Idk how Riot released Sunset and Abyss after seeing Pearl B site ages ago. Such a boring meta, boring to play, frustrating to play against, boring to watch. It really is just such a low risk and easy play even in ranked
@@_fiftyseven_ tbh sunset is kinda ass. every map riot came out with that wasn't the initial maps on release were just them trying too hard to be somebody they are not. sunset, pearl, abyss all have identity crisis issues where they dont know if they wanna be CS, Valorant, or Overwatch.
In CS2, you cant ping past smokes or ping on the Map itself. But suppose Riot restrict the ping to that extent. In that case, the ranked experience will be heavily impacted, especially for SEAs region where we don't communicate due to having 10 different languages condensed into one server.
Nobody uses ping for any purposes other than revealing spike location anyway. Seriously. That feature existed because they wanted to make the game easier, removing it will just make the players angry and go back to other tac shooting game.
why not pings that highlight specific regions of the map as if they were callouts, so its not any major advantage over voice comms. I feel like pings should have the same power as vouce comms thus should not litteraly give a visual inidifator for the exact pixel location the player wants, but is instead akin to a player saying "back site" and shit
Gentlemates in EMEA have run Sage a few times and gotten some free defuses off of the wall. When I saw that, I was so excited to finally see dome different gameplay on B haha. They've also occasionally split the front side of B with the wall on attack, which allowed them to play on site after planting, which was also pretty cool
Or harbor shield. But his kit is too complex that I don't see him in ranked too often, nobody wants to play him when Clove is just better as the map is so small.
holy shit watching the video I thought you had some 200k subscribers, amazing content fun to watch and informative bro you got some serious potential!! looking forward to your future uploads!!!
I love the details you put in the video so as the subject, pretty unique from other valorant content which is interesting perspective. Keep it up, I’m subscribing and liking you 💪🏼
As soon as I saw the plant spots, I was worried abyss was going to be another spam fest. I’ve started Odin spamming the default plant on b from ct to deny the plant. It’s the only way you can deny it if you don’t have mollies.
Possible solutions probably include the planting area. Riot could change it so that you simply can't plant in areas that are visible from the choke/entry point of a site. Question is if it's gonna be too difficult to plant then. Or they cut the area by half of the spike's range so it can't be planted against a wall anymore. They announced changes to Sunset B iirc, so let's see what they do.
I also should add that 3 site maps aren’t supposed to have a lot of options for plants otherwise you can’t prioritise defenders to hold anything. The B plant in haven is intentionally easy so they have to play away and spam with tons of flank routes.
Good adaptations to abyss is to stop playing cypher and also play snipers to abuse sight lines. Stalling pushes with double controller can also enable better map control. Lastly stacking sites are gonna be more common especially on abyss, split and pearl for having the worst sites in the game invented by riot.
maybe some teams will begin to cook something with rotated sage walls to have the 4 blocks in front of you, maybe scanning with sova's dart or fade's haunt to take duels through the smokes. I hope some of these come up one day.
If riot has an ability to disorient pings and limit the ping action and further pings during Omen ult and nearsighted effects from Skye and Reyna, it would be amazing design and add from the devs.
maybe when smoked off, the spike shouldn't be visible on the map. of course pros would just make a "lineup" for it, but it's a start...at least makes it harder to do.
The best plants are easily accessible everywhere. I absolutely hate when team tries to go to who tf knows where for plant, so now when I have to defend the bomb I can't find it u less looking at it from this one very specific angle, where defuse will hear me coming from, but I'm not there, so I can't even defend the plant. Like how on lotus they plant on corner of stairs or in that lil house. I can't defend that but team insists on planting there.
The only counters I could think of are Iso+Harbour (Iso wall to block boolet in tandem with cove may give enough time), Brim ult (If the ult can block the space used for the spamming), and Astra ult (no boolet spam 4 u). Note that all of these can't block abilities. Or, you could flank the 💩 outta them.
What makes abyss even harder is that the map is massive and takes a while for players to rotate from site to site. They have to choose either to take the long route back for a safe rotation or deal with a sneaky lurker on mid. I think the map is too poorly designed and gimmicky that it makes defense so boring.
This goes back to the age old problem, game developers and map designers do not play FPS at a high level. Their lack of experience and knowledge directly impacts the systems and design of the maps in general. This is blatantly obvious just at a base level. Until gaming companies understand that you use OUTSIDE CONSULTING from pro level and experienced players for the best thought out solutions, games will continue to put trust in people with great resumes but absolutely no relatable experience to make the right choices.
