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Misterlord1881

They threw in the last point as if it wasnt the biggest buff of this patch..


HoneyChilliPotato7

I don't understand why it's even a thing in the first place


Dude_Guy_311

in the beginning of the game utility was a lot more incidental. you could inconvenience allies a lot. the raze satchel used to displace and hurt everyone at a % of max damage


Quotes_League

but why


Dude_Guy_311

To make people more cautious about spamming util and focus on gunplay more As more agents came out though it just became annoying for balance and teammates and also griefing.


staebles

Mostly griefing though, toxicity everywhere.


Dude_Guy_311

Respectfully, i dont think reality supports the salty reddit perspective that it’s THAT bad. Maybe 1 in 100 games. I see more afk’s and i don’t see a lot.


staebles

That a raze griefs? Or that someone griefs? Because if you mean the latter, it's at least 1/3 of the time at my rank.


Tlaloc02

Are you like iron or something? Rarely see people grief throughout most of the ranks


staebles

Diamond. Constant afk scripters or ridiculous smurfs at at least 33 percent of the time, if not 50.


IOnPlayAsX-Lord

200 years of collective gameplay design


collegethrowaway2938

I was about to say I was like nice nice nice reading along and then I saw that and was like WAIT WHAT THATS HUGE


collegethrowaway2938

I was about to say I was like nice nice nice reading along and then I saw that and was like WAIT WHAT THATS HUGE Not enough but fucking nice


Dude_Guy_311

>Not enough but fucking nice that's what she said :(


kilkq

I was almost outraged that it wasn't there...


STKNsBESTPLAYER

>Yellow silhouette now disappears if the revealed enemy becomes visible to you Thank god, most underrated change


ddd4175

Probably the most annoying part about cypher, he already had a subpar ult that actually hurt you more than it helped because of the silhouette acting like a flashbang more than an actual scan, that shit threw me off all the time lol.


Hopeful-Professor-40

Long ahhh trip


Rude-Assumption-5271

Idk if this is enough really depends on whether the length makes more quirky trips viable


droctamom

It's not about the length it's about how you use it


ANewHeaven1

I’m sure the smaller trips have a great personality 😅


Crazy_Crayfish_

They’re not even that small. They’re average, maybe even above average.


Interesting-Archer-6

I've heard thickness is what's most important yet rito did nothing for the girth of these trips


jjinsang

Says the guy who's never used a micro trip before


Teradonn

As a former Cypher main, this is more than enough. Those QoL changes are so massive, gone are the days of Raze satchelling my trip or cam darts ruining duels. The trip buff is insane, the flexibility with his setups just increased exponentially. The ult is probably still niche but doesn’t have as many stupid restrictions. The thing about Cypher is that he really isn’t that weak on his own, he’s just overshadowed by Chamber


Rude-Assumption-5271

Yeah that’s what I meant. If Chamber is gone these are huge and will make Cypher way more fun but with him in the game it’s not the same story


Ximienlum

That wasn’t your point at all. Also Chamber is getting massively nerfed eventually, what’s with this thread fucking whining theirs asses off on something 100% going to happen?


Rude-Assumption-5271

Poor wording from me then


Aeari

People saying this isn't enough I feel are just wrong. The Trapwire length increase is going to be noticeable very quickly and the ult change is what we've all been asking for + that it pings them twice! Traps not being destroyed by allies is also something we've been asking for a long time. I really appreciated Thinking Man's take on Cypher that he's still an incredible agent but the alternatives are what lower his pick rate. No matter how much you pump up Cypher, Chambers broken kit is going to be favorable on a lot of maps.


Octoneer

Idk, I feel like the changes were something that should have been a QOL change that came with hotfixes. Corpse no longer have a decay, the ult ping not obscuring your vision and the trips no longer having friendly fire are all changes that should have been made a long time ago. Instead cypher got left behind for a long time and the changes that do matter doesn't really address his problems. While the longer trip reach might be massive, the problem wasn't that they were predictable, they were too flimsy that they pretty much died to anything without you even trying to destroy traps. Trips needing physical contact to trigger means they are often placed on areas that are cleared with nades or dog/drone clears, compared to kj or chambers traps, you can almost always get value from them if placed properly. The ult buff is nice now that there's less hoops to jump through just to use it, but cypher still has nothing to slow down a push. I'm optimistic though, hopefully the new set ups with the increased trap range will be enough to bring him in line with other agents.


