@@kishanrajeev killjoy’s bots have the same thing, but nobody’s said she isn’t a sentinel. Also, it actually makes him more of a sentinel. The in-game description for the sentinel class literally says ‘sentinels are defensive experts who can lock down areas and **watch flanks**.’ The trap nerf encourages you to actually watch flank instead of just heading to the trap when ir goes off.
So, - recallable trap - very limited area to teleport - missing shots now more punishing - actually has to think about setups now He’s finally a sentinel!!!
Even so, he is not a sentinel, and he will continue to be broken and in fact now he seems more like a duelist since his ult and his headhunter are just as broken as before, the tp seems very good to me, but the real problem is the slow , which is the only thing that made him sentinel, I would have nerfed him plus the last one and the headhunter, which is what made him a broken person
@@coll3677 People below diamond don't even know how to aim. They just spam the headhunter. Riot nerfed chamber and raised the skill level to the top. Either you are El Diablo or else the headhunter is basically useless. Riot wants chamber to be more passive and more defensive, at least give him another trap.
And just like that, Cypher just became the best Sentinel since he has 2 trips that have no range requirement. The only other Sentinel that doesn't have this is Sage but....she has no trips. On the other hand.....I have plenty of ideas on how to use Chamber, I just gotta revolve it around the anchor.
Unless they don't come your site, so you can't replace them on rotate to stop someone from flanking you or to hold space. But I guess they are a good warning system when they rotate back to the site you just left to help your team, if you chose to do so. But then again, you would have been warned that they rotated when they planted the spike approximately 8 seconds after they would have hit your trip, so there wasn't much you could do there anyways. Its a gamble. You are benefited more by camping your trips as Cypher because of the long cooldown on them. So yes, Cypher is the best Sentinel, but he has always been the best real Sentinel. KJ, Chamber, and Sage were just better agents who were assigned to the Sentinel role, but Cypher plays much more like a Sentinel than any of them.
I mean Cypher trip is near useless if no one is watching it. Also it's the easiest to clear with util given his meta map are also meta map for a lot of his counter (Yoru, Fade, Skye, Raze and Omen) In the end cypher best kit is his camera but even then it's value is inconsistent given that it either not getting shot at all or got shot just 1 sec after enemy entry. Riot need to at least buff cypher so that he can retake all of his util . I'm talking about the cage ofc. Right now we're forced between full commit to one site or keep 1 cage in case you need to retake
which is great, Cypher has always been underwhelming and now hes the top dog its called rotation for a reason, next meta maybe they'll buff KJ and nerf Cypher, makes the game fresh
i think it makes sense, because Cypher is meant to be a trapping sentinel and not have utilities to necessarily kill enemies, while Chamber and Killjoy do
@@Hshwuehhshssh What's he gonna do when it gets destroyed and he gets it back though? If his teleport got destroyed that usually means the enemy team is already on site, that or the chamber setup the TP aggressively and its further away. The likelihood of it getting destroyed when placed at a safe position from behind is rare so its not like he has to worry about that.
@@clyreane575 tbh the trap issue is the one that might make me quit chamber like what’s the point of a trap if u can’t us it to watch another site for example ur at b and u trap a
Riot shot themselves in the foot by designing him to have the best guns in the game. Only way to actually make him a sentinel was to hard nerf his playmaking and actually force him to do his job of holding.
I honestly like this balancing, it feels more accurate for him as a Sentinel now rather than... Well whatever he is now. Good changes. Though i'd agree with some other comments on how he should have 2 Trademarks again considering how it would work after this patch
@@whydoihavethisaccount9512 You really gonna say that after witnessing the BS things he could do like tp to one from to another site just like *Snaps my fingers* that? This is a more appropriate and accurate nerf to give KJ and Cypher some pick-rates finally.
@@joewhosjoe2233 so im by no means an expert only being diamond however i am a chamber main, and i feel the tp nerf is very healthy for the game but the thing that really gets me is needing to be in range of the trip i wish they left that alone or like someone else said give him two
wdym hell be missed xDDDDD hes just not gonna be the best sentinel on every map anymore which is good so kj/cypher see more play again but there are still gonna be maps hes good on and im pretty sure hell still be meta on haven and maybe icebox but im not sure abt that maybe pearl as well but thats also not possible to tell yet but im thinking haven for sure
@@H8MyM8Botbi why not? his tps, headhunter and op are all good on a big map like breeze. Plus everyone wants to play agents that can get frags. With the initiator nerf to more team play, everyone is forced onto duelist or chamber
Rendezvous being disabled for the rest of the round, when anchor is destroyed is kinda overkill NGL. Would be better if it maked sounds like the trademark. But, the rest of the Chamber changes are wonderful!!!
nah but that doesnt really change anything because in most cases u now have ur tp in a safe spot because u wanna tp back to it so its most likely in a spot the enemy cant reach yet anyways... this just makes chamber players always take back their tp when leaving it which actually just helps u maybe there will be lineups to destroy common tps now though so maybe the should make the tp not able to be destroyed by util
@@H8MyM8BotbiThe Anchor making sound makes it easier for us to know that a Chamber is near and where he is gonna TP into. And yeah, sooner or later Players gonna come up with Lineups to destroy the Anchor, which is good, and that is why not being able to use the Anchor's once destroyed is just bad.
Feels like they nerfed his OP way too hard. For something that costs 8 points, it doesn't feel like it. I also wish they gave him two trips instead of just one so he actually leans into his sentinel role more.
Its an OP wich will never goes to your enemy, a 1 shot kill to the body, something that you can pull out on an eco round AND better than a noral OP. It is pretty good even with these nerf
@@NA-uz7co wellllll, it *used* to be better than a regular op, but now it la practically jus like the regular op. Everything else you said is correct, however the chamber ult should be better than the regular op, Becuz it’s an ult worth 8 ult points.
As devs said, Chamber is a Sentinel that defends while keeping his body on the line. He is meant to take aggressive peaks on one angle while his trip watches the other. So, sitting back while his trips hold the angles isn't what he is made for. That's why devs removed his second trip so that he himself acts like his second trip. The Headhunter gun that can one tap kill from any range and which enemies can't pick up plus the quick escape with his teleport is meant to support him defending that angle. So, Chamber was and still is well designed to fulfill his duty as a Sentinel. But as people are free to use him as they like, they may or may not use him like he should be. Let's see if this these changes some of that.
@@jarifahmed977 well said. My only problem now is his ult. I understand ppl think it’s way too op, but it’s an ult, not jus another gun. It’s firing rate was the thing that made is better than the regular op, now it doesn’t even matter Becuz it’s firing rate is pretty close to the op anyway. I didn’t mind the changes to anything else besides the ult. 8 points for it doesn’t feel rewarding at all anymore. Enemy can’t pick it up and good for eco round is nice, but it’s potential is very diminished.
@@sakanashoji What you mean is that you can't teleport to your team instantly. You can still place it down and use it aggressively. In some cases, the new version is actually better than the previous one. Take on Pearl, when you're going door from market. previously you had to place it mid-round to get the best value, but you no longer have to do that. I get that it's overall gotten worse, but it's also better in some ways.