That's why i believe in shroud's game so much (Spectre Divide), cause he is constantly giving feedback to the devs about the game gameplay at a high level conception.
after icebox all maps that have been released were either too big or okay size but have many areas to camp basically boiling down to either having good aim or trust in teammates
Great video! How did you make that map edit with the player avatars running around? I’ve seen it now in your videos and Sentinel’s videos. I always thought it was just their custom editing but is there a place to play around with that?
TBH I dunno how you fix this in terms of game mechanics. It's more a map design issue than a fundamental mechanical issue with the game. Pings and smokes are just that, pings and smokes. The problem is with map design. Abyss B is probably the worst example... like they know postplant spam is a problem and still don't deal with it. Long sightline, two elevations, a paper wall (nest), easy site access, safe plant spots, and long rotations make it *absurdly* easy and they don't care. The real strategic depth of Valorant comes in map control and team fights and information - so if you compare Sunset/Abyss to maps like Haven, Ascent, Lotus, Fracture, it's night and day. IMO a few things can fix this, but the most important is to make the safe plant spots not easily visible from entry chokes. There should be two types of spots - open, spammable, good spots that are unsafe in case of rats/flood retakes, and safe spots that protect you from that. My personal example: Fracture B site. Safe plant? That lil corner cubby. Spammable plant? against those boxes, wide out in the open.
it would be great if on these sites with easy post plants, they made it more easy to go into the main as a defender and deny space from the attacking side. it doesn't seem very easy to do this on sunset b, abyss, or pearl b at the pro level.
Iron/Bronze: tactical entry and skillful elimination of enemy targets, planting and strategically positioning to prevent retake by remnants of enemy team Pro: plant and odin spam through a wall
Imagine a character that has an ult that can move the spike, might seem weak to attack sided but it could lead to insane anti defuses. like a defender moves the bomb to a more advantaged spot. dunno sounds wild and fun.
Spam post plants have always been a part of Valorant, but I think the thing that makes Sunset B and Pearl B uniquely problematic is that there is map geometry helping the attackers fortify their position more than on, say Haven C. Spam is also a component of the game there, but it is nowhere nearly as dominant. From my perspective, the main problem with all 3 maps, Abyss, Sunset B, and Pearl B, is that the attackers have the ability to spam the spike without giving the defenders a clear angle to preaim. Pearl B was particularly outrageous at the start, when the box at the top allowed an attacker to peek anywhere above the entire length of the box, making it all but impossible to even guess a preaim location for the defender. Now, Pearl B is still awful, but at least a little more manageable (reducing the number of preaim locations from practically infinite to about 3, if an attacker is behind that box, which is better, but still practically unplayable). Sunset B has a similar problem with the central box in main, allowing an attacker to choose which side of the box they peek to check and spam the spike, which, again, makes it a guessing game for the defenders at best for where to place their crosshair. Haven C, on the other hand, does not have this problem. If you know that an attacker is in one of the 3 possible spots (cubby, left, or right down long), then there is no way for them to safely change that angle. A defender can preaim you reliably on this site, making this postplant viable, but still playable for the defenders. With this knowledge now, let's look at Abyss: First of all, A site. I think, from my perspective, that this is slightly worse than Haven C, as it is possible for attackers to safely change elevations when spamming on one side of main, making the preaim for defenders a bit more difficult, but it is nowhere nearly as bad as Sunset or Pearl B, as the change in elevation is at least not too drastic. Abyss B, however... oh boy... first of all, I don't think the backsite plant is very good, because while it is possible to reduce the area that is usable to defuse significantly, you also have one single angle to spam from, making it extremely easy to preaim for the defenders, and allowing them to actually, reliability spam you back, since the areas you can be in is also very small. The plant in the middle of the site is an entirely different story though, since they somehow managed to make it worse than Pearl B, since the attackers DON'T EVEN NEED TO PEEK ANYMORE to deny the diffuse, as the ENTIRE wall next to the stairs towards window is spammable WITH MEDIUM PENETRATION! This is like looking at Pearl B and thinking "Hey, I think the attackers needed a bit more help with their post plants". This just takes away the ability for defenders to even theoretically hold an attacker who peeks to spam the spike, since peeking is entirely unnecessary for this plant. I REALLY hope that Riot changes, at the very least, the wall to not be spammable anymore, since that is just completely ridiculous.