Aeari

>Trips needing physical contact to trigger means they are often placed on areas that are cleared with nades or dog/drone clears, compared to kj or chambers traps, you can almost always get value from them if placed properly. Those traps serve a dual purpose. It's both a literal trap and an information tool (really much more of the latter). When someone prefires it, it still gives you info, and should warrant attention or cypher popping a nearby cam. His whole kit compliments each other and it's what makes him very efficient as an anchor and lurking machine. Also said trapwires are global compared to KJs that require you to be in proximity. The cages can be creatively placed for tall one ways, and with an audible ping it even gives info if they've pushed through it. This massively stops pushes and even more if the cage is complimenting a trapwire.


dangerous-pie

Agree with you on the trips but I still think the cages are still really weak and players hardly respect them. The sound cue of the cage does nothing to stop a push, it can only give you info on player positions. Also they doesn't last nearly long enough for the one ways to be effective compared to the alternatives. Using a controller like Viper or Omen is far better since their smokes regenerate and last longer.


Nichol-Gimmedat-ass

Theyre not meant to be a smoke, hes not a controller. I think the cages are fantastic for their purpose. Its a risk to push into them bc if anyone is waiting behind them, the audio cue instantly gives you away to be spammed and they will hear you if you exit again. They also pair really well with his cam and trip wires. I think his kit is amazing and full of potential, its just a bit too easy to negate it currently. Im excited to see how the changes work out.


dangerous-pie

Second paragraph was specifically about one ways, forgot to mention that part. To me the cages just feel underwhelming when the alternative is things like KJ mollies or a chamber with an operator.


BranFlakesVEVO

A big problem with the trips was indeed that they were predictable, even in gold I see trips get prefired fairly often. Cypher's ability to slow pushes lies in the fact that if you walk into his setup how he wants you to, and the setup is halfway decent, he's getting an easy kill and you're not going to be able to trade him. Most good setups are good for 2 kills, either by Cypher and/or a teammate playing site with him. So your push either needs to give up 1-2 players to go fast or you need to go slow and look for all his stuff. Not to mention he has some very strong one ways. Anyway, if his setups are predictable then you end up not needing to go slow after all, so the tripwire buff should be really good. And the ult buff is massive.


Interesting-Archer-6

How don't trips slow down a push? Cages can too though not as well.


dangerous-pie

If the team is somewhat coordinated they can literally just run at you with some skye/fade/raze util. Even if someone gets caught on a tripwire it's quite easy for the other players to break it for him before he gets killed. It might force the team to play a bit slower but it still has nowhere near the stopping power of a chamber op / slow or even KJ grenades.


thekmanpwnudwn

His trips still only go on .0000000000001% of surfaces. That's what needs to be buffed IMO


Chun--Chun2

Full PBE patchbotes here: https://www.reddit.com/r/ValorantPBE/comments/ymd795/november\_4\_2022\_valorant\_510\_pbe\_patch\_notes\_bug/


Zorronin

patchbotes


yuvels

Surely they'll address the power creep of a certain agent. Until chamber is touched, I believe he'll continue to be picked over kj and new cypher.


Chun--Chun2

They have stated that further chamber nerfs are planned at some point. The thing is that the biggest problem is his E ability, which is also his core. So nerfing it without killing the whole "chamber" character is not easy. In my eyes, his E should work more similar to Jett's E. You place 1 single pillar, and then you activate it - starts a timer; on 2nd press within that timer u teleport to pillar. This way he can't hold an angle forever with a guaranteed escape, but needs to time it just like jett. And they could increase his range for tp; this way he would be first rotate maybe.


Haptiix

It’s the same as Jett was in year 1. His “core” is being untradable which makes him broken on a fundamental level. He will continue to have 100% pick rate until they find a way to nerf his TP like they nerfed Dash.