I know chamber needed nerfs, but man I’m sad they went this route instead of buffing other sentinals…. Kj, and cypher (yes even cypher imo feels weak) and sage needs buff cuz like yay said, the sentinals roster feels so weak.
@@jamo24264 quite the opposite actually now that they've nerfed the tp u r forced to peek aggressive fights or lose control over site since his kit revolves around his weapons and has the weakest sentinel abilities post nerf
@@jamo24264 even without chamber in the game before, many could agree the sentinal roster felt very weak compared to other roles. Yes they continously nerf chamber so people wont play him like a duelist, but the main issue here is they just deleted his sentinal kit. He's supposed to be what defends site, but he cant do much if he can only teleport to his short radius now, and one trip instead of two, that has a range limit unlike cypher where you have two tripwires and no range limit.
I don't main Chamber but the TP now being completely gone if broken is ridiculous. Sage has a cooldown on heal obvi, KJ has a turret that has a cooldown went recalled and even if its shot at and broken still has it, cypher keeps his camera when its shot at... at least let him have an ability that has a cooldown like everyone else!?
I actually like these changes. This makes chamber much more flexible with recallable trap and only 1 tp for setup which can tp u up. On defense on breeze you can place 1 tp up on the metal doors by the switch in rope and then peek double door mid and tp up to rope again. Good changes🙏
This feels a bit harsh, every changes are reasonable, but the tp is kinda harsh. If they increase the range of the anchor (from 26m as they have it here to about 50m from end to end or 25m radius) and reduce its cooldown to 20 or 25 seconds, it would be much more reasonable so it feels like he could cover more ground like before. His biggest trade off over other sentinels (asides from his ult) is his teleports and covering ground, but now he's just restricted
chamber tp is cool but needs the same thing like omen (omen can buy second smoke so chamber could have 2 tps in 1 round even after 1 is destroyed u still will get 1 left)
No. That's even more disgusting than the previous rendevous iteration if it uses the new TP mechanic since you can use another TP without waiting because one card now acts as a TP of itself instead of being conjuncted to another card. You just basically gave him 2 jett dashes without cooldown or kill charge. Instead they could just put a cooldown again atleast 1 min. should do.
I feel like taking all the setup making, opportunity creating, fast rotating facet of his teleport is a huge mistake. In fact, I think that's the only thing that should be kept, make chamber need to channel this thing and take a whole second to teleport, idgf. That was the most interesting use of it and now it is dead. The other changes are fine tho
Now this is what I call a good nerf. Not too much and not too many. Though I think that the destroyed teleporter is a bit too much Edit: not too much and not too little. Im dumb
Yeah they could maybe give him back his 15s cooldown on the tp, make it so pushing chambers site is repeatedly punishable because he can get off multiple tps per round
fr they didnt hes just not op and the only option anymore... like now u actually need to think abt ur playstyle if u play sentinel and if chamber really is the right character for u and the map... this just makes other sentinels an option again... ok sage also sees usage now but tell me when did we see kj/cypher the last time in pro games of actual good teams now theyre finally viable again but if u have good aim and actual setups for chamber hes also gonna be ok also even if chamber istn meta at all anymore after this and im wrong in saying hes decent ill still enjoy it cause the game finally gets more util again what i totally enjoy instead of seing gunfights only like if u prefer gunfights just play cs this game is abt util usage but it got boring for me since two abilities of the best character ingame are just two better weapons and no util at all
@@CoFFee-uw5sv i don’t think so bc if they would just buff the numbers for kj and cypher it wouldn’t change much except for kj being op cause she deals more damage so they would have to change the way kj/cypher work for example slow cages again but that’s just to op I like the chamber nerfs and if u wanna play him so bad don’t worry he’ll still be viable
Not a chamber main but I think 2 tps are still ok but it should have limited range. Like you cannot place one on site a and one on b, but can only be placed on one site.
Imo they should have made chamber a character that can watch many angles (being able to tp around plus trips) but not have any absurd or even big combative advantage when doing his job like he does with the super fast tp mechanic and his guns. Yoru should be the one with a fast tp, chamber should have the slow one
@@flameaxgaming4824 think about the range my guy imagining tp from one site to another of bind and instead just tp under your nutsack hope i made it easier for you
@@diwakarsharma2821 dude that's the whole point he's way too OP for pros he has over a 70% pick rate on every map with these nerfs his skill ceiling will be higher and he is still viable in comp it'll allow for other sentinels to be played a bit more
Eh, Chamber is literally almost always on top every match you find him in high elo. His frags are so impactful for a handful amount of skill. Oh I stop entire push when im across the map. oh I have instant tp that covers more than a quater of the map. Oh I have big op that shoots fast aswell as slowing anyone nearby allowing my team to peek along my op. Oh I got sherif that I can spam close range at any raze flying at me with an ult because I feel like it. Like none of this was balanced at all. You peek you die. IF you smoke him he moves out and tps out you die. It's the dumbest shit the game has ever had. I'm tired of hearing some annoying french guy every game doing some cringe voice lines that i hear every round I ever play on every map I ever play because he's so busted. Thank god for this nerf everyones over complaining you always do this. "So bad now" No he's just bad compared to what he was before but no agent in this game is even good. They have almost no character to them. So unversitile You're stuck to 1 kit and that kit is based around a class to go along with their teamplay narrative. Essentially all agents have boring and useless abilities and only work in some situations I can't play around smoke myself being all cool with a decent ability for duels I gotta play this 5 man rush meta which doesn't even work and makes 0 sense as you lose all map control. That's the problem with barriers at the start of rounds. Anyway im off topic, No agent is good every agent is lame af. You just pick whatever and that's all you do. People complaining not like he'll dominate 1v1s on defence getting more first bloods on pearl and icebox than a fucking jett rushing in.
I think Chamber's tp is a good nerf. It doesn't remove his signature of being able to "rendezvous" out of a heated zone, but also limits how aggro Chamber can be without touching the lethality of his Q and X. His trip is kinda selfish now, just like KJ's alarmbot. You make plays around it more than gather mapwide info. I can see that he is more stall focused in this patch. And no more "body"hunters? That's music to my ears.
yea it kinda loses the essence of how he's supposed to have the strongest gun in the round when his specialty as a sentinel is putting pressure on enemies with a tailormade gun, plus the fact that it's 5 bullets and 8 ult points
@@joshuakim4216 maybe now he has to use teleport absolutely instead of just repeeking with his ult instantly. The teleport range is longer now so that's how riot intended chamber ult to be used.
@@hiimcortana1568 The teleport range isn't longer. His anchor has a 7.5 meter radius, which two anchors is 15 meters in total. When he has two anchors, they can be separated to each other for up to 37.5 meters away from each other, which this nerf removed the other anchor and 'increased' the total radius to 26 meters. Yes, you don't have to place another anchor, but you're still losing 11 meters of distance. The cooldown didn't reduce either, so riot 'intending' him to only get frags with the sniper if he has a teleport ready is a pretty bad idea.
Disabling his signature when destroyed is nonsense. So why Killjoy can bring turret back, huh? I think it goes against the game's basics. It's a SIGNATURE. Excluding Brimmy (which I don't approve also) and Reyna (which is too strong to have cooldown, i can understand that), every agent has cooldown or 2 needed kills for signature. Even viper can up and down her wall when alive. Why, Rito, whyyyyy
That tp nerf is exactly what I thought about when I was thinking about how they can nerf Chamber without killing him. Although, I will say, the range is a lot shorter than I originally thought for how big that range would be to tp back.
