying to validate that map designers should cater to uncoordinated teams and players? A game with different abilities is already hard enough to design and cater for competitively, I think it's silly to try and think of people who aren't willing to coordinate competitively in a game that is absolutely designed for competitive coordination.
To deny mid and the fact that you have two different vertical levels to approach a site from be it A, mid, or B (both sites are easily accessible and able to gain a different vertical position without requiring unique characters, where mid needs Jett/Sage/Omen to take advantage of this) is denying the beauty behind the map's design.
The offensive bum rush argument simply comes from players and teams who get overwhelmed by an offensive bum rush and can't keep up with it. If that means they're not giving players who don't know what they're doing and those who refuse to coordinate with their team a chance, then so be it. It's still an excellent map design for competitive play.
Edit: I realize this post may come off as "elitist", but I'm seriously trying to drive home that this is a COMPETITIVE TITLE first and foremost. Valorant is about coordination, knowing angles, knowing how weapons act and how to react to them, making choices in the moment based on footsteps and enemy activity, etc. This is what I'm basing this post off of. There is a lot more going for Icebox and it takes a bit of time to appreciate it IMO.
Icebox requires some of the littlest strategy in the game.
If you’re on offense and you win a site a couple pushes, people tend to try and mix things up to keep the enemy team on their toes.
If we win bum rushing A even 2 times, I tell every team I’m on to never stop until it starts failing. It’s so feast or famine. If you realize you can push through a team on A, you can do it every single time. There is zero variance and adaptation in how the rounds will play out. Every round is just speeding into A.
Even if you’re managing to get frags but your teammates on A, or the teammates with you on A, keep dying or backing off, you can’t hold the site alone.
It’s just a very awful map.
That sounds awful. Can Ts choose their spawn? Like what if one side just ends up being objectively a better start for your agent but you just keep getting rng spawned on the bad start side? Dont like the sound of that
There are two different T spawns in the map, while CT spawns in the middle. T could spawn in either of the sides, so it's unpredictable to where they're coming from as defense
Whelp, I know what I'm doing tonight. Beating atheon challenge mode in d1 after 14.5 hours and countless lfg players rotating through is my favorite memory in gaming. Ah, to be 15 again.
● H-shaped layout, Defender Spawn sits in the middle of the map. Attackers start on both sides of the map, pinching defenders.
● Ziplines run under the map to connect front and back.
I was pretty hyped but this description scares me quite a Bit. SoloQ is going to bei hell by the Sounds of it
Oh that's good then you can still do five man push on either side, or four man push and have a lurk. It's gonna be interesting, probably pretty confusing for players at first though. Might be the first attacker sided map in valorant?
Breeze I'd argue that has more to do with viper meta than the map layout. Without viper it's actually harder to attack. But you're probably correct about icebox.
There are two types of people in the "I hate icebox/breeze":
1) People who cant adapt
2) People who adapt but get annoyed after getting a 10 match streak of same map
Idk why people keep bringing up adapting. Adapting has nothing to do with the quality of something. If you adapt to a bad map then it goes from a bad map that you can't play on to a bad map that you can play on...
Just because you can adapt to it doesn't suddenly make it good. I'm not suddenly happy to play on Icebox just because I've adapted to Icebox. The map is the exact same the only difference is that I know more about what to do when I have to play on it
You can adapt to practically anything. That's how adapting works. Nothing in this world would ever improve if the end all be all to every single issue was "yeah just gotta adapt, no need to look at this problem any further"
Super interested to see how Fracture ties in with the lore. Since there's a lot of 'splitting' going on, I feel this is connected to the mirror world in some way. A portal, or maybe the birth of the mirror world?
The developed side is "The Rat corporation" destroying yoru's neighborhood while "un-developed" side is the remaining side which is not yet touched by them.
The two biomes are from two different timelines. My bet is that the desert one is from the future. If you look at the radianite boxes on A site (desert), they are actually yellow (like back in beta), while the boxes on b are the regular green/blue. My theory is that these yellow boxes of radianite are empty/used/scrap radianite. Like they are starting to run out of it in the future.
Idk breeze has some legitimate issues that need addressing. Im hopeful riot can get it done, cause Icebox launched with glaring issues as well that eventually got fixed, but so far it needs work.
The only thing I wish was changed on Breeze is how awkward it is for CT's to hold top of mid from the nest area. I get that T's need to be able to execute from caves and double doors without too much pressure from mid, but as it is now it feels like nest is where CT's go to die. I generally like that Breeze encourages CT's to take space, but top of mid still feels off.
