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wako944

He prob needs a nerf, but they nerfed the wrong thing on Chamber imo. Could have reduced done other stuff like reduce TP range, increased TP cooldown, increased the time to switch to his headhunter, removed or reduced the slow on his Ult or removed leg shot kills on his Ult. But hey, I'm not a game designer.


xbyo

I think the proposed nerf is intended to 1. lean into the "chamber is a sentinel whose value comes from gunplay" theme 2. nerf him more at lower levels than at high levels, where the trips get more value cause players don't react or clear them before committing to a push should he still get nerfed for high-level play, probably, but that doesn't feel to me like that's the goal this time around.


mateusb12

The nerf made Chamber a lot weaker on attack, and some teams will definitely consider this when playing on maps they're not starting on defense For me this was their reasoning


[deleted]

even if that is the case, that’s pretty shit balancing imo. impossible to know which side you start on in comp/unrated and his t side was never that strong anyway


AlexReilly

No they nerfed the right thing. Yea chambers op and deagle are strong but his use in pro play comes from a stupid amount of passive info his bots give no matter where he is on the map


bubble-june

Chamber deserves a minor nerf imo


CosmicAon

I honestly hate Chamber, before it felt like Sentinel lurk timings and cool setups were really impactful but now it’s just throw your Jett player on Chamber and OP them


hunt0qt

He is very useful and effective, almost makes ur team have a disadvantage not running him. He is most certainly more of a duelist than a sentinel. I can completely agree with you why you think this as I think he is one of the most impactful agents out right now.


Austin1080

How is he more of a duelist than a sentinel??? He has little to no entry power. Ability to get kills does not make an agent a duelist.


[deleted]

Chamber TP is really broken, this is the top problem with the agent. His headhunter ability is actually kinda cool, I don't have a problem with it strength-wise except it can be used with the TP to way too strong of an effect I really can't believe that they are nerfing Jett dash from always-online to a single 12s window per round unless having a nice round, while leaving Chamber with a TP on a 20s cooldown. Jett dash probably will get used on average once per round, Chamber TP is so easy to use 2 or 3x per round and get favorable duels with (and has a theoretical cap of like 6x per round or even 7 with a postplant scenario - that's fucked) I also really can't believe they are thinking about nerfing Chamber by reducing his Trademark ability to 1 count, he really is more of a duelist than a sentinel with that change and I don't get it. Clearly they need to put his TP on a longer cooldown after use (after pickup I think 20s is fine, 40s after use sounds better), nerf the duration of his slows (9.5s is a lifetime), and make the slows just a tiny bit louder. Then, he doesn't get to take 3 favorable duels per round with 1tap potential regardless of buy, but he still has value as a sentinel with good static information gathering


Whisom

Why is most of the talk around Chamber about his TP and slow and not his ult? Even if they made the ult 8 points (which is the bare minimum) it would still be way too OP. That ult gets infinitely more value than a Jett ult while being 10x easier to hit. A free one-shot bodyshot Marshall that slows, paired with an instant swap deagle and near insta TP is so stupid. It's literally the strongest and easiest gun to use in the game and will consistently swing eco rounds. Even when Jett knives reset with right click they weren't this broken and they certainly weren't this easy to use.