@@onefire3454 then you are 1 of the many people who are obsessed and reliant about Chamber carrying you. Everyone knew he was too op from the start and none of the nerfs made him fall enough to where he is balanced enough. Pros talk about how great he is that they don't want to play him all the time cuz of how nasty that character is. They all unanimously agreed that he is op and way better than any other agent. If it's esports related matches, the pros that are watching the games would think you're trolling if you don't have him in every map. His ult is a FREE AND BETTER op that shoots insanely fast for a sniper rifle, 1 shot kills anywhere from any distance, and grants a big field (it's big for a game like Valorant) that slows people down. His trademark makes him play more DEFENSIVE cuz his MAIN role is to be a SENTINEL. Since he has to be in range of it. He will be fine on defense. As for on attack, he would have to think more carefully about when and where to use the trademark JUST like a SENTINEL. Similar to Sage with her wall and KJ in general. His tp allowed him to play aggressive so easily. It's like Phoenix's ult but with his actual life. He shouldn't be able to play so aggressive so easily for someone who is a SENTINEL, but easily can be aggressive, and even be better at it than some of the Duelists because of his tps. The whole point of his tps was to make hin an agent where 1 of the main things that makes him into his role is to be someone who can reset position easily by using their life. His tps allows this making it ONE of the main things that makes Chamber who he is. It was accidentally over tuned due to the fact that you need to place 1 down in spawn or other site and put one down right after barrier is down, then get a quick first blood, then dip to somewhere else that he could've tp'ed at before the round started.
Don't know why people say riot k*ll Chamber. From the beginning, a character with Assault(weap)and Teleporting ability are OP. Riot even gave him Trap for flank. Chamber weapon even have better fire rate than buyable weapon.
People who say that are those that cannot work around the nerds. This is the second time that chamber got nerfed but he'll still be played for sure. There was a huge nerd for Jett yet people managed to work around it.
as a chamber main , i like the anchor nerf cuz usually the raidius was too small and dangerous for aggressive plays but now its more comfortable and because of the removal of height restriction its so much better to use the anchers, IMO
With that new tp I would have changed it's cooldown to be something like 20 seconds instead of 30 so he could have more chances to use it multiple times in a more dynamic way
Love all these nerfs, the trip range finally makes these chamber use a brain cell instead of "imma flank" every round and the tp nerf finally solves those ridiculous "A to B site tp setups on Bind" and finally punishes aggressive plays from this agent, I think this could make Jett viable again for the OP spot too, however the headhunter nerf was a bit much imo, its a sheriff with expensive-ass bullets a Vandal could outclass it, no-need to punish spam shots to the body, and this'll only make it harder for those who missed the initial first shot to the head. Overall, as both a KJ and Cypher, I'm glad to see him down here with them, than up there breaking the meta. Looking forward to the comps pros will play and my ranked games soon.
They kinda buffed the teleporter like that tho. How do you destroy his teleporter now, so he can't use it for the rest of the round? It will be almost impossible to get the teleporter and destroy it, unless the player is low IQ and forgets to recall it.
Fr only one anchor means I’m gonna pick that shit up right after I use it, then I’ll get to use it again when it’s ready, with less setup because I don’t have to place a second, it will still be very good
@@bhawkis5755 have u seen the range on that thing u tp and they will be right next to u in seconds, u have to change the way u use it completely and even then it might not even have that big of an impact. how can it be better just cuz u have to put it down once???
Reduce cooldown time and just remove the area bound from the trade mark the only setup of chamber was his Trade marke like now nor u can play breez snowman dust like when u just put a trademark over the mid or backstab dont uh think it makes kj a better since she have granites and lockdown
Ohhhh man it's so good but the ult went to be an op and the trap it's like killjoy and the to is so good but what if you went out of the range can you make another tp? Can you find that out ?
So after this, tell me why should i choose his ult over an op? Its free, but thats all. Slow, legshot not enough its the same. Im not a chamber player, but its ridicoulus
This feels almost like the Jett "Nerf" in that it's in some ways better for him. The trap changes are good since now he's more like a sentinel and his ult change doesn't affect much as you're not supposed to take fights that require rapid firing an op with a weapon like that anyways. His headhunter changes just increase his skill ceiling and his teleport feels way better now
I feel like, given the fact that removing the second teleported significantly reduces the distance you can teleport, they should slightly increase the range of the one teleporter, so as to not kill chamber almost completely
the op can't be slowed so much, the point of it was to be faster the og op. but it feels too much like an actual operator and not chambers ult, while i agree that a slow is needed, maybe just slowing it down by 30% seems reasonable.
Can anyone whose been on PBE tell me if you can place down the TP and immediately pick it up with no cooldown? The wording on the patch notes makes it seem that way.
That hurts man, especially the teleport nerf. The could have just reduced the range of the anchor and the anchor radius. It is a good mechanic where the he can teleport from point a to b
bro chill a bit hes still gonna be viable on maps like haven or smth and its better to overnerf a character that was broken for way to long than to nerf him but him still being top tier also i think they increased the range on the tp and the cooldown is ok u just have to use braincells now like u have to on every other sentinel
@@H8MyM8Botbi I just think keeping almost the same range as before with only 1 anchor permanently destroyable is too much, trap ult and cooldown are cool. I guess its just sad to see one agent reworked this many times because he's too viable but hey cypher trips are longer now
@@H8MyM8Botbi honestly idk if u can play him on A site. u really can't peek long because you'll just get util dumped right around the corner. or raze will just double satchel to catch the endlag. chamber still viable on B (top of platforms) and C (for OPing and peeking garage) although enemies could just util dump backsite and kill chamber instantly
I am a chamber main and love the change since it is just making obnoxious shit not happen anymore. I do think the trademark is kind of too weak of a tool rn, but I love how this changes does not affect the sniper/ off angle rat playstyle chamber has. Best part is that his role is completely different from jett by this point.
Most respectable chamber player I will ever see. Unlike u some people are like “nooOooo! Chambers ult (sentinel) needs to be able to easily drop 2-5 kills per use!!! It’s not fair to have a only slightly better op I can pull out of my ass at any time no cost or planning!!”
@@kinkanman2134 That's like undeniable bs. Like, I am a gold trash, but if you have a character that's unreasonably hard to play against in all ranks, that's a problem
Ult nerf: perfect Headhunter nerf: perfect The trip nerf: pretty good. A little uninspired since it’s so similar to KJ but it makes sense. A slightly larger range might be good. TP nerf is pretty damn harsh. I don’t mind the single TP point to make him play around enemy strats more, but they should revert the range on it to what it was before he was nerfed the first time.
I don’t mind if they nerf the ultimate’s fire rate because it’s normal for a sniper rifle. But now Chamber couldn’t teleporting immediately and kills enemy who trying to flank and caught in the trap. 😢
@@lewie888 Cypher is already good as he is rn. Doesnt need a buff nor a nerf, the only nerf i can see him getting without ruining him is a nerf on the ult. Maybe make it take longer to download the positions cause it pings twice now or make it cost 7 ult points instead of 6
Im ngl valorant finally did a good nerf on chamber. Most of the nerfs were just pointless and bs but this doesnt really make him unplayable but still makes him into a sentinel.