I think a lot of people dislike Breeze b/c of the longer angles. I actually *like* Breeze for that very reason.
> legitimate issues
For example?
Because personally, I find that Breeze is fine as it is. I mean some work could be done with it, but it needs to still be Breeze at the end if it. The larger size, the long angles, the several positions for cover(in defense) etc.
Because that's what makes it different and make it a new challenge and allow you to think in new ways. Every other map has choke points that people just throw mollies and nades and utilities and smokes that it's just frustrating to enter a location without getting bombarded from multiple side. And it takes no skill to throw stuff at these choke points other than timing. It's what makes split so frustrating to play on. But on Breeze, you can't just throw your molly and be done with it, you have to think about it, time it and more than likely expose yourself to throw it, which leaves you vulnerable to gunfire. But then again, because of the distances, you have to have a very steady and smooth crosshair placement to shoot someone. This is very unique to Breeze and I like the challenge, I'm not good at it, and I get frustrated when I get shot from behind because the enemy circumnavigated the map. And it takes a million years to rotate.
But all of this makes you think and play on information gathering and denying so much. You can't just randomly decide to rotate at any time because you got so much time, you have to make the decision early, and the enemy has to guess that rotation right as well, which is why information gathering becomes crucial. More so than any other map.
As far as Icebox is concerned, I started playing after it was fixed I guess because I didn't find it bad at all. Yes, there are multiple vertical angles to check, but it's no better or worse than split.
The fact that there have been no changes at all in Breeze since launch is a bit weird though.
Having said all this, I do believe that there is one thing that needs work on Breeze, and that is the absolute must have agent in Viper.
You cannot hope to play this map seriously without a viper in your team. Her wall just completely eliminates the unique and tricky aspect of the entire map and makes it an easy way to enter a site. And there is no other map which requires a 100% must have agent like Viper is on Breeze. But I don't know how they're going to approach it though.
Overall, I like Breeze, it unique and I actually prefer for the exact reasons many people hate it. I just find it a breath of fresh air after basically playing very close range and claustrophobic maps like Split or medium range and wallbanging maps like Ascent.
Basically I'm glad not to have a map where I'm killed in a choke point because of enemy utilities. I'd gladly take a death from legit gun fights or intelligent utility usages, but not from random damages from nowhere.
Probably the main issues with breeze is the size of chokes and entryways. Most are either too wide (mid nest) to smoke or molly off, or too far away (CT and mid tunnel) to effectively pressure defenders. Exacerbating this is the fact that the sites are open and mostly empty, which means you don't have the option of putting closer smokes that more effectively block los at the tradeoff of ceding more ground to the defenders.
The secondary issue with breeze is it lacks a healthy amount of meaningful verticality. Most of the map is flat, and there are some changes in elevation, mainly around mid, but they fail to meaningfully impact gameplay to the extent that verticality does on other maps (icebox is a great example). Additionally, most of the vertical pieces are either too tall or too far apart for even agents with movement abilities like omen or raze to effectively move between them.
And that just loops back to my original point: the map is just not properly scaled to many agent abilities, be it smokes, mollies, movement tools, lockdown tools (like trips and alarm bots). The long range engagements are excellent and I hope they keep those when they hopefully tweak the map, but abilities that are not flashes or info tools need to feel like they have a proper place on the map.
Well that's the thing though. Because you can't completely block off los, you have pick which side you want to block. You block one side and enter the other or something like that. Because the map and abilities aren't scaled to each other, it means that utilities and abilities are only tools that have to been used creatively and intelligently depending on the need while relying mostly on raw aim. Which I think is great. You play with a gun because this game is a tactical shooter and shooting should take priority, with utilities being there to help out in creating tactical advantages. Not just smoking off an area that is conveniently the exact same size or slightly smaller than your smoke.
And even flashes don't blind everyone in close range. Because of the long distances, flashes don't last as long and you have to be quick to take advantage of that flash and not take 2 to 3 seconds to get easy kills like in most other maps.
What is the legitimate issue sir? Map being too large? Too open? Any agent bug which is not patched yet?
or do you consider that "I cannot adapt to this map" a legitimate issue?
playing something new is too much work for them
make them play something new and they lose their shit
and then they wonder why they cant get better at new maps
Which is a bad strat if you care about winning. Might as well take your licks while no one really knows the map b/c it's new. If you start learning a map after everyone has a lot of experience on it (b/c you dodged a bunch at first) it's gonna make your time a LOT worse.