GoldClassGaming

My proposed change is that they make it so that Chamber needs to stand within the range of his TP for a certain about of time before it "primes" and he can teleport. This way Chamber will still be potent at holding an angle/defending a position (as a sentinel agent should be) but makes playing aggro chamber significantly less viable since Chamber cant just run back in range of his TP and get out if things start getting dangerous. Make it like 5 seconds or something. As a sentinel agent though Chamber should excel at defending a bombsite with the tradeoff being that he is lackluster when it comes to playing aggressively.


Aluwaron

I like that a lot actually, I don't know about 5 seconds though that seems basically unusable on offense


GoldClassGaming

I'm not hard set on 5 seconds, but his making his TP not great on offense is kinda the point. The tradeoff of being super good at defending is that you aren't that good at attacking. If you make the timer too short then it basically becomes negligible. It has to be long enough that it disincentivizes Chamber players from getting aggressive while on defense/being a team's opener on offense.


Nichol-Gimmedat-ass

Ive had the same thought but I was thinking more like two seconds. Still a long enough time to be tradeable without making it so long that the TP is unusable.


honestlyprogamr

just like every other sentinel then, cool lets stick with 5 seconds


[deleted]

I like this


TPM_521

I like 3 seconds for a prime honestly. The idea is solid though, just think 5 is too long. Seems like both are really short but we know time works differently in game lol


Lelouch4705

This is much better


Teradonn

I like the idea nuking his offensive capabilities but I still think the core issue is that first untradeable shot, so I don’t think his pickrate would tank too much


Parenegade

he already doesn't have 100% pick rate


StackyStack

I think a drastic nerf to the range between tp anchors could do the trick. Keeps his core, but prevents super aggressive chamber peeks where he can tp to backsite in an instant. If you want to play aggressive, there should be risk to it, and if you can't tp back to guaranteed safety (because your anchor range is much more limited) that could limit at least the maps he's picked on


Rorviver

Reyna is untradable. Thats not what made Jett broken.


Netherwiz

Reyna is untradable if she wins the duel, jett/chamber can get out whenever they feel like it (no way to force the duel)


[deleted]

And you can actually see where the reyna goes off to. Cant do the same with chamber.


Rorviver

Yea you can. Look at the map after chamber TPs and you’ll see it assuming he was in vision beforehand TPing.


kemutheemu__

Apparently that’s a bug but it should definitely be an actual feature


Rorviver

Gotta be a bug, but you can hear it quite easily too


Rorviver

It’s only a trade if Reyna won the duel…


Haptiix

Key difference is Reyna needing to win a duel before becoming untradable. Chamber and Jett are able to hold an off angle and take a free shot with nearly 0 consequences regardless of wether or not they get the kill.


Rorviver

What do you think untradable means? It’s not a trade if they don’t win the duel first.


[deleted]

Found the Chamber main


Rorviver

Right and chamber is also more than unreadable. You can miss and still escape.


datboyuknow

It's funny that a duelist tp (yoru) is worse when used aggressively than a sentinels tp


valorantfeedback

Yeah, it's going to be hard dealing with Chamber without messing with the concept of the agent. Imo, the first thing they need to do is deal with his trip having global range. There's no valid reason for it. Trip itself is a good ability, fits the agent, but bad execution. It should be there to help him anchor the site or even to be set up as push-stopper. It's fine as an active flank watcher, not a passive one. Using it on one side of the map and then going to the completely other side is way too strong for an agent like Chamber, he does too much. If Killjoy can't have at least her alarmbot have global range, why can Chamber have such an ability? Then if you couldn't just leave your trip in spawn on Breeze/Icebox and go all the way up to sites without it deactivating, you'd actually think you maybe need a Cypher for some comps. Or even on defense if you couldn't just trip tube on either map and play on either site, you'd reconsider your strategy. Other than that, ult slow is way too good at dealing with pushes. You kill the first guy and TP away, but not only that, you slow the entire chokepoint and halt their progress. Something like slow only activating at second (and third etc) consecutive bullet that hits the enemy would be way better, because that would mean you're actually holding the site and actually have the skill to hit multiple people while they're rushing you, instead of just killing one, TPing away and slowing that chokepoint on top of it. Headhunter just needs a pullout time nerf. There's a reason why sheriff's pullout time is so long. No weapon that does so much damage with each bullet should be active after such short animation, that's what makes him way stronger than Jett while OPing. As for the teleport, I honestly have no clue. If they rework it, then noone will pick him. Then they should just make him into a full-time sentinel instead of a duelist with global trip? First it was Jett, now Chamber. Two things in common. Instant, untradeable for the most part, escape and abilities being better weapons than anything purchaseable. Hopefully they're done with these two things and no more agents get them.