When some agent become META or better than other agents. What does Riot do ? ❌ : So bring a balance or make new counter character for that character. ✅ : We will nurf it till that agent become trash and no one play that agent.
My opinion : Trademark - I agree with this nurf but cooldown time should just 15 or 20 sec. Headhunter - It's already balance if you want to nurf, I think you can reduce bullet to 6 instead. Rendezvous - The most remarkable skill of Chamber, I understand that it's somewhat OP but this will make Chamber trash like Cypher before buff. Tour de Force - This is the most reasonable nurf of all nurf.
Damn, that's a really hard nerf on Chamber
Update: I barely see anyone using Chamber on my games now lol
not really. he needed it
The free radiant hero is finally balanced 💪💪💪
I mean, he needed it. Before this he was more of a duelist/initiator than a sentinel
@@kishanrajeev killjoy’s bots have the same thing, but nobody’s said she isn’t a sentinel. Also, it actually makes him more of a sentinel. The in-game description for the sentinel class literally says ‘sentinels are defensive experts who can lock down areas and **watch flanks**.’ The trap nerf encourages you to actually watch flank instead of just heading to the trap when ir goes off.
Yea he needed it desperately there’s a reason he was the most used among pros
So,
- recallable trap
- very limited area to teleport
- missing shots now more punishing
- actually has to think about setups now
He’s finally a sentinel!!!
they should've given him a second trap since every sentinel has at least 2 ways to secure sites.
@@nguyenangtuandung2745 yah i agree, but if u look at chamber as a utility himself, i think one trap is enough
@@casualwatcher5029 bro what utility?
Even so, he is not a sentinel, and he will continue to be broken and in fact now he seems more like a duelist since his ult and his headhunter are just as broken as before, the tp seems very good to me, but the real problem is the slow , which is the only thing that made him sentinel, I would have nerfed him plus the last one and the headhunter, which is what made him a broken person
@@coll3677 People below diamond don't even know how to aim. They just spam the headhunter. Riot nerfed chamber and raised the skill level to the top. Either you are El Diablo or else the headhunter is basically useless. Riot wants chamber to be more passive and more defensive, at least give him another trap.
And just like that, Cypher just became the best Sentinel since he has 2 trips that have no range requirement. The only other Sentinel that doesn't have this is Sage but....she has no trips. On the other hand.....I have plenty of ideas on how to use Chamber, I just gotta revolve it around the anchor.
Unless they don't come your site, so you can't replace them on rotate to stop someone from flanking you or to hold space. But I guess they are a good warning system when they rotate back to the site you just left to help your team, if you chose to do so. But then again, you would have been warned that they rotated when they planted the spike approximately 8 seconds after they would have hit your trip, so there wasn't much you could do there anyways. Its a gamble. You are benefited more by camping your trips as Cypher because of the long cooldown on them.
So yes, Cypher is the best Sentinel, but he has always been the best real Sentinel. KJ, Chamber, and Sage were just better agents who were assigned to the Sentinel role, but Cypher plays much more like a Sentinel than any of them.
Is safe really a sentinel though? Seems like she was just put in there because there was no other category for her
@@ahumanbeing8371 well slow and wall does seems like utility to defend an area isn't it?
I mean Cypher trip is near useless if no one is watching it. Also it's the easiest to clear with util given his meta map are also meta map for a lot of his counter (Yoru, Fade, Skye, Raze and Omen)
In the end cypher best kit is his camera but even then it's value is inconsistent given that it either not getting shot at all or got shot just 1 sec after enemy entry.
Riot need to at least buff cypher so that he can retake all of his util . I'm talking about the cage ofc. Right now we're forced between full commit to one site or keep 1 cage in case you need to retake
@@JeSt4m wdym it's useless when no one is watching it? It can trip flanker so it gives nice information
Chamber mains watching Chamber's pick rate drop faster than A-Trains average speed
Chamber is now gay
It should be. His pick rate is currently too high
Chamber is now gaaaaay
Ofc hes huge in pick rate
Who tf put duelist kit in sentinel?
Now they just make him unusable instead of ee working him as a whole
I think he will be really viable on certain maps. The new meta will be interesting.
These nerfs hit chamber mains just as hard as they hit us the jett mains with the jett Nerfs🥲🥲
Yeah, as a Jett main would like to have 3 smokes, everything else is great
Nah this is worse
Bro this is definitely worse than Jett nerfs
You have no idea how hurt I am.Might as well just quit
@@Sw4p7777 chamber main 😂
Good rework of the tp but the trap needed to be reworked differently. This makes cypher the only sentinel which has no limit on trap range
good cuz cypher is now above some sentinels
which is great, Cypher has always been underwhelming and now hes the top dog
its called rotation for a reason, next meta maybe they'll buff KJ and nerf Cypher, makes the game fresh
i think it makes sense, because Cypher is meant to be a trapping sentinel and not have utilities to necessarily kill enemies, while Chamber and Killjoy do
They actually meant it for that reason 😅
Don't give them any ideas
Before patch: they are so dead
After patch: i am so dead
The fact that a sentinel cant get back his E is just absurd
yes the slow field size is decreased and it slows a bit less compared to before
Wha? Chamber can still get back his E ability. It only gets disabled if it gets destroyed by enemies, which is avoidable
@@DaRealBurnz umm yeah but sentinels usually get their E back after being destroyed
@@Hshwuehhshssh What's he gonna do when it gets destroyed and he gets it back though? If his teleport got destroyed that usually means the enemy team is already on site, that or the chamber setup the TP aggressively and its further away. The likelihood of it getting destroyed when placed at a safe position from behind is rare so its not like he has to worry about that.
It was nice playing with you chamber, but sadly its time to move on now!😔
Back to the omen grind
@@ranjanasharan4051 man this makes me very sad as a chamber main. I now need to find who to main cause chamber was carrying me 😔
Going back to maining jett bud 🥲
@@clyreane575 tbh the trap issue is the one that might make me quit chamber like what’s the point of a trap if u can’t us it to watch another site for example ur at b and u trap a
@@laser1909 This is exactly the thing I’m sad about. There’s no point to use his trip if you’re gonna be out of range
gon are the days of the machine gun sniper
Yes before it felt rewarding to get the ult but now it’s basically and op
@@alwaysthatvoidnah it still feels rewarding an op is allways rewarding
@@excancerpoik hell nah the best part about Chamber OP was pulling off those sickass CSGO level of awp play you can't tell me otherwise
@@alwaysthatvoidnah imagine getting a free OP in an Eco round that doesn't get to your enemies even if you die.
Valorant slowly changed from Overwatch with more focus on one tap into CSGO with abilities
Fucking suck
I don't play Chamber but this feels too much of a nerf
Riot shot themselves in the foot by designing him to have the best guns in the game. Only way to actually make him a sentinel was to hard nerf his playmaking and actually force him to do his job of holding.
