penguinVALORANT

penguinVALORANT



12 Jul

Comment

Originally posted by mysteryoeuf

I didn't realize just how bad phoenix's flash was before. For reference, initiator flashes have 2s duration and yoru's is 1.5s. phoenix's was 1.1s, the shortest by far, and it had longer windup than yoru's or breach's.

now, initiator flashes are still all 2s duration and duelist flashes are both 1.5s. Phoenix flash windup is now in line with breach and slightly faster than yoru.

idk if this is enough. it's basically just bringing parity to his flash instead of having it be horribly underpowered, but it still feels like the only argument for his viability is farming his ult and using it every 3 rounds, especially with the minor buff it received

it's basically just bringing parity to his flash instead of having it be horribly underpowered

Not quite. Phoenix's flash is the only instant-reequip flash in the game, which means when he swings after a flash, his gun is ready dramatically sooner than most other flash agents. It's a lot easier to swing off a Phoenix flash by yourself compared to Skye/Breach. KAYO's right click when thrown perfectly is still stronger though.

It's fair feedback to say this might not be enough (especially at the pro level, where KAYO is highly prized or the utility from the other flash agents is considered more valuable).


26 Jun

Comment

Originally posted by rslee1247

The dodge-ability is still the same. The only that thing that changed is he can throw the flash quicker than before. In other words, you can press left or right click faster than before when pulling out your flash. The speed at which it flies around a corner from the enemy's POV is unchanged.

How the details work:

The windup is down to .5 from .7, but the trajectory of the flash should be the same. This means that the flash both travels more quickly and pops faster.

It's definitely significantly harder to turn now.


25 Jun

Comment

The only circumstance where I believe the ult bugs out that way in a real game is if your ultimate times out during the round transition. The range has a bunch of funky behaviors. Please let me know if that's not the case

:)


25 May

Comment

Originally posted by sky_blu

I'd love confirmation that this is a bug

it's a bug


21 May

Comment

Originally posted by Foxtrot56

regardless of if it's what the devs want

You probably don't care about 99% of what the devs want which is log a nicer logging library, a refactor of the analytics libraries, on overhaul of the UI for their map editing tools. Making Phoenix f**k isn't on that list.

Making Phoenix f*ck isn't on that list.

I wouldn't phrase it that way, but it depends whose list you're reviewing.


11 May

Comment

just a bug leftover from some earlier jett prototyping

(no future impact here)


10 May

Comment

Originally posted by Rabger_

Yeah! I mean Skye's doggo gets caught. Her seekers don't but that's also her ultimate ability. It just seems like an unintentional nerf to an Agent who is already suffering from a low power level relative to the other sentinels.

This is probably a bug. I'll bring it up this week


05 May

Comment

Originally posted by ZeeMan7807

I know you're probably not looking for some random player's thoughts on how to nerf an agent, but on the off chance that you read this - regardless of whatever other nerfs you apply, I feel that a TP cooldown nerf is absolutely imperative; he's able to use it potentially 7 times a round, gets very little punishment for setting up on the wrong site, and just generally results in very few direct counterplay options.

While I'm not sure what the exact numbers should be, a general flat increase to the cooldown seems like it would be a good idea, something around 30-40 seconds. Maybe it would be reasonable to keep it to 20-30 if the TP is recalled without being used; the anchors being broken should likewise have a 10 or more second penalty though.

Alongside this, it feels like an incredibly reasonable change to make it so that recalling TPs after the TP has been used or an anchor has been broken results in the cooldown resetting if the new cooldown would be larger than ...

Read more

Anyway, sorry for the long comment, and sorry for backseating your balancing.

nah I don't mind I have pretty thick skin and your post was pretty well written out - the TP tuning is definitely a bit funky & this is reasonable analysis from your end :)

Comment

Originally posted by _JackalEST

"But it seems like the Devs don't care" Huh? Dont care about what? They're actively changing an agent to make the game more balanced. Not caring would be letting characters stagnate and the game to devolve into an unhealthy state without updating accordingly.

Also, there's a difference between taking feedback into account and proceeding as-planned vs ignoring feedback. Guarantee you're not seeing everything they are.

Also, there's a difference between taking feedback into account and proceeding as-planned vs ignoring feedback. Guarantee you're not seeing everything they are.

Appreciate the callout here. I'll always be a proponent of having changes posted earlier/on PBE, even when players disagree with the direction. I've spent a decent amount of time coming up with reaction plans post-4.09 for Chamber if necessary and have a few different possible directions lined up for our testing if the changes don't end up working out in a healthy manner.


03 May

Comment

Originally posted by I_Screw_Squirrels

This might seem like a loaded question, but after the community's response, does the plan to nerf Chamber still involve taking away one of his trips?

Yes, the plan is still to remove one of the traps for 4.09. We'll still be monitoring how he performs on Defense to make sure he's still a powerful defensive agent, and will adjust if necessary in the future.

We believe there are many ways sentinels can control and defend space, whether it is through the use of reactive slow abilities like Sage, flank watching gadgets like Cypher or defensively oriented movement abilities and weapons like Chamber. We specifically wanted to keep the unique parts of Chamber strong (as the high-tech weapons-guy, he's probably supposed to be uniquely powerful with his Headhunter and Tour De Force) while sharpening Chamber's weaknesses compared to the other trap-oriented Sentinels.


25 Apr

Comment

Originally posted by Senior_Lake_6900

Meanwhile riot dev's might just delay the ability greying out by 12 seconds. I understand what you are saying, but this could easily be a bug and hotfixed. You never know.

this is intended behavior


21 Apr

Comment

Originally posted by threwmylifeaway12

Anyone know if you can activate this ability while scoped in with the OP or not?

You can.


08 Mar

Comment

Originally posted by JR_Shoegazer

/u/penguinVALORANT might be able to answer this.

This question is a little bit outside of my wheelhouse unfortunately. I'd recommend asking RiotNu on twitter or any engineer!

Comment

Originally posted by BrokenAshes

From the article, it seems it came out with patch 4.03

Correct, no settings need to be changed


28 Feb


14 Dec

Comment

Originally posted by rhogerheide

Is there a public roadmap of observing features currently being considered/developed? Observing and back end stuff is my favorite to keep tabs on

No, there's nothing public facing other than what gets posted in those ask riot blogs - I will say I'm excited for the stuff we're working on in 2022, but saying anything more than that is probably an overreach for my position.


13 Dec

Comment

Originally posted by Bussymachus

Observing was sketchy in some games and there's really no need for more than 3 casting duos (you know which ones).

As long as the pro players keep getting better at the game and the game gets more and more deep, observing with current tools only gets harder and harder. We'll continue to chip away at features to make the lives of our wonderfully talented observers & broadcast talent easier.


29 Nov

Comment

Originally posted by boof404

if you done mind me asking, is there a specific reason as to why the lan client isnt public?

Not my place to speak unfortunately

Comment

Originally posted by mikeWonster

Riot doesn’t even use a LAN client for their own tourneys lol the players just have sub-10 ping

This is incorrect.


17 Nov

Comment

Originally posted by MageKayden

Probably just a visual bug if anything or a network issue

It's a separate issue that is being patched out.