Only problem of vid is, in competetive, like out of the 12 rounds attack, you get to plant the spike for only around 6 rounds wihout losing half of ur team, thats if you get the site at all x) But if i get site and my team is alive and the plant is perfect ill defenitly do it ! Thanks :p
Sunset and abyss are literally the same map, literraly. Bomb A, Bomb B, Mid door entrance to bomb(conected to ct btw) and also mid connects to TR. Its so boring to play the same map with another skin.
Harbor + Geko? Wingman plants safe, harbor can make it safer with orb + his wall slows so the enemy wont push it and if the enemy does the spam tactic just orb + Wingman defuze
Basically Riot needs a better map designer lol New map w different angle? They should just leave a gap line when planting spike so there would be a small space away from walls.
best counter to these strats r stuff that block bullets. sage wall, astra ult, possibly deadlock's wall's big center ball. kayo in ult fallen infront. or just flanking on them.
Sage wall is difficult to have in the end phase unless you deliberately save it, and without her wall Sage really isn't much of anything, so you just have a dead teammate until post Astra ult is an ultimate and an expensive one, you can't do that every round Deadlock's center ball is way too much of a long shot and i don't think there's any elevation where that works on the best defaults, plus i think it's penetrable Kayo in ult - again, no elevation where this works, costs an ult, and he is penetrable Flanking - inherently a minority v majority fight, while possible it's a risky fight and if you lose that flank you just lose the round, it makes more sense for defenders to push up main in post because the numbers are tilted more in their favor
Solution us actually so easy?? Just make it so that you can post a spike close to a wall, easy 360 degrees of motion? Map changes acompanied with this to make the best plants spots riskier and boom...
i genuinely think that if riot hires people like you, TMV and sliggy to make maps better, the overall quality of maps would increase significantly. Because of the larger strategic depth. same thing for LoL balancing, if they hire people from the community (high ranked ofc) they will create a better balance in the game then riot ever could
STRONGLEGS #1
@@thwifo my goat 🐐
@@StrongLegsAcademymy goat 🐐
@@StrongLegsAcademyI think valorant is a mistake 😂
ego pin maybe mayhaps perchance question mark 🤓
Low Risk + High Value. Most simplified explanation ever. RIOT HIRE THIS MAN TO FIX THE GAME. Great video
big fan
@riot pleaseeeee
omg DOPAI is here?!
Hey coach, sup
This already has a counter it’s harbor’s cove
Idk how Riot released Sunset and Abyss after seeing Pearl B site ages ago. Such a boring meta, boring to play, frustrating to play against, boring to watch. It really is just such a low risk and easy play even in ranked
agreed!
@@StrongLegsAcademyI think the good way of reducing this is adding height to maps. Where defenders could possibly look over the smokes to kill people
What's wrong with Sunset? It's a good map?
@@_fiftyseven_ tbh sunset is kinda ass. every map riot came out with that wasn't the initial maps on release were just them trying too hard to be somebody they are not. sunset, pearl, abyss all have identity crisis issues where they dont know if they wanna be CS, Valorant, or Overwatch.
Honesty, this video has the quality of a much bigger channel. I see future in you! Keep doing what you are doing!
thank you so much T__T, ill do my best!
Because the whole idea and some tricks just been stolen from bigger channels
In CS2, you cant ping past smokes or ping on the Map itself.
But suppose Riot restrict the ping to that extent. In that case, the ranked experience will be heavily impacted, especially for SEAs region where we don't communicate due to having 10 different languages condensed into one server.
It’s not a ping issue though, it’s a map design issue
Nobody uses ping for any purposes other than revealing spike location anyway. Seriously.
That feature existed because they wanted to make the game easier, removing it will just make the players angry and go back to other tac shooting game.
Lmao 10 is an absolute understatement
why not pings that highlight specific regions of the map as if they were callouts, so its not any major advantage over voice comms. I feel like pings should have the same power as vouce comms thus should not litteraly give a visual inidifator for the exact pixel location the player wants, but is instead akin to a player saying "back site" and shit
This won't change anything. People will just memorize the map layout and know where to spam without the pings. What's the point of this?