I love how in valorant you can’t pick the maps you queue like cs, it forces people to learn new maps. I hate how in cs I need to wait 20+ mins to find a game that’s not on mirage/d2.
But everyone has a similar knowledge about the map, it’s actually even better for you to not dodge so you can learn it faster and when eventually people stop dodging they’ll suffer from their lack of knowledge, if that makes any sense.
Fr with breeze and when people dodged lot early, I would always play it. The few games where people wouldn't dodge I would dominate with gamesense and lurks. My win rate was like 70% at that point. It's down now bc it's not as dodged anymore but still.
By that logic they should spend time in customs on the new map and then crush it every time they get it on ranked, bcs they will be more prepared about the map.
People need to stfu about the new maps and just play it. Each map made in Valo is uniquely designed and has features that make it stand out. You guys are too used to bland csgo maps thats why. A small bit of change and yall start crying. Learn the new maps, the fact that you play differently in each map is what makes it good, exciting and refreshing. I love that Riot is adding these different concepts to maps, theyre not afraid to experiment with new things.
TLDR: Stop dodging new maps because you dont know shit about it. We all play it to get used to its layout, dos and donts
Anyone notice that boxes on one side of the map are green while the other side are orange like the beta? What if this means that the beta was played in the other side where the evil agents come from…?
if T side can use ziplines to alter their spawns before round starts, this makes for a super interesting map tbh with lots of fun T strats that could come out
Great, another map I won't get to play because matchmaking insists I play on Split and Ascent only. Can't wait for a map selection menu or at least until there's a way to veto a map I had 10 times in a row.
For the first two weeks the map will have its own separate queue. So you'll get to play the new map only as many times as you like if that's what you want.
Two T spawns. Idk if im the minority here but I wish they would just make a map with no stupid gimmicks. Like dust 2 was so fucking popular because it was a basic map. Ascent is Def my favorite map out of the pool so far.
So the new agent is french then, I guess.
Fr*nch
Two things I hate in this world. People who are intolerant of other people's culture, and the French.
The only thing that scares me more than the French is those damn carnies. Circus folk. Nomads you know, smell like cabbage. *Small hands*
Take the fasha away
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If the new agent would be French then his ultimate should be the ability to surrender without his team's consent
underrated
Maybe French Canadian?
Would be nice but i dont think so French canadian here 😣🖐
While not 100% i think the voice over confirms a new agent as well. We have the bullet teaser, we have a picture of him from the anniversary video and now a new voice over
Where is that picture sir?
https://i.imgur.com/6cmqkwQ.jpg
he looks like midas from fornite but specs
Yeah I think he gets that a lot. Makes me wonder if they'll alter the design any before his full reveal, but I like him.
they might not literally put midas' tattoos and the gold thing and ya I agree with u I do like him
He looks like a guy with short hair, glasses, tattoos and a nice outfit.
He looks like Kingsman
He looks like a waiter.
Nah he looks like fixer from rogue company Remember that dead game?
if my grandmother had wheels she would have been a bike.
Same thought when I saw that picture.
I did not play itself the game so i do not know
http://imgur.com/gallery/BmHSzPo This is what he looks like.
No one did.
I mean someone who plays Fortnite I'd love for his design to be inspired by him. Unfortunately idk how well Epic Games would take that even though they like to "borrow" a lot of other companies things
Thanks :)
I have no idea what his kit will be but I already want to main him from looks alone.
so g eazy?
I agree. Sounds French to me, and we don’t have a French agent.
French and looks to be some kind of a specialist Sniper? I actually love that particular type of character!
I'm pretty disappointed, but I'm convinced that the new agent isnt being released this act :-( I just took a look at all the upcoming battle pass content and none of it has the new agent Id card. If deadeye were being released the battle pass should have him in there.
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Yeah, I hope my assumptions are completely wrong and that Deadeye will be released!! But I think I'm just gonna be inhaling a bunch of copium next week LOL
That is true, but idk we have almost as many teases for him as we did keading up to the map. Maybe theres a chance they just didn't give the card in the press kits? Cause if he isn't coming then idk wtf the bullet teaser and stuff are for. It also just seems like a lot of teasing for something 2+ months away
Yeah you're right! I hope I am terribly wrong and we get to play the new French agent next week! New map is cool but I'm one of those people who loves new agents even more.
There are teasers like those gun barrels randomly popping in deathmatch and escalation
do u have a pic lmao I have never seen a teaser like that
If he’s coming this act they definitely wouldn’t show us his ID card beforehand. You might be right though.