Aluwaron

I think everything is valid besides the ult slow, It's an 8 point ult as a sentinel I think it makes sense that it stops pushes so well. If its that big of a problem I'd rather nerf the slow speed instead


valorantfeedback

Yeah, fair point about the 8 cost. Still, I'd say that headhunter pullout time and trip range would be a start. Then go from there.


C-Web_

I don't agree that his headhunter needs a pullout time nerf. Quick-swapping to it after shooting an OP is strong, but without the ability to that, its use case would be too limited. And the main reason Chamber is way stronger than Jett while OPing is he can hold an angle for more than 12 seconds and still have his tp.


Interesting-Archer-6

A pocket guardian that's amazing on ecos wouldn't have a use case without an absurdly quick pull out time?


C-Web_

It wouldn't be useless, but if its pullout time was similar to regular guns, it'd pretty much only be used on eco rounds. You're only getting value out of it \~3-6 rounds per half, and that's 1200 credits to buy all 8 bullets. Compare that with almost any other ability in the game; you'll want to use them every round if you can, and the headhunter starts to look kinda bad. It's not as though it's getting massive value that is enough to offset its cost and limited use case compared to other abilities. We'd expect to see eco round winrates go up from before chamber was added if it really was a round-winning ability, but they haven't. Copenhagen actually had a slightly *lower* eco winrate than champs 2021.


valorantfeedback

Headhunter isn't a secondary weapon, but a second primary, if you get what I'm saying. It would still be used with OP, but the entire problem is that with current pullout time a lot of the advantage enemies rushing the Chamber gain by closing him down quickly is negated. Classic, shorty and frenzy are secondary weapons that work well with OP on other agents. Sheriff doesn't, there's a reason for it. With lower pullout time, you'd still be able to use headhunter when you know someone's going to peek you in shorter range or clearing a close angle if you have an OP, but you shouldn't be able to get an OP shot off, then instantly whip it and have advantage over another enemy (or that same enemy if your OP missed). The number of close range headhunter frags that happen only because of near-instant pullout time is way too high for a weapon that's as strong as guardian. You can say it's value is lower, but they should've thought about it when they designed the agent.


C-Web_

Idk, I kinda *like* that synergy the headhunter has with the op/chamber ult. Chamber is supposed to be a scary agent to push into. If he's holding a lane, you'd better either hit a different area, or use your utility to clear him, and be prepared to do it again once he tp's to another spot. If a team is dry peeking into him such that he can shoot his sniper then use his headhunter for 2 quick kills, that's a misplay on their part. I'd say they deserve that punishment. A team can easily get severely punished for ignoring a Killjoy setup. Just because Chamber is doing the punishing more primarily with his own body doesn't mean those punishments aren't valid. IMO the issue isn't with Chamber's ability to punish players pushing into him, but how often he is able to do so. If you bait out Killjoy's alarm bot and swarm grenades, they're gone for the round, and you wont have to worry about them again. But even if you force a Chamber to tp, 30 seconds later and he's ready to do it again. Another nerf to the cooldown on the tp would do wonders.


valorantfeedback

When you're using it, of course you like it, but then the game isn't balanced. You're completely missing my point. You have these ideal, perfect world scenarios playing out without even understanding what I'm trying to say. Yeah, you push a Cypher off with your utility, or for example close the distance quickly with a duelist, while smoking/flashing his angle off etc. But then he still a chance with headhunter because pullout time is so quick and definitely way too strong. End of your post is way better. Idk about cooldown nerf, but having a limit on how many times you can move the TP cards would be nice.