I think sage will be good pick going forward to just counter spaming by making a vertical wall stacking 3 blocks before breaking
Gentlemates in EMEA have run Sage a few times and gotten some free defuses off of the wall. When I saw that, I was so excited to finally see dome different gameplay on B haha. They've also occasionally split the front side of B with the wall on attack, which allowed them to play on site after planting, which was also pretty cool
They've done it in a game against KOI for example
that's how prx has 100% sunset winrate
Or harbor shield. But his kit is too complex that I don't see him in ranked too often, nobody wants to play him when Clove is just better as the map is so small.
@@manhle1582 harbor cove breaks too quick buddy
Not only is this meta effective and annoying to play against, it's also hella boring to watch too
agreed! my goal is for people to catch on so RIOT has to make changes :>
Once again, killer video! Loving this series. Really enjoyed the breakdowns of all the VCT plays you did.
cant believe they didnt change pearl after 1 year and putting split back without anything either
NA failing to catch up is such an NA thing
Well what can you expect from a country that still refuses to use the superior metric system LMAO
Urm what in the sigma is this comment uwu
@@avoidthevo1dNA aint a country, looks like you arent really better than the Americans 🤡
NA most over rated region no skibidi
Yet no EMEA team has yet to lift an international trophy this year.
elder boo is crazy
💀
Buscaba esto xD
I tried this post plant thingy on sunset and the enemy sage just walled vertically towards us and we immediately scrambling back to site 💀
That's because most pro teams dont play against sage. Sage is legit the only counter to this fucked up strat.
@@potxtoeeven then only barely, just spam the wall before it hardens and you’re fine
so you are the reason my beloved team heretics got cooked on sunset by vitality both times
im sorry T__T, i actually love TH too
BRO YOU ARE SO GOATED FOR THIS THANK YOU YOU MAKE THIS SO EASY TO UNDERSTAND FOR A HARDSTUCK SILVER LIKE ME
Elder Boo makes him feel like an Elder Namekian😂
holy shit watching the video I thought you had some 200k subscribers, amazing content fun to watch and informative bro you got some serious potential!! looking forward to your future uploads!!!
@@yuu2752 thank you so much!
Damn, loved this. Hoping you get to be an analyst on one of the VCTteams, amazing content! (don't stop the videos tho :P)
hahaha i gotchu, thanks!
Came from Valorant life podcast. Really nice video! Will watch more, looking forward to future videos as well!
I love the details you put in the video so as the subject, pretty unique from other valorant content which is interesting perspective. Keep it up, I’m subscribing and liking you 💪🏼
@@Hulk007 Thank you for the kind words 🙏🏽
Sage wall: lol, lmao, now you have to break 3 of my sections within 7 seconds.
As soon as I saw the plant spots, I was worried abyss was going to be another spam fest. I’ve started Odin spamming the default plant on b from ct to deny the plant. It’s the only way you can deny it if you don’t have mollies.
every time that swoosh sound effect plays one of my blood vessels pop, good vid 10/10
💀
i swear i've seen a video talking about the same exact things like 2 weeks ago. really good visuals/editing though
Besides the point, but Sunset, Icebox and abyss in the same rotation is crazy.
Possible solutions probably include the planting area. Riot could change it so that you simply can't plant in areas that are visible from the choke/entry point of a site. Question is if it's gonna be too difficult to plant then. Or they cut the area by half of the spike's range so it can't be planted against a wall anymore. They announced changes to Sunset B iirc, so let's see what they do.
So basically make every map into ascent?
Maybe if they change the jett’s smoke to a gust of winf that dispel the enemies’ smoke, or create a new champion that dispel smoke, idk
9:33 correction* I'm pretty sure APAC did Abyss first with Talon v Team Secret.
I also should add that 3 site maps aren’t supposed to have a lot of options for plants otherwise you can’t prioritise defenders to hold anything. The B plant in haven is intentionally easy so they have to play away and spam with tons of flank routes.
Incredible quality of video, both in editing and actual meat of the video. And he's super nice on stream please support this guy!!
this some high quality stuff
This is actually so huge. The fact you managed to tip the scale like that is insane
Yoh bro. What a good video, kudos for real
Good adaptations to abyss is to stop playing cypher and also play snipers to abuse sight lines.
Stalling pushes with double controller can also enable better map control.
Lastly stacking sites are gonna be more common especially on abyss, split and pearl for having the worst sites in the game invented by riot.
maybe some teams will begin to cook something with rotated sage walls to have the 4 blocks in front of you, maybe scanning with sova's dart or fade's haunt to take duels through the smokes. I hope some of these come up one day.