@@freshlymemed5680change his role like i dont see why they have to force him into a class. Besides chamber requires insane mechanics to get any value
I honestly like this balancing, it feels more accurate for him as a Sentinel now rather than... Well whatever he is now. Good changes. Though i'd agree with some other comments on how he should have 2 Trademarks again considering how it would work after this patch
Agreed. I never even got to play as him with 2 Trademarks
I forgot he even used to have two
I think two trademarks that require his presence to work and aren’t recallable would be perfect. However the nerf on his tp is bs.
@@whydoihavethisaccount9512 You really gonna say that after witnessing the BS things he could do like tp to one from to another site just like *Snaps my fingers* that? This is a more appropriate and accurate nerf to give KJ and Cypher some pick-rates finally.
@@joewhosjoe2233 so im by no means an expert only being diamond however i am a chamber main, and i feel the tp nerf is very healthy for the game but the thing that really gets me is needing to be in range of the trip i wish they left that alone or like someone else said give him two
Should've just remove from Agent list😆
I agree
nah hes actually a sentinal now
Maybe learn how to use him properly now
@@juliancne use him?,no body will use him 💀, just like how sova faced death its time for chamber to do the same
@@guts8436 I literally main sova but alr
Officially rip chamber, u will be missed
wdym hell be missed xDDDDD hes just not gonna be the best sentinel on every map anymore which is good so kj/cypher see more play again but there are still gonna be maps hes good on and im pretty sure hell still be meta on haven and maybe icebox but im not sure abt that
maybe pearl as well but thats also not possible to tell yet but im thinking haven for sure
@@H8MyM8Botbi why would he be meta on haven? hes only gonna be meta on icebox and breeze.
@@gabagoo7791 breeze? Surely he’s not gonna be meta on breeze maybe icebox but in February ull see no one is gonna play him on breeze
@@H8MyM8Botbi why not? his tps, headhunter and op are all good on a big map like breeze. Plus everyone wants to play agents that can get frags. With the initiator nerf to more team play, everyone is forced onto duelist or chamber
It would have been better to buff kj and cypher imo
Rendezvous being disabled for the rest of the round, when anchor is destroyed is kinda overkill NGL. Would be better if it maked sounds like the trademark. But, the rest of the Chamber changes are wonderful!!!
Yeah I personally feel making it like a kj turret or Cypher cam would be nice for the tp, if recalled safely 20s or if broken double cooldown to 40s
nah but that doesnt really change anything because in most cases u now have ur tp in a safe spot because u wanna tp back to it so its most likely in a spot the enemy cant reach yet anyways... this just makes chamber players always take back their tp when leaving it which actually just helps u
maybe there will be lineups to destroy common tps now though so maybe the should make the tp not able to be destroyed by util
@@H8MyM8BotbiThe Anchor making sound makes it easier for us to know that a Chamber is near and where he is gonna TP into. And yeah, sooner or later Players gonna come up with Lineups to destroy the Anchor, which is good, and that is why not being able to use the Anchor's once destroyed is just bad.
You’re talking about a character that has had very little counterplay this nerf is amazing and still may not be enough
Feels like they nerfed his OP way too hard. For something that costs 8 points, it doesn't feel like it. I also wish they gave him two trips instead of just one so he actually leans into his sentinel role more.
Its an OP wich will never goes to your enemy, a 1 shot kill to the body, something that you can pull out on an eco round AND better than a noral OP. It is pretty good even with these nerf
@@NA-uz7co to me, any other sentinel ultimate has better value than chamber OP rn
@@NA-uz7co wellllll, it *used* to be better than a regular op, but now it la practically jus like the regular op. Everything else you said is correct, however the chamber ult should be better than the regular op, Becuz it’s an ult worth 8 ult points.
As devs said, Chamber is a Sentinel that defends while keeping his body on the line. He is meant to take aggressive peaks on one angle while his trip watches the other. So, sitting back while his trips hold the angles isn't what he is made for. That's why devs removed his second trip so that he himself acts like his second trip. The Headhunter gun that can one tap kill from any range and which enemies can't pick up plus the quick escape with his teleport is meant to support him defending that angle. So, Chamber was and still is well designed to fulfill his duty as a Sentinel. But as people are free to use him as they like, they may or may not use him like he should be. Let's see if this these changes some of that.
@@jarifahmed977 well said. My only problem now is his ult. I understand ppl think it’s way too op, but it’s an ult, not jus another gun. It’s firing rate was the thing that made is better than the regular op, now it doesn’t even matter Becuz it’s firing rate is pretty close to the op anyway. I didn’t mind the changes to anything else besides the ult. 8 points for it doesn’t feel rewarding at all anymore. Enemy can’t pick it up and good for eco round is nice, but it’s potential is very diminished.
The new teleport changes are actually really cool. also gives some less clunkyness when placing it down, making it easier to use on the fly.
Felt suck bcs it still has the sound. New teleport ONLY working on the range
you cant retake with this kind of teleporter. i used to be able to retake sites or push with his tps but you cant really do that now
@@sakanashoji What you mean is that you can't teleport to your team instantly. You can still place it down and use it aggressively. In some cases, the new version is actually better than the previous one. Take on Pearl, when you're going door from market. previously you had to place it mid-round to get the best value, but you no longer have to do that. I get that it's overall gotten worse, but it's also better in some ways.
0:38 that's a huge nerf to him...
The range is so small 😭😭
I know chamber needed nerfs, but man I’m sad they went this route instead of buffing other sentinals…. Kj, and cypher (yes even cypher imo feels weak) and sage needs buff cuz like yay said, the sentinals roster feels so weak.
@@jamo24264 quite the opposite actually now that they've nerfed the tp u r forced to peek aggressive fights or lose control over site since his kit revolves around his weapons and has the weakest sentinel abilities post nerf
@@interesting5515 FRRR
@@jamo24264 even without chamber in the game before, many could agree the sentinal roster felt very weak compared to other roles. Yes they continously nerf chamber so people wont play him like a duelist, but the main issue here is they just deleted his sentinal kit. He's supposed to be what defends site, but he cant do much if he can only teleport to his short radius now, and one trip instead of two, that has a range limit unlike cypher where you have two tripwires and no range limit.
That's a dangerous route to take. Power creep can kill the game if not prevented.
I think they should increase the Healing Rate and time for sage that'd be great
Basically they destroyed chamber in every single way
I’m ngl, this is a pretty good rework. Definitely changes up the way people are going to play him, very interesting
you mean no one is gonna play him
@@temuq6983 congratulations Mr. Sherlock
@@temuq6983 that is what everyone thought was gonna happen to Astra, but you still see her on pearl and Ascent quite a bit.
@@some_random_dude13 never saw her in competitive for like 1-2 month(dia-asc lobby)
As a sentinel, as should be
Now the chamber mains will know the shame and struggle we pre-buff cypher mains felt
I don't even play chamber and I feel pain from this nerf wow, rip chamber mains
I don't main Chamber but the TP now being completely gone if broken is ridiculous. Sage has a cooldown on heal obvi, KJ has a turret that has a cooldown went recalled and even if its shot at and broken still has it, cypher keeps his camera when its shot at... at least let him have an ability that has a cooldown like everyone else!?
EXACTLY.
Well, Brim can also use up all his ability in one round without replenishing, but yes, Chamber's nerf is somewhat game changing.
@@UnlikeDevil. Brim's smokes replenish
@@medusa7927 bro, are you high ?
