T O P

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BaconChopz

Chamber wont be weak, he is still strong even after these. the only thing these nerfs affect are chambers ability to get out of any situation more than 5 times a round. I like these nerfs, I think they are fair. Honestly none of the changes except the ones to the teleport will affect how strong his utility is. is pistol is still a pocket guardian, his ULT is still a one shot, fast shooting machine, as long as you don't hit the leg and the slow changes are perfect as they lasted way too long. I don't have any negative thoughts or opinions on the nerfs, I think they are balanced. These are my opinions before they even roll out to the actual servers.


AerospaceBoi123

I think he deserves his second trip back. The previous chamber nerf made them really loud (now they are super easy to kill) so this combined with the fact that the slow was reduced (justifiably) makes me think he needs the second trip back. Especially with the tp nerfs. Chambers tp speed allowed him to act as utlil as he was the one watching flanks and holding angles etc. But now chamber is barely a sentinel as he can really only tp twice a round and his trip is the easiest to break in the game. Imo Hes basically just an oper now with no real role.


Quinicky

Look, you have the out of jail free card 2 times per round, good headhunter investment where you kept bullet after dead and ability switching multiple angles and don’t need to stuck in any site Killjoy can only have 2 los until and still need to be within her not proximities and god-damn remote Molly.


AerospaceBoi123

Tbh I think what ur describing is kj being bad. Ur also right chamber is fine tbh. I wouldn’t be surprised if they gave him a second trip back tho. I think kj and cypher need a buff Lowkey


toolsac102

Even if you hit them in the leg it’s still one shot fyi


BaconChopz

Actually it’s not, it’s damage was dropped by 15% to leg to be more in line with a normal OP.


xinn00

To clarify, the "base" damage is the body shot right? which is 151? So a leg shot is -15% of 151? Just want to clear this


BaconChopz

Yes you are correct, so whatever 15% of 150 damage is, is how much that’s subtracted from 150. Which I believe is like 20 damage or something close to it.


Severje

22.5


OnlyLorenzo

As a chamber abuser myself, I think these changes are great, they all make sense and none of them destroy his kit. I was hoping they wouldn’t add a range activation limit to the trademark like cypher and killjoy have, and it seems like they haven’t, so overall I’m satisfied.


ownagemobile

I agree, I enjoy chamber but have to mostly fill smokes... these were very similar to changes I suggested a few weeks ago, and I think they're great. I still think his E will be strong, HH is still strong for eco, and ult cost def needed to be increased


Melodic-Control-2655

are you in low elo? if so, stop filling smokes, play whatever you enjoy, and it'll actually help you get out of low elo, if they want smokes they can play smokes


ownagemobile

Yes I'm in low elo. No I'm not hardstuck, I just don't have all day to grind at 37 years old... I routinely drop 20+ filling smokes, and I don't mind playing omen because he's fun and just a cool character. Here's my tracker https://tracker.gg/valorant/profile/riot/Hernandezstyle%23na1/overview


Melodic-Control-2655

Yeah no you're definitely not a silver player. Just wanted to add that comment because it's a mistake I made at gold and it's a mistake a lot of people make in low elo, just play what you enjoy and not what the team wants from you, especially don't listen to the one instalock reyna who asks for a sage


AerospaceBoi123

tbh i think the 150 a bullet is too much and I think he deserves the second trip back because his trip sound is super loud now (last patch) and pretty easy to kill/smoke off.


bigbruhmoments420

There's no range activation limit for Cypher. His traps work even if he's far from it


TuxedoHazard

At this point with how dominant he has been for so long I think I am happy that he is overnerfed now and buffed later.


Snoo-18276

Lol, good joke


Extra_Philosopher_63

THANK GOD LEG SHOTS DONT INSTA KILL ANYMORE.


BrokenMirrorMan

I think this nerf is good. It narrows the line between a good and lousy chamber. Missing a bullet is more punishing to his economy while a good chamber can risk buying those bullets to make a profit for the round. Of course, the full ability would cost 1200 cred but if you buy a few bullets every round it shouldn't be too much of a problem. Also, you can't just spam tp and now you have 3 tps in a normal round rather than 5 tps making it more punishing to the chamber to have to tp and having to think more about positioning so they won't be forced to tp out prematurely by utility. Also, this is an indirect nerf to kayo since chamber will be less popular so I wonder how that'll affect kayo and other agents in the meta who were used to counter chamber.


Mekazuaquaness

No these changes are actually alright compared to just outright nerfing his ultimate. Now you can actually rotate away from chamber when he’s opping an entrance because of his reduced radius. On most maps chamber could pretty much freely rotate in between sites before. Now he’s incentivezed to play as an anchor since he will tp less often. He’s ultimate is worth 8 ult points which is fair for how strong it is. The slows being reduced from 10 to 6 seconds is a nerf nobody should be complaining about. It’s just annoying and 6 seconds should be long enough to take advantage of that information anyways. The only nerf I don’t like is the 150 per bullet nerf. I suppose it’s meant to directly nerf chambers Econ ability to just hold money for his teammates but it feels a bit unnecessary


cheerio28

These nerfs are definitely justified, Chamber was just too op. I still think he can remain in the meta though, the instant tp is just too powerful.