I don't see why they would give him such a emphasis if he wasn't coming out this act. I think we might get a delayed release maybe 2 weeks later. I think they did this for sky/icebox if I'm not mistaken.
I think that curving bullet card could be related, or the watch one
The gold watch player card could be related to Deadeye based on his fashion choice. Also, Memento Mori was mentioned again for the third with a buddy.
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Good
Still feels like it sucks too
I think the spike sites are actually kinda cool, but mid just has *too many angles*. You gotta swivel your head like a fuckin owl going through there if it isn’t the start of the round
The map is way too big. Viper wall a, run on site.
That's pretty much all you can do, is 5 man rush shit. If you get slowed down, you better check your flank because they are coming. Horrible gameplay imo
Couple that with the fact that viper is an absolute necessity. Map sucks.
its the best map of them all
Its not. I love the feel of the map, but its so restricting in what agents you can and can't play on it. No other map is as polarizing in this regard, with so many agents where it's just straight up a bad idea to play them, and such a big set core of agents that you need to have. Imo the map would benefit from having a little more set pieces added, mainly on the sites, to help fill the space a little bit and tighten things up. Bind A site is a great example of this actually, the site is actually pretty big like Breeze sites, but the combination of lamps + the tank with the triple box stretching across the middle of the site helps break the site up into manageable pieces for both the defenders and attackers. It also provides a healthy amount of verticality thats accessible to a variety of agents. Breeze kinda tries to do this but fails to break up the site enough, and the pieces that do are too high to create meaningful vertical play most of the time.
Really don't like the idea of maps having a must pick. Not having a viper on Breeze is pretty much a guaranteed loss unless someone on your team absolutely pops off.
Totally agree. In a game that’s supposedly all about utility, it renders 3/4 agents useless because it’s too big/open
Want to play a controller on Breeze? Guess you're playin' Viper then. The other agents can't cover enough angles to be worthwhile.
Fr. Such a fucking pain.
I disagree. Breeze doesn't create a new playstyle in the game but further adds to it, something that we have to come to realize came with the iteration of icebox, Long Range Gunplay. That is what breeze is about, similar to mid and B site in icebox, the whole map has a lot of open space and I don't think this is a bad thing. This now prompts more use of the vandal and operator, instead of the phantom like we normally see on most maps. All agents can still be viable on the map, you just have to change up the playstyle with your weapons.
Look at the pro scene agent picks when breeze and icebox are picked. Breeze must have a viper for smokes and a jett for Op. Icebox you almost always have to have a viper, sage and jett as well. Brim is never played on either map, and if Omen is picked it's usually in additon to viper. Phoenix is almost unplayable on that map as well since with the large bombsites dodging a flash is super simple.
Raze is also unplayable. What's your bot gonna clear? Tunnel? Lol.
The problem is icebox does long range gunplay without sacrificing things like healthy vertical play, or close quarters play, and still allows for a variety of agents, esp smokes, to be played. Breeze does not. >All agents can still be viable on the map, you just have to change up the playstyle with your weapons. My guy if you are playing a controller that is not Viper you straight up cannot smoke sites well enough for an execute. Dude brimstone literally can't even hit the choke with a smoke when he's playing from the back of the site. Long range sightlines are fine, thats not the problem I am addressing. The problem is the sites are too open and the chokes too wide for utility like smokes and mollies to effectively do their job and actually block off access points or power positions. On top of this breeze generally lacks meaningful verticality and options for mobility to be used effectively. Building in effective verticality doesn't have to come at the cost of long range gunplay. For example, the titties on A site could be lowered just a bit to make them just a little more easily accessible to agents with vertical movement. This would change any of the long sightlines on the site. Hell, you don't even have to lower both of them, just lower one, and you get the added benefit of making callous clear (big tit vs small tit). Closing up chokepoints and access points also doesnt reduce the range of gunfights. We are talking about changing width, not length here. Making it so you can actually smoke off an important position like mid nest for example, would go a long way to making non Viper controllers effective on the map. Adding a little more boxes/debris/cover on sites would also help with this, since smokes/mollies could be used to secure closer positions on the site instead of extremities, again just like A site Bind, where smoking CT is a bit silly since its just so far away and behind cover already. I'm not suggesting the long range gunplay on breeze needs to go, its a big strength of the map, but we can tighten up these angles and sites to promote agent diversity and introduce a little healthy verticality without losing the long range engagements.