@@UnlikeDevil. im stupid I was mixing up Astra and him for some reason 😂😂
They will keep nerfting Champer until pro-players pick Cypher more often lol
@@jamo24264 bruh who cares about spelling
@@jamo24264 and?
@@jamo24264 rati-
They shud buff the other sentinels
I actually like these changes. This makes chamber much more flexible with recallable trap and only 1 tp for setup which can tp u up. On defense on breeze you can place 1 tp up on the metal doors by the switch in rope and then peek double door mid and tp up to rope again.
Good changes🙏
Looks like you only have one anchor now
This feels a bit harsh, every changes are reasonable, but the tp is kinda harsh. If they increase the range of the anchor (from 26m as they have it here to about 50m from end to end or 25m radius) and reduce its cooldown to 20 or 25 seconds, it would be much more reasonable so it feels like he could cover more ground like before. His biggest trade off over other sentinels (asides from his ult) is his teleports and covering ground, but now he's just restricted
@@99batran that's the point, to balance him
@@99batran he's pretty balanced now
@@99batran Bro said to increase the range to 50m 💀
chamber tp is cool but needs the same thing like omen
(omen can buy second smoke so chamber could have 2 tps in 1 round even after 1 is destroyed u still will get 1 left)
thts true🥲
No, that way u should think on how you wanna play. If you want to be aggressive, that’s up to you. Now you are punished by doing “stupid” moves.
I agree with this. They did him dirty for having only 1 tp.
No. That's even more disgusting than the previous rendevous iteration if it uses the new TP mechanic since you can use another TP without waiting because one card now acts as a TP of itself instead of being conjuncted to another card. You just basically gave him 2 jett dashes without cooldown or kill charge. Instead they could just put a cooldown again atleast 1 min. should do.
@@Gabriel45206 raze nade: hello cutie
chambers tp: NOOOOOOOOOO
and thats the same for all dmg aoe ability
I feel like taking all the setup making, opportunity creating, fast rotating facet of his teleport is a huge mistake.
In fact, I think that's the only thing that should be kept, make chamber need to channel this thing and take a whole second to teleport, idgf. That was the most interesting use of it and now it is dead.
The other changes are fine tho
Chamber broken, now destroyed… a lil bit sad but it was necessary
Bruh this is just straight 💀x 7
Now this is what I call a good nerf. Not too much and not too many. Though I think that the destroyed teleporter is a bit too much
Edit: not too much and not too little. Im dumb
☠️ there’s only 4 abilities and they all got nerfed. Chamber is dead
Yeah they could maybe give him back his 15s cooldown on the tp, make it so pushing chambers site is repeatedly punishable because he can get off multiple tps per round
bro they nerfed literally every ability how is that not to much
it’s the same for KJ alarmbots and most other sentinels. I like it, it doesn’t make chamber the most obvious pick amongst sentinels
@@kayleeruiz yeah this could easily make him the least picked now though
I know a lot of people hated chamber and yes they made him more of a sentinel, but damn they really killed him...
fr they didnt hes just not op and the only option anymore... like now u actually need to think abt ur playstyle if u play sentinel and if chamber really is the right character for u and the map... this just makes other sentinels an option again... ok sage also sees usage now but tell me when did we see kj/cypher the last time in pro games of actual good teams
now theyre finally viable again but if u have good aim and actual setups for chamber hes also gonna be ok
also even if chamber istn meta at all anymore after this and im wrong in saying hes decent ill still enjoy it cause the game finally gets more util again what i totally enjoy instead of seing gunfights only
like if u prefer gunfights just play cs this game is abt util usage but it got boring for me since two abilities of the best character ingame are just two better weapons and no util at all
They shud have buffed kj and cypher more and nerfed chamber a bit rather then nerfing him to the grounf
@@CoFFee-uw5sv i don’t think so bc if they would just buff the numbers for kj and cypher it wouldn’t change much except for kj being op cause she deals more damage so they would have to change the way kj/cypher work for example slow cages again but that’s just to op I like the chamber nerfs and if u wanna play him so bad don’t worry he’ll still be viable
Not a chamber main but I think 2 tps are still ok but it should have limited range. Like you cannot place one on site a and one on b, but can only be placed on one site.
Imo they should have made chamber a character that can watch many angles (being able to tp around plus trips) but not have any absurd or even big combative advantage when doing his job like he does with the super fast tp mechanic and his guns. Yoru should be the one with a fast tp, chamber should have the slow one
The trademark thing is kinda a buff, because less time to setup
Dude now the trademark once placed shoots enemy in 4s instead of 2 and will work similar to kj alarmbot.
Only buff is you can call it now.
Sorry not trademark tp
@@flameaxgaming4824 think about the range my guy imagining tp from one site to another of bind and instead just tp under your nutsack hope i made it easier for you
@@diwakarsharma2821 dude that's the whole point he's way too OP for pros he has over a 70% pick rate on every map with these nerfs his skill ceiling will be higher and he is still viable in comp it'll allow for other sentinels to be played a bit more
i think so too it's less utility animations for more or less the same value
Riot simply nerfed everything about him. That's not balancing, that's trying to kill the character.
Eh, Chamber is literally almost always on top every match you find him in high elo. His frags are so impactful for a handful amount of skill. Oh I stop entire push when im across the map. oh I have instant tp that covers more than a quater of the map. Oh I have big op that shoots fast aswell as slowing anyone nearby allowing my team to peek along my op. Oh I got sherif that I can spam close range at any raze flying at me with an ult because I feel like it. Like none of this was balanced at all. You peek you die. IF you smoke him he moves out and tps out you die. It's the dumbest shit the game has ever had. I'm tired of hearing some annoying french guy every game doing some cringe voice lines that i hear every round I ever play on every map I ever play because he's so busted. Thank god for this nerf everyones over complaining you always do this. "So bad now" No he's just bad compared to what he was before but no agent in this game is even good. They have almost no character to them. So unversitile You're stuck to 1 kit and that kit is based around a class to go along with their teamplay narrative. Essentially all agents have boring and useless abilities and only work in some situations I can't play around smoke myself being all cool with a decent ability for duels I gotta play this 5 man rush meta which doesn't even work and makes 0 sense as you lose all map control. That's the problem with barriers at the start of rounds. Anyway im off topic, No agent is good every agent is lame af. You just pick whatever and that's all you do. People complaining not like he'll dominate 1v1s on defence getting more first bloods on pearl and icebox than a fucking jett rushing in.
Im okay with these changes except for the teleport. If they're going to just make one anchor for the tp they should at least increase the range of it
It is increased 26 m
oh yea didnt see that 🤪 moving along
Incredible the talent of valorant in destroying his agents.
Time to uninstall and become gay
I think Chamber's tp is a good nerf. It doesn't remove his signature of being able to "rendezvous" out of a heated zone, but also limits how aggro Chamber can be without touching the lethality of his Q and X.
His trip is kinda selfish now, just like KJ's alarmbot. You make plays around it more than gather mapwide info. I can see that he is more stall focused in this patch.
And no more "body"hunters? That's music to my ears.
Name of the song in the background? And for the nerfs, I think that riot did a good thing. We'll see if that was enough or too much.