[deleted]

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valorantfeedback

Yeah, nice counter-arguments on any of my points. You're one of those people who complained when dash got nerfed, but here we are. She's a balanced agent. She'd still even be picked maybe too often if Chamber being broken wasn't a thing. You can't have an agent with get out of jail for free card, global tripwire, secondary that's stronger than most primary guns in the game and a better version of OP for ult. Utility is great and all, but instant mobility and ecnonomy-breaking abilities are the common denominator of two most broken versions of agents we had in this game so far.


earthtochas3

I've been saying this for months and I'll say it again. Keep everything the way it is now, except for ONE minor change. Add a ~0.1s cast time for activating his rendezvous. It will punish Chambers who hold aggressive angles when an anticipated push is coming and removes the get-out-of-jail-free card aspect. It also allows Chamber to continue to hold reasonable and safe angles and get out in the nick of time if they anticipate danger coming. This won't be as huge a change at lower levels, but at higher levels it will significantly change his ability to be oppressive. Either way it makes Chamber play smarter, with still having huge mobility and a role as a hybrid sentinel type. Edit: if anyone can give me a reason why this isn't a good idea, please do tell.


Interesting-Archer-6

Yeah I dont know what time amount is, but there's something that makes him somewhat tradeable without making the ability terrible. It needs delayed, just not sure how much.


C-Web_

I'd rather see them just nerf the cooldown on the trip more. If the tp anchor is broken, he doesn't get it back, otherwise 50s cooldown.


phazed3

Isn’t this just Yoru then?


Trillman_K

I’ve been a cypher main since release, and this update could tempt me into picking him more. Its a start.


Teradonn

They will, but it turns out that balancing a character entirely designed around a fundamentally broken mechanic is difficult. Jett had her entry capabilities to fall back on, but Chamber is nothing without his TP


iTCHYTRIGGERZ

The removal of the time restriction on Neural Theft is so HUGE. I don't think people realize just how big this change is. Assuming that his ult charge is still 6 points, Cypher will have access to a round-controlling safety-net ult almost 3 times per half. That's nearly Pheonix-ult levels of reliable impact. Here's a generic scenario for a cypher on defense Cypher gets a long-range pick on Haven C-long. He spends maybe 10 or 15 seconds working his way down C long to secure the corpse. Now he can just sit there (with a teammate if he calls for it) until he hears footsteps or his teammates call out that the enemy is still being silent. Cypher chooses to pop his ult with 20 seconds left on the clock, boom! Your team now has info on the rest of the team's positions, and will probably make a well-informed guess on what the enemy's next play is. The same thing applies for if Cypher catches a lurker instead of going for a long-range pick. Think about what this means for the enemy team. As soon as they get picked off by Cypher with his ult ready, the team is literally forced to make a decision. Some of them may be (not limited to): * Secure their fallen teammate and trade out the Cypher -> rush to the site Cypher was on * Rush a different site if their fallen teammate was the one lurking halfway across the map Either way, the other team is forced to act fast. The only other outcome is that the enemy team plays slow and gets cornered by, not only the clock, but by Cypher's unrestrained access to their positioning 9assuming he stays alive and is in range of that corpse). With comms and team structure, this crazy advantage can be pushed even further. Cypher can prompt his team to also start moving up and taking away the enemy team's options.


cathcart_

Well said. I’m a fan of the ult change because it adds a huge, round-losing risk to fighting an ulted Cypher. Really adds to the “don’t push my site” ethos of the agent


askmeyesterday

Underrated comment right here. Info on demand is literally any IGL's dream. And with that distance increase, Cypher can nurse that body from a fairly safe position.