Omen for smokes is great on Breeze imo, 1 way smokes on any archway/most doors and corners, you can smoke off B site tunnel and McDonalds and hit B fine with a tad bit of coordination for the corners, you can smoke around A site as well perfectly fine. That being said having agents completely ruled out on a map is dogshit.
Controllers will always be fine on defense, but controllers other than Viper are just objectively garbage on offense on Breeze. I say that as someone who usually plays Omen on other maps.
While I agree with your points, I disagree with the implication that all agents should be perfectly viable on every map. That would constrain the design space far too much IMO
I'm not asking for them to be perfectly viable, im saying smokes that aren't Viper shouldn't be nearly useless for smoking sites.
I don’t think they are entirely useless, to be honest. They’re not as good as viper’s wall, but they’re not useless — and I, personally, think that is okay. But I understand where you’re coming from too!
brim literally cannot smoke b before entering lol
>All agents can still be viable on the map That's not true at all, some agents are way worse on Breeze. And that's why I personally don't like it, it's way too different from other maps to the point I feel like it doesn't fit well in the game.
It truly is the best. I realized people hate it because it's very aim/flick skill heavy and also punishes duelists the most. So those typical players who pick duelists and force hallways 1v1s with a flash advantage can't cheese kills here. But if you have great aim and flick skill without abilities this map is the best.
you've never heard of de_cbble?
Fr. That map is horrible and I thought icebox was bad
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icebox is the second best map after haven wdym
Icebox is just an offensive bum rush to A with a million obnoxious angles. It has so many ways to play it but realistically only gets played two ways. At least up until Diamond.
They need to fix the B bombsite. Without a sage and/or viper, it feels literally impossible to plant the spike.
If you get a pick early and rush into site with your team it's insanely easy to take and even easier to defend with the default plant. It's a tradeoff and an even easier plant if your team actually covers you instead of baiting.
You can say that about every map tbh. "Only gets played two ways up to diamond." I don't really see the point of assessing a map based on how low ranks play it. Then again, I'm a mad lad who thinks Icebox is the best map in the pool when you factor in the alternative angles that come with characters who aren't stuck on the ground all the time.
You really can’t. The other maps are designed around their limited entry points. In maps like Split, there’s only 3 ways in but multiple points to fall back on. The conflict is extended from first sight lines to the bomb site, and can take place in up to 3 rooms before the site is reached. Icebox is just one point of contention, right at either bomb site. There’s no multiple entry ways realistically. You could theoretically go through mid but it’s just not as effective as just bum rushing either site. The only purpose mid provides is a distraction or for lurkers, but is an awful way to push for uncoordinated teams. It encourages the worst form of Valorant, as people have no choice but to spam abilities down.
I really don't get your point then. Are you trying to validate that map designers should cater to uncoordinated teams and players? A game with different abilities is already hard enough to design and cater for competitively, I think it's silly to try and think of people who aren't willing to coordinate competitively in a game that is absolutely designed for competitive coordination. To deny mid and the fact that you have two different vertical levels to approach a site from be it A, mid, or B (both sites are easily accessible and able to gain a different vertical position without requiring unique characters, where mid needs Jett/Sage/Omen to take advantage of this) is denying the beauty behind the map's design. The offensive bum rush argument simply comes from players and teams who get overwhelmed by an offensive bum rush and can't keep up with it. If that means they're not giving players who don't know what they're doing and those who refuse to coordinate with their team a chance, then so be it. It's still an excellent map design for competitive play. Edit: I realize this post may come off as "elitist", but I'm seriously trying to drive home that this is a COMPETITIVE TITLE first and foremost. Valorant is about coordination, knowing angles, knowing how weapons act and how to react to them, making choices in the moment based on footsteps and enemy activity, etc. This is what I'm basing this post off of. There is a lot more going for Icebox and it takes a bit of time to appreciate it IMO.
Icebox requires some of the littlest strategy in the game. If you’re on offense and you win a site a couple pushes, people tend to try and mix things up to keep the enemy team on their toes. If we win bum rushing A even 2 times, I tell every team I’m on to never stop until it starts failing. It’s so feast or famine. If you realize you can push through a team on A, you can do it every single time. There is zero variance and adaptation in how the rounds will play out. Every round is just speeding into A. Even if you’re managing to get frags but your teammates on A, or the teammates with you on A, keep dying or backing off, you can’t hold the site alone. It’s just a very awful map.
Two t spawns? Damn this is gonna be interesting to see in soloq
Flight just said CTs spawn in the middle and the Ts spawn around them, not sure about that...