Instead of nerfing the only relevant sentinel to the ground start balancing the other ones
I feel like decreasing ult fire rate by 57% is overkill but otherwise all changes seem pretty good
you mean firerate right?
yea it kinda loses the essence of how he's supposed to have the strongest gun in the round when his specialty as a sentinel is putting pressure on enemies with a tailormade gun, plus the fact that it's 5 bullets and 8 ult points
yea, I like that they reduced the fire rate, but 57% does seem overkill.
@@joshuakim4216 maybe now he has to use teleport absolutely instead of just repeeking with his ult instantly. The teleport range is longer now so that's how riot intended chamber ult to be used.
@@hiimcortana1568 The teleport range isn't longer. His anchor has a 7.5 meter radius, which two anchors is 15 meters in total. When he has two anchors, they can be separated to each other for up to 37.5 meters away from each other, which this nerf removed the other anchor and 'increased' the total radius to 26 meters.
Yes, you don't have to place another anchor, but you're still losing 11 meters of distance. The cooldown didn't reduce either, so riot 'intending' him to only get frags with the sniper if he has a teleport ready is a pretty bad idea.
Disabling his signature when destroyed is nonsense. So why Killjoy can bring turret back, huh? I think it goes against the game's basics. It's a SIGNATURE. Excluding Brimmy (which I don't approve also) and Reyna (which is too strong to have cooldown, i can understand that), every agent has cooldown or 2 needed kills for signature. Even viper can up and down her wall when alive. Why, Rito, whyyyyy
That tp nerf is exactly what I thought about when I was thinking about how they can nerf Chamber without killing him. Although, I will say, the range is a lot shorter than I originally thought for how big that range would be to tp back.
they killed him now his 8 points ult is almost an op his only trademark was ranged and his tp is now insanely less good
@@onefire3454 then you are 1 of the many people who are obsessed and reliant about Chamber carrying you. Everyone knew he was too op from the start and none of the nerfs made him fall enough to where he is balanced enough. Pros talk about how great he is that they don't want to play him all the time cuz of how nasty that character is. They all unanimously agreed that he is op and way better than any other agent. If it's esports related matches, the pros that are watching the games would think you're trolling if you don't have him in every map.
His ult is a FREE AND BETTER op that shoots insanely fast for a sniper rifle, 1 shot kills anywhere from any distance, and grants a big field (it's big for a game like Valorant) that slows people down.
His trademark makes him play more DEFENSIVE cuz his MAIN role is to be a SENTINEL. Since he has to be in range of it. He will be fine on defense. As for on attack, he would have to think more carefully about when and where to use the trademark JUST like a SENTINEL. Similar to Sage with her wall and KJ in general.
His tp allowed him to play aggressive so easily. It's like Phoenix's ult but with his actual life. He shouldn't be able to play so aggressive so easily for someone who is a SENTINEL, but easily can be aggressive, and even be better at it than some of the Duelists because of his tps. The whole point of his tps was to make hin an agent where 1 of the main things that makes him into his role is to be someone who can reset position easily by using their life. His tps allows this making it ONE of the main things that makes Chamber who he is. It was accidentally over tuned due to the fact that you need to place 1 down in spawn or other site and put one down right after barrier is down, then get a quick first blood, then dip to somewhere else that he could've tp'ed at before the round started.
So is there a 30 second timer with his tp or no?
Don't know why people say riot k*ll Chamber.
From the beginning, a character with Assault(weap)and Teleporting ability are OP. Riot even gave him Trap for flank.
Chamber weapon even have better fire rate than buyable weapon.
They are meta slaves and think if a character is nerfed it will become worthless. They lack critical thinking
@@meestersecure9060 and yall just wanna blame the "meta" for your failures and cant see that this nerf is a little much overall
People who say that are those that cannot work around the nerds. This is the second time that chamber got nerfed but he'll still be played for sure. There was a huge nerd for Jett yet people managed to work around it.
@@opggez391 agreed,he think that if a agent get a nerf he will be good as he was always,will no its called nerf for a reason.
These nerfs remove whatever sentinel was left in Chamber, He's just a jett with a trap now
i was maining chamber for a while now and now im back to instalocking cypher and yoru also this nerd was mid especially the 1 tp
Good riddance less broken chambers in matches
I feel you bro🙂
I gotta go back to Sage ig which is really freakin’ annoying. Please help me someone..
as a chamber main , i like the anchor nerf cuz usually the raidius was too small and dangerous for aggressive plays but now its more comfortable and because of the removal of height restriction its so much better to use the anchers, IMO
With that new tp I would have changed it's cooldown to be something like 20 seconds instead of 30 so he could have more chances to use it multiple times in a more dynamic way
Love all these nerfs, the trip range finally makes these chamber use a brain cell instead of "imma flank" every round and the tp nerf finally solves those ridiculous "A to B site tp setups on Bind" and finally punishes aggressive plays from this agent, I think this could make Jett viable again for the OP spot too, however the headhunter nerf was a bit much imo, its a sheriff with expensive-ass bullets a Vandal could outclass it, no-need to punish spam shots to the body, and this'll only make it harder for those who missed the initial first shot to the head. Overall, as both a KJ and Cypher, I'm glad to see him down here with them, than up there breaking the meta. Looking forward to the comps pros will play and my ranked games soon.
spamming headhunter is just stupid imo, it’s not the purpose of it
@@sannii2222 if its a gun, its meant to kill by whatever means necessary. Plus its an ability, so it needs to be better than a normal sidearm.
i personally don't even think the nerf was needed, blame the player for being good not the agent.
They kinda buffed the teleporter like that tho. How do you destroy his teleporter now, so he
can't use it for the rest of the round? It will be almost impossible to get the teleporter and destroy it, unless the player is low IQ and forgets to recall it.
bro now chamber cant tp away from the site as the range is too short its a big nerf and maybe kills tha agent
@@rraj2660🎉
Fr only one anchor means I’m gonna pick that shit up right after I use it, then I’ll get to use it again when it’s ready, with less setup because I don’t have to place a second, it will still be very good
Don't you also have to worry about people using util to destroy the tps?
@@bhawkis5755 have u seen the range on that thing u tp and they will be right next to u in seconds, u have to change the way u use it completely and even then it might not even have that big of an impact. how can it be better just cuz u have to put it down once???
Reduce cooldown time and just remove the area bound from the trade mark the only setup of chamber was his Trade marke like now nor u can play breez snowman dust like when u just put a trademark over the mid or backstab dont uh think it makes kj a better since she have granites and lockdown
Can use your clips for a video in spanish content?
official RIP for chamber
he had a good run
they're doing too much with the nerfs bruh
If this is too much, then you were using it to crutch
Ohhhh man it's so good but the ult went to be an op and the trap it's like killjoy and the to is so good but what if you went out of the range can you make another tp? Can you find that out ?
So after this, tell me why should i choose his ult over an op? Its free, but thats all. Slow, legshot not enough its the same.
Im not a chamber player, but its ridicoulus
This feels almost like the Jett "Nerf" in that it's in some ways better for him. The trap changes are good since now he's more like a sentinel and his ult change doesn't affect much as you're not supposed to take fights that require rapid firing an op with a weapon like that anyways. His headhunter changes just increase his skill ceiling and his teleport feels way better now
🤓
He should get his second trap back, and a second anchor. I also think that they should make the teleport range longer.