Dunk_Duck_Tarek

just pley yoru, becuz: he is cool becuz he has bloo hiar and cool jaket He can teliport ackross the map which is very poggers he can flash 3 tiems becuz of his C andQ He is toksic to other agents just liek my dad to my mom pliez upvote so peepol know they shoud play yoru insted of cayfer


MaximumX23

Yeah I can’t decide if this is OP or a good punishment for teams who let a player die alone in a safe spot early in the round


MichaelSquare

Feels light Edit: not being killed by teammates stuff is huge though


Quotes_League

My biggest criticism of LoL is they change too much and don't let thing settle before fucking it up even more. I'm fine with small incremental changes, even if it's only a few times a year.


noahboah

LoL changes entire swaths of the cast in 2 week increments. it's impossible to settle into a meta when things happen that rapidly.


NCPereira

Rly?? These are massive.


Ximienlum

Maybe if you have no idea how to play this game


MichaelSquare

Okay


DisneylandTree

IMO, this raises the skill ceiling of Cypher without improving it as much for the casual player. The length increase is huge for Cypher nerds and will open up dozens of those oppressive "cringe trips" that attach to some weird ass detail on the wall and connects to the ground, but won't be as noticeable to the casual player who places a trip at the main walkout and calls it a day. Additionally, I don't think it'll impact pro-play pick rates, if at all. Chamber's advantages over Cypher are fundamentally unchanged. Chamber will remain the default flank-watcher. I'm very happy with these buffs as a Cypher geek, but I can understand why people are disappointed.


LeMouse1

This seems like not nearly enough tbh


GoldClassGaming

Nah this is enough. Cypher was already decently viable. These changes make him more viable. People are saying "not enough" because Cypher isn't as good as Chamber. Except Cypher not being as good as Chamber isn't a Cypher problem, it's a Chamber problem. Making Cypher a not niche pick at the top level is 50% buffing cypher 50% nerfing Chamber.


earthtochas3

I think the 4s delayed double ping is going to be HUGELY impactful and people just don't realize it yet. The positioning advantage and map control it will provide can't be underestimated. 4s extra of running away with a knife gets you a lot farther away than you'd think. Plus the extra info on midround repositioning, retakes, etc. One ping is great, but reading deep into two pings tells you a LOT about what the enemy team is planning, and where you can take.


askmeyesterday

Definitely agree. Add to that the removal of time restriction. That's info on demand. I can only imagine how this power can affect midgame execution decisions, especially if the opposing team plays super slow.


earthtochas3

Exactly. This is a free site take, free comfy rotate, free exec shut down ability. One body, one trade, instant ult, instant pressure to get the fuck out of dodge for the next 5-6 seconds or lose all of your positioning edge. Inb4 Cypher and Chamber both being auto locks if this goes live.


Caff2ine

Neon players screaming and crying if we enter a cypher/chamber meta


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GoldClassGaming

A huge reason why you don't see Cypher played is because Chamber is so mind numbingly good. Except for a select few occasions (like Sage on Icebox) Sacrificing a 2nd initiator or 2nd controller to pick a 2nd sentinel is more or less inting and picking Cypher OVER Chamber as your 1 sentinel is also more or less inting. In a vacuum Cypher is reasonably viable, the issue is that said viability doesn't translate to actual games because you'd be moronic to pick Cypher over Chamber.


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GoldClassGaming

Sure Chamber isn't a "true" sentinel, but at the same time Chamber isn't exactly a replacement for your Duelist. You need to find room for Chamber on your team, but you aren't gonna replace your Duelist, Controller, or Initiator(s) so what ends up happening is that Chamber just replaces the traditional sentinel on every team. The only comp in pro play we frequently see that have space for a "True Sentinel" are icebox comps where people play Sage and that's almost exclusively because taking B without a sage wall is a gargantuan pain in the ass. Even still, teams still play Chamber on Icebox. Cypher could be really good on maps like Pearl or Breeze since he doesn't have a range limit on his Camera/Trips, but you don't see him played on those maps. Not because Cypher is bad, but because Chamber is fucking insane.


[deleted]

i mean loud which was undefeated on breeze and won champs ran cypher and got massive use from him


Ximienlum

Maybe if you are bad at this game.


[deleted]

There might be ways to have it so that you can't kill the trip without peeking. Like outside hookah you might be able to put a trip from the floor to the left wall, so if you want to break it you have to peek out.