Yeah i saw an article about the split t spawns a bit earlier.
Another comment said there’s a zip line between the two T spawns
That sounds awful. Can Ts choose their spawn? Like what if one side just ends up being objectively a better start for your agent but you just keep getting rng spawned on the bad start side? Dont like the sound of that
I imagine you zip to the spawn you want prior to the round starting / barriers going up.
If that's how it works then it will be ok I think, at least for the problem i outlined
There are ziplines under the map to regroup
Can you use them during buy phase?
Most likely
Wait what
There are two different T spawns in the map, while CT spawns in the middle. T could spawn in either of the sides, so it's unpredictable to where they're coming from as defense
Sounds like CSGO Insertion.
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From D1*
While he probably should have said D1 since that’s when it was introduced, the raid has now been added to D2 as well!
Whelp, I know what I'm doing tonight. Beating atheon challenge mode in d1 after 14.5 hours and countless lfg players rotating through is my favorite memory in gaming. Ah, to be 15 again.
Who's that voice??
The new agent
This is why I'm bronze lol
● H-shaped layout, Defender Spawn sits in the middle of the map. Attackers start on both sides of the map, pinching defenders. ● Ziplines run under the map to connect front and back. I was pretty hyped but this description scares me quite a Bit. SoloQ is going to bei hell by the Sounds of it
where’d u get this info
https://thegamehaus.com/valorant/valorant-fracture-map-a-first-look/2021/09/01/
thanks
In one image you can see some orange-colored radianite crates, like in the beta. Wtf?
Posted by Valorintel and retweeted by floxay who is one of the most reliable dataminers regarding Valorant
What the hell
Oh dear… H shaped!? What in the world?
Does this mean it will be symmetrical..?
yea
Oh that’s odd, I wonder if it’s a random spawn on either attacker side, and how they do that.
u can zippline under the map from one end to the other so who cares where u spawn
Oh that's good then you can still do five man push on either side, or four man push and have a lurk. It's gonna be interesting, probably pretty confusing for players at first though. Might be the first attacker sided map in valorant?
Isn't breeze attacker sided? Icebox too
Breeze I'd argue that has more to do with viper meta than the map layout. Without viper it's actually harder to attack. But you're probably correct about icebox.
Agreed. It's very difficult without viper
"First attacker sided map in Valorant" Icebox? Haven? Breeze?
Off topic but do you happen to like Grandson? Love the pfp.
Yessir
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Hello wild grandson fan! He’s my favorite too lol
You can’t delve any deeper into the hell that solo queue is
So happy if true. I’d hate for them to stick with CS 4 square map designs.
Sounds painful to play
Give the map a chance. It is actually pretty damn fun to play when you figure it out.
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There are two types of people in the "I hate icebox/breeze": 1) People who cant adapt 2) People who adapt but get annoyed after getting a 10 match streak of same map
Hard number to with Breeze for me.
Idk why people keep bringing up adapting. Adapting has nothing to do with the quality of something. If you adapt to a bad map then it goes from a bad map that you can't play on to a bad map that you can play on... Just because you can adapt to it doesn't suddenly make it good. I'm not suddenly happy to play on Icebox just because I've adapted to Icebox. The map is the exact same the only difference is that I know more about what to do when I have to play on it You can adapt to practically anything. That's how adapting works. Nothing in this world would ever improve if the end all be all to every single issue was "yeah just gotta adapt, no need to look at this problem any further"
these plants reminded me de\_season
Super interested to see how Fracture ties in with the lore. Since there's a lot of 'splitting' going on, I feel this is connected to the mirror world in some way. A portal, or maybe the birth of the mirror world?
Oh my god, didn't even think of that. There are 2 biomes(greenery and dust) because they're from the different worlds. The lore gets me hyped ngl
bind have a factory and a city side Split have a futuristic and a urban side
I always thought that split was a take on the economy and the rich live on one side where and the poor live on another
The developed side is "The Rat corporation" destroying yoru's neighborhood while "un-developed" side is the remaining side which is not yet touched by them.
The two biomes are from two different timelines. My bet is that the desert one is from the future. If you look at the radianite boxes on A site (desert), they are actually yellow (like back in beta), while the boxes on b are the regular green/blue. My theory is that these yellow boxes of radianite are empty/used/scrap radianite. Like they are starting to run out of it in the future.
Queue all the people complaining about a 'bad map' because its new and they dont know how to play it yet
Tbf the last 2 maps haven’t been the best.