Now he feels like a sentinel instead of a lurking duelist
Quick note - the radius doesn’t go from 15m >>>> 26m, the Riot guys just can’t maths. The radius actually goes from 15m>>>>>13m
I feel like, given the fact that removing the second teleported significantly reduces the distance you can teleport, they should slightly increase the range of the one teleporter, so as to not kill chamber almost completely
The radius increased from 15m >>> 26 is what I heard
@@ddididjj4553 technically its diameter not radius but yeah idt its honestly enough XD
thats how the most overpowerd agent turns to trash...
The need to add a cooldown on his tp if it breaks like kj's turret.
the op can't be slowed so much, the point of it was to be faster the og op. but it feels too much like an actual operator and not chambers ult, while i agree that a slow is needed, maybe just slowing it down by 30% seems reasonable.
TLDR: it is not chamber anymore
man this hits hard as a chamber main
Abuser * Was the word youve been looking for 🌚 höhö
If you disabled the trap. Why there is only one?
Can anyone whose been on PBE tell me if you can place down the TP and immediately pick it up with no cooldown? The wording on the patch notes makes it seem that way.
That hurts man, especially the teleport nerf. The could have just reduced the range of the anchor and the anchor radius. It is a good mechanic where the he can teleport from point a to b
Finally they noticed the ridiculously fast sniper.
Its an ultimate ☠️
Man I was unaware of this nerf so when I went to play as chamber after it I thought I was bugged when I could only use 1 tp lol
that one anchor tp is really cool but the operator timing by 57% maaannnn nooo whyyy
Wait so no more tp from A site to spawn or any other parts of map just one tp ??
yes
Just increase TP range and reduce cooldown to 25 seconds to make him more viable
yup they do not think both ways at the same time must be too HARD
bro chill a bit hes still gonna be viable on maps like haven or smth and its better to overnerf a character that was broken for way to long than to nerf him but him still being top tier
also i think they increased the range on the tp and the cooldown is ok u just have to use braincells now like u have to on every other sentinel
@@H8MyM8Botbi I just think keeping almost the same range as before with only 1 anchor permanently destroyable is too much, trap ult and cooldown are cool.
I guess its just sad to see one agent reworked this many times because he's too viable but hey cypher trips are longer now
@@H8MyM8Botbi honestly idk if u can play him on A site. u really can't peek long because you'll just get util dumped right around the corner. or raze will just double satchel to catch the endlag. chamber still viable on B (top of platforms) and C (for OPing and peeking garage) although enemies could just util dump backsite and kill chamber instantly
you can still peek short with the B Link TP though
just as i was almost about to unlock him too 😔😔literally on stage 5
No more aggressive Chamber push every round, now that he only has 1 tp.. It's doable but more riskier
Look at how they massacred my boy
man they killed him so hard
And we are so happy
I am a chamber main and love the change since it is just making obnoxious shit not happen anymore. I do think the trademark is kind of too weak of a tool rn, but I love how this changes does not affect the sniper/ off angle rat playstyle chamber has.
Best part is that his role is completely different from jett by this point.
Most respectable chamber player I will ever see. Unlike u some people are like “nooOooo! Chambers ult (sentinel) needs to be able to easily drop 2-5 kills per use!!! It’s not fair to have a only slightly better op I can pull out of my ass at any time no cost or planning!!”
@@kinkanman2134 That's like undeniable bs. Like, I am a gold trash, but if you have a character that's unreasonably hard to play against in all ranks, that's a problem
His Op shouldn't be that bad, his trip is gonna be annoying to pick up, and his Tp is basically the same.
decent rework but we should get two traps now at least if it isn't universal and maybe revert head-hunter bullets to 100 per shot.
100 for no aim buddys kill 4 guys with body shots in pistol round
edit: nvm i cant read, i thought abt 100 dmg per shot
my bad
you're forgetting that Killjoy also has only one alarm with a limited distance
@@velky_reeds and a turret
Ult nerf: perfect
Headhunter nerf: perfect
The trip nerf: pretty good. A little uninspired since it’s so similar to KJ but it makes sense. A slightly larger range might be good.
TP nerf is pretty damn harsh. I don’t mind the single TP point to make him play around enemy strats more, but they should revert the range on it to what it was before he was nerfed the first time.
The range from the anchor is actually bigger now then the first, it's just that you can't teleport to a such far location anymore.
They made it so now you can just hold one site and rotate just as late as everyone else
@@funny_liquid7111 oh, good! I didn’t realize that from the video. Thanks for the info.
bro no way the trap is now range restricted
first kj nor chamber 😢😢
Now his trip is worth a alarmbot of kj
The permenent destruction of the tp is a little too harsh
You just need to think harder, decent change imo
What do you mean? Killjoy's alarmbot is gone when destroyed too
@@user-wh1il9rk5r not turret tho
@@user-wh1il9rk5r yeah but alarmbot is not a signature ability, Chamber's TP is a signature one...
just don't let it get broken
lmao they killed him, literally unplayable
Only for trash players
@@meestersecure9060 that's the majority if you look at ranks
I don’t mind if they nerf the ultimate’s fire rate because it’s normal for a sniper rifle. But now Chamber couldn’t teleporting immediately and kills enemy who trying to flank and caught in the trap. 😢
Honestly I main omen, but damn these nerfs are insane. Definitely warranted and make sense. Now the best agent for watching flank is cypher.
Finally. I hope they learn and every new sentinel will have a range for abilities.
Except cypher. He should be able to catch rotations and lurks wherever he is
@@lewie888 Cypher is already good as he is rn. Doesnt need a buff nor a nerf, the only nerf i can see him getting without ruining him is a nerf on the ult. Maybe make it take longer to download the positions cause it pings twice now or make it cost 7 ult points instead of 6
@@sasakikook no i meant he should keep his limitless range unlike other sentinels
@@lewie888 i agree.. he has the weakest ult so he is good as he is..
Im ngl valorant finally did a good nerf on chamber. Most of the nerfs were just pointless and bs but this doesnt really make him unplayable but still makes him into a sentinel.
Thats a lot change. I dont play chamber but new teleport is really bad
The BGM is so good, I need the link to its source
Rip chamber
When some agent become META or better than other agents.
What does Riot do ?
❌ : So bring a balance or make new counter character for that character.
✅ : We will nurf it till that agent become trash and no one play that agent.
My opinion :
Trademark - I agree with this nurf but cooldown time should just 15 or 20 sec.
Headhunter - It's already balance if you want to nurf, I think you can reduce bullet to 6 instead.
Rendezvous - The most remarkable skill of Chamber, I understand that it's somewhat OP but this will make Chamber trash like Cypher before buff.
Tour de Force - This is the most reasonable nurf of all nurf.
What is music in background ?
The ult nerf wasnt needed though
So agent A is not getting picked much.
Nerf agent B and C people will go towards A slowly.
-Riot devs
I know this gonna happen because its pretty to balance ability
RIP chamber back to instalocking reyna
Ok good no one cares
This is what I originally thought chamber would be played like
Man I can’t I just got back to playin valorant and my main got nerfed now I gotta find a new main