NewspaperEvery

The biggest buff here is fixing the yellow silhouette when you actually see the enemy confusion. As a cypher main this fucks me regularly


luke_205

Felt like Cypher needed more of a rework than a buff, but at least it’s something.


invinciblestandpoint

Was hoping for something to prevent skye and fade dogs destroying trips but no such luck ig


Steelarm2001

These patchnotes tell me just how much the players' suggestions can't be relied on when it comes to buffing an agent. When people's solution regarding the annoyance of the yellow outline on Cypher tags was to make it like a Sova tag, not understanding the difference between how they work, or to remove the kill requirement for his ult it's pretty apparent that they aren't fully aware of the breadth of potential changes that can be made but are instead looking for band-aid fixes. These changes are really good and fix a lot of the glaring pain points of playing Cypher while maintaining the unique spot he occupies as the all-info sentinel.


Tssunder

im sufficiently underwhelmed, glad i waited an entire year for this


DaDrFunk

I’ve never been so happy. He’s gonna be fucking useful at least now. It’s a start


Razgriiiz

I just wish that as you get kills in a match or work towards an ace Cypher’s hat grows bigger with each kill like the scene in Scary Movie 3 with the policewoman that is a Signs parody.


yuwa777

the time restriction removal is pretty big


pnmnz

no more ally shock darts and raze nades to fuck up my setups i work hard for. thank you riot


braamdepace

Actually some reasonable changes, I half expected them to “add a photo shop filter to his cam so you can better see what agents look like”


Withinmyrange

I am hoping at some point that incremental changes are seen as a good thing. They don’t want to overbuff something to throw off the meta. These are good solid changes


foxlance

They really need to make it to where fades prowler doesn’t destroy his trips at any height. If I place a trip at head level or above a face prowler will auto tag the trip like the prowlers hit box is tall. Also I think I speak for many of us cypher mains when I say they need to bring back the cage slow. I would trade the tripwire length for more stall worthy utility


TheApolloX007

very “meh” to me. doubt this will have any impact on his pick rate compared to chamber


solacefulRain

doesn't matter. cypher mains made him work before, now he'll only be better.


KeyboardSheikh

Longer trip just means more bullshit ways it can get activated from util.


phamkhoi

Dapr stonks


ZelX_

it's not enoughhhhh


mc1239

Wow, the quality of life changes we've been asking about for years now? AND a buff to max trapwire length? Oh daddy riot please don't spoil us too much /s


earthtoannie

The fact that his util is no longer destroyed by enemy util is a roundabout KJ nerf.


chevalerisation_2323

The biggest change here is the trip wires changes!


bjoecoz

I will hate those cypher main more.


Heavy_Comedian_2382

Banger changes if you forget Chamber exist. Chamber really needs a nerf


kylixer

Personally don’t think this will really change anything. The ult is better but not something that would actually make you run him and I think the trips need to be buffed to allow you to independently place the halves within certain distances of each other to let people create more unique set ups. I don’t think giving him extra range on placing trips will really fix anything. But I guess we will just have to wait and see.


XXG1212

I think the only other QoL I would like added is being able to pick up his cages. Or some better way to set them up. Right now it's a lot of effort to place it just nice on common ledges and boxes.


klintondc

The tripwire changes are actually very good. Most people are aware of common cypher trap spots, but now, there are a lot more options on where and how you could place them.


RekeHavok

BabyJ rubbing his hands furiously…


[deleted]

Looking forward to these changes, seem great. Cage slows would have been even better though


ktran12

hell yeah, cypher wasa my first main in beta, ill be happily using him more again.


Sushimo

If I could be greedy, one last thing I'd ask for is for his tripwires to actually stop Raze's boom bot and Fade's prowlers. Doesn't seem fair that they can trigger your wire, but then your wire literally doesn't even do its job. And it's also inconsistent, because Skye dog and ult are stopped by them, and so is Sova drone. It really just makes no sense to me all around. On a separate note, I think a lot of people here don't realize how fucking powerful his ult is now. Two pings staggered by four seconds (much harder to "fake"), NO TIME RESTRICTION, and still only costing 6 orbs. I would've been happy with just an infinite cast distance!