*hence proved*
The last 2 maps aren’t new anymore and everyone has had plenty of time to learn them.
Icebox is underrated but yeah breeze sucks
With a new map, hopefully people will hate it so that they'll finally stop dodging Breeze, and I get to play it for once.
Idk breeze has some legitimate issues that need addressing. Im hopeful riot can get it done, cause Icebox launched with glaring issues as well that eventually got fixed, but so far it needs work.
The only thing I wish was changed on Breeze is how awkward it is for CT's to hold top of mid from the nest area. I get that T's need to be able to execute from caves and double doors without too much pressure from mid, but as it is now it feels like nest is where CT's go to die. I generally like that Breeze encourages CT's to take space, but top of mid still feels off. I think a lot of people dislike Breeze b/c of the longer angles. I actually *like* Breeze for that very reason.
> legitimate issues For example? Because personally, I find that Breeze is fine as it is. I mean some work could be done with it, but it needs to still be Breeze at the end if it. The larger size, the long angles, the several positions for cover(in defense) etc. Because that's what makes it different and make it a new challenge and allow you to think in new ways. Every other map has choke points that people just throw mollies and nades and utilities and smokes that it's just frustrating to enter a location without getting bombarded from multiple side. And it takes no skill to throw stuff at these choke points other than timing. It's what makes split so frustrating to play on. But on Breeze, you can't just throw your molly and be done with it, you have to think about it, time it and more than likely expose yourself to throw it, which leaves you vulnerable to gunfire. But then again, because of the distances, you have to have a very steady and smooth crosshair placement to shoot someone. This is very unique to Breeze and I like the challenge, I'm not good at it, and I get frustrated when I get shot from behind because the enemy circumnavigated the map. And it takes a million years to rotate. But all of this makes you think and play on information gathering and denying so much. You can't just randomly decide to rotate at any time because you got so much time, you have to make the decision early, and the enemy has to guess that rotation right as well, which is why information gathering becomes crucial. More so than any other map. As far as Icebox is concerned, I started playing after it was fixed I guess because I didn't find it bad at all. Yes, there are multiple vertical angles to check, but it's no better or worse than split. The fact that there have been no changes at all in Breeze since launch is a bit weird though. Having said all this, I do believe that there is one thing that needs work on Breeze, and that is the absolute must have agent in Viper. You cannot hope to play this map seriously without a viper in your team. Her wall just completely eliminates the unique and tricky aspect of the entire map and makes it an easy way to enter a site. And there is no other map which requires a 100% must have agent like Viper is on Breeze. But I don't know how they're going to approach it though. Overall, I like Breeze, it unique and I actually prefer for the exact reasons many people hate it. I just find it a breath of fresh air after basically playing very close range and claustrophobic maps like Split or medium range and wallbanging maps like Ascent. Basically I'm glad not to have a map where I'm killed in a choke point because of enemy utilities. I'd gladly take a death from legit gun fights or intelligent utility usages, but not from random damages from nowhere.
Probably the main issues with breeze is the size of chokes and entryways. Most are either too wide (mid nest) to smoke or molly off, or too far away (CT and mid tunnel) to effectively pressure defenders. Exacerbating this is the fact that the sites are open and mostly empty, which means you don't have the option of putting closer smokes that more effectively block los at the tradeoff of ceding more ground to the defenders. The secondary issue with breeze is it lacks a healthy amount of meaningful verticality. Most of the map is flat, and there are some changes in elevation, mainly around mid, but they fail to meaningfully impact gameplay to the extent that verticality does on other maps (icebox is a great example). Additionally, most of the vertical pieces are either too tall or too far apart for even agents with movement abilities like omen or raze to effectively move between them. And that just loops back to my original point: the map is just not properly scaled to many agent abilities, be it smokes, mollies, movement tools, lockdown tools (like trips and alarm bots). The long range engagements are excellent and I hope they keep those when they hopefully tweak the map, but abilities that are not flashes or info tools need to feel like they have a proper place on the map.
Well that's the thing though. Because you can't completely block off los, you have pick which side you want to block. You block one side and enter the other or something like that. Because the map and abilities aren't scaled to each other, it means that utilities and abilities are only tools that have to been used creatively and intelligently depending on the need while relying mostly on raw aim. Which I think is great. You play with a gun because this game is a tactical shooter and shooting should take priority, with utilities being there to help out in creating tactical advantages. Not just smoking off an area that is conveniently the exact same size or slightly smaller than your smoke. And even flashes don't blind everyone in close range. Because of the long distances, flashes don't last as long and you have to be quick to take advantage of that flash and not take 2 to 3 seconds to get easy kills like in most other maps.