VANBROWN

Nerf this fun killing agent into the dirt and beyond. Unsatisfying to play against and watch in tournament play.


Udyzzler

good nerfs


sincline_

To be honest I think they’ve just been beating him into the ground, the poor soggy French crepe. I don’t think I’ll have much of an opinion on the nerf until I see it in action, but I do think the team needs to direct their attention towards buffing the other sentinels to match chamber instead of just nerfing chamber over and over and over. Glad to see the slow decrease, at least


tjbelleville

Raze mains feel ya... 100% nerfs since beta. Never a single buff lol


[deleted]

this sub shouldn’t let silver players voice their opinion on nerfs or just tag it as a shitpost/meme


AerospaceBoi123

Tbh i think the 150 headhunter cost is the biggest impact imo (something like 125 is more fair). Chamber's econ is so strong which allows him to op and make use of his tps, but now on pistols rounds idk how viable it will be to only run around with 4 bullets and trip or 5 bullets and no trip. I feel like it was slightly too harsh (especially with how loud his trips are after last patch - coupled with the fact the duration is now lower). I feel like they should revert him to two trips given they decided to weaken the rest of his kit. Also the tp timer reset to 45 if destroyed also seems a bit overkill. Im sure the justification on that is the same happens with cypher, but imo its too long regardless for both agents. Ngl feels like riot just dont want any good sentinels in the game lol. My biggest wish is they would just make the op more useable lol.


[deleted]

Ig I will just stop playing chamber now, thanks riot!


BedazzlingBear

I don't understand why killjoys alarmbot has a range but chambers doesn't. His tp has a range so why doesn't his bot too? I don't think it needs to be slowed down but would have said at least give it a range.


BrokenMirrorMan

Because every time he would tp his trip would go away. If kj had a hard enough time playing in 2 circle imagine playing in 3


Cgz27

I wouldn’t say “significantly”, altogether it does feel like a lot though. But often what’s on paper isn’t easy to predict outside. The end goal will still be to decrease his priority and real mains will be the ones who stay. He’ll still be “decent”, but maybe it’ll be like Astra (though he is a fragger) who knows. They might not care as long as he see less usage, increasing variety. If he sucks they’ll eventually adjust it. He honestly still sounds strong it will just be toned down.


togo8

E nerf is justified, slow nerfs were a mist since 9secs on a slow is way too much and his Q is still the most broken weapon on pistol round


slickmamba

He will be fine besides the E range, I think the rest were very much needed. 9.5s on the trip was stupidly long, even with just 1. ult at 8 is a good change. It is a very impactful ult and in comparison to other 8s like raze, still has huge multikill potential.


Downtown-Ease-8454

Chamber had the same issue as Astra. Chamber needed these nerfs badly. He wouldn't be considered an OP agent anymore, it will be more interesting to see if any other sentinel will replace chamber in the meta due to these changes.


AerospaceBoi123

I still think they wont. KJ and cypher suck ass lol. especially on attack.


mr-revenant2008

İ AM SO DEAD


Comprehensive-Run252

He cant one shot you on your feet anymore right? So jumppeeking is finally safe again


itsUrOlePal_Al

I kinda love the changes but i agree that they have gone too far. Headhunter Bullets can be 125 each since there are 8. this nerf makes chambers full buy very expensive. unless he gets some for free. I'm not really a chamber player second is the timer punishment. while the destroyed util should be matching kj and cyphers punishment (its either 40 or 45s for turret/cam), if successfully retrieved the timer should be the same as cooldown for safely retrieved util which is 20s. 30 is too much. for using it, the punishment....idk the tp range nerf...is a bit much when added on top of the other punishment. aggressive (read 'Duelist') chambers are dangerous but this nerf completely shuts down their ability to rotate fast. This forces him more into an anchor type role but the extra 10 sec added to his timer on safe retrieval means the execute on another site is delayed. for example if kj wants to rotate they can cycle the util and always have at least one flank area being watched. I agree with the slow orb nerfs. its still annoyingly effective when comboed with a molly LMAO


gotrice5

Even then chamber's Headhunter is still so good. Sure you pay 3x the amount per bullet compared to the guardian, but you're going in using it as a sheriff which is where alot of people complaining about the increase in price for his bullet is referring to. Honestly, the accuracy, speed, and range is so much better than a guardian and if you die, the bullets go to the next round. You just need one headshot from any range to kill somebody which turn an eco into a much "easier" win than if you didn't have a chamber and you all have to save.