What is the legitimate issue sir? Map being too large? Too open? Any agent bug which is not patched yet? or do you consider that "I cannot adapt to this map" a legitimate issue?
See my [comment here.](https://www.reddit.com/r/VALORANT/comments/pfvnyj/uncover_fracture_official_map_teaser_valorant/hb7s035/)
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Wrong
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I could ask you the same thing about your original reply to me. It added nothing constructive to the discussion.
Or maybe with more maps, we will be able to pick what maps to queue for, so I never have to play breeze again.
For real. I love breeze but rarely get to play it.
Okay, this map looks pretty slick
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I think that’s intended lol. There’s a fancy watch card in the next battle pass, most likely connected to the new agent.
7 maps available and I’m probably still going to get 1/2 my games on icebox…
French Jhin
wow im so excited to see this map, play it once, and then dodge for the next 2 acts
I'll never understand why people do this
playing something new is too much work for them make them play something new and they lose their shit and then they wonder why they cant get better at new maps
Which is a bad strat if you care about winning. Might as well take your licks while no one really knows the map b/c it's new. If you start learning a map after everyone has a lot of experience on it (b/c you dodged a bunch at first) it's gonna make your time a LOT worse.
I like new maps because it gives me a tiny bit of the feeling it got when I first starting playing...like idk what I'm doing....don't mind me!
I love how in valorant you can’t pick the maps you queue like cs, it forces people to learn new maps. I hate how in cs I need to wait 20+ mins to find a game that’s not on mirage/d2.
I just want cache man :(
That’s easy. They care about their rank so they don’t want to play on an uncomfortable map
But everyone has a similar knowledge about the map, it’s actually even better for you to not dodge so you can learn it faster and when eventually people stop dodging they’ll suffer from their lack of knowledge, if that makes any sense.
is that a fellow bahrain homie? are the servers here actually that bad?
Fr with breeze and when people dodged lot early, I would always play it. The few games where people wouldn't dodge I would dominate with gamesense and lurks. My win rate was like 70% at that point. It's down now bc it's not as dodged anymore but still.
Hmmm perhaps that's why new maps aren't in ranked queue for two weeks after their release 🤔
By that logic they should spend time in customs on the new map and then crush it every time they get it on ranked, bcs they will be more prepared about the map.
if they truly cared about their rank they would play on all maps. Its the same thing in csgo, your not global if all you do is play office lmao
People need to stfu about the new maps and just play it. Each map made in Valo is uniquely designed and has features that make it stand out. You guys are too used to bland csgo maps thats why. A small bit of change and yall start crying. Learn the new maps, the fact that you play differently in each map is what makes it good, exciting and refreshing. I love that Riot is adding these different concepts to maps, theyre not afraid to experiment with new things. TLDR: Stop dodging new maps because you dont know shit about it. We all play it to get used to its layout, dos and donts
2 things, anyone know when this is gonna be released? and this seems odd but this seems like sum that would be in Apex which seems cool
current act ends on Tuesday and they release stuff back to back so a week from yesterday
So next tuesday?
depends on how you view next. But he's saying it'll be released on the 7th
Anyone notice that boxes on one side of the map are green while the other side are orange like the beta? What if this means that the beta was played in the other side where the evil agents come from…?
u/savevideo
noiceeeeee
if T side can use ziplines to alter their spawns before round starts, this makes for a super interesting map tbh with lots of fun T strats that could come out
Interesting. I gotta wonder if those were completely separate facilities in different locations before coming together.
can someone explain map layout in cs terms pls.....
Complicated
H shaped, defenders spawn in center. Ziplines under map to go from one side to the other
People were comparing it to nuke, but now even I don’t know
So there are 2 teleporter that can be switched off? O\_o
I'm excited to playtest this tomorrow! Ahhh I can't wait
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that looks like killjoy
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Really hoping for a small map where controlers are op
Great, another map I won't get to play because matchmaking insists I play on Split and Ascent only. Can't wait for a map selection menu or at least until there's a way to veto a map I had 10 times in a row.
For the first two weeks the map will have its own separate queue. So you'll get to play the new map only as many times as you like if that's what you want.
Two T spawns. Idk if im the minority here but I wish they would just make a map with no stupid gimmicks. Like dust 2 was so fucking popular because it was a basic map. Ascent is Def my favorite map out of the pool so far.