One team did that in VCT top 4 I forgot which team, they had Sage and did the vertical wall
If riot has an ability to disorient pings and limit the ping action and further pings during Omen ult and nearsighted effects from Skye and Reyna, it would be amazing design and add from the devs.
Not the drake diss playing in the background 💀
This is why gentlemates picked sage on Sunset lmao.
Super high value video, you will be a really big RUclipsr I promise
i appreciate the kind words
maybe when smoked off, the spike shouldn't be visible on the map.
of course pros would just make a "lineup" for it, but it's a start...at least makes it harder to do.
Nah... that maybe work for bronze who havent remember the map, anyone else just gonna ping the map itself
i think the issue is the pinging, not the spike itself
maybe make pings not visible through smokes or dont allow players to ping on big map
The best plants are easily accessible everywhere. I absolutely hate when team tries to go to who tf knows where for plant, so now when I have to defend the bomb I can't find it u less looking at it from this one very specific angle, where defuse will hear me coming from, but I'm not there, so I can't even defend the plant.
Like how on lotus they plant on corner of stairs or in that lil house. I can't defend that but team insists on planting there.
the only solution to this is to not alllow to plant near walls... plant site coverage will be reduced to open space only.
Abyss is the latest edition to the spam meta..
amazing editing and plot. keep it up
The only counters I could think of are Iso+Harbour (Iso wall to block boolet in tandem with cove may give enough time), Brim ult (If the ult can block the space used for the spamming), and Astra ult (no boolet spam 4 u). Note that all of these can't block abilities. Or, you could flank the 💩 outta them.
What makes abyss even harder is that the map is massive and takes a while for players to rotate from site to site. They have to choose either to take the long route back for a safe rotation or deal with a sneaky lurker on mid. I think the map is too poorly designed and gimmicky that it makes defense so boring.
Holy, this is the best explanation and guide on how to abuse valorant ever
glad you enjoyed :D
This goes back to the age old problem, game developers and map designers do not play FPS at a high level. Their lack of experience and knowledge directly impacts the systems and design of the maps in general. This is blatantly obvious just at a base level. Until gaming companies understand that you use OUTSIDE CONSULTING from pro level and experienced players for the best thought out solutions, games will continue to put trust in people with great resumes but absolutely no relatable experience to make the right choices.
That's why i believe in shroud's game so much (Spectre Divide), cause he is constantly giving feedback to the devs about the game gameplay at a high level conception.
Even valorant video is dissing Drake
Team Heretics being ACTUAL heretics is Iconic
Work well done. I'm not even an active Valorant player right now but watched full video.
@@BlackWhitE1337 thank you 🙏🏽
they don't need to do a "massive overhaul" to change this they just need to make it so you can't see a Ping through smoke
I imagine the pros will just learn map geometry lineups to spam the same spot without the help. 🤷
after icebox all maps that have been released were either too big or okay size but have many areas to camp basically boiling down to either having good aim or trust in teammates
Great video! How did you make that map edit with the player avatars running around? I’ve seen it now in your videos and Sentinel’s videos. I always thought it was just their custom editing but is there a place to play around with that?
Make a video about Phoenix and the buffs you want him to receive.
LOL, interesting request
the effort put into this video is incredible
@@zhoa tysm! It took many hours to make this T_T
Great video! I'm still hoping pros figure out how to counter it on abyss b. I'm thinking that little window on attacker side is the sauce
TBH I dunno how you fix this in terms of game mechanics. It's more a map design issue than a fundamental mechanical issue with the game. Pings and smokes are just that, pings and smokes.
The problem is with map design. Abyss B is probably the worst example... like they know postplant spam is a problem and still don't deal with it. Long sightline, two elevations, a paper wall (nest), easy site access, safe plant spots, and long rotations make it *absurdly* easy and they don't care.
The real strategic depth of Valorant comes in map control and team fights and information - so if you compare Sunset/Abyss to maps like Haven, Ascent, Lotus, Fracture, it's night and day.
IMO a few things can fix this, but the most important is to make the safe plant spots not easily visible from entry chokes. There should be two types of spots - open, spammable, good spots that are unsafe in case of rats/flood retakes, and safe spots that protect you from that. My personal example: Fracture B site. Safe plant? That lil corner cubby. Spammable plant? against those boxes, wide out in the open.
it would be great if on these sites with easy post plants, they made it more easy to go into the main as a defender and deny space from the attacking side. it doesn't seem very easy to do this on sunset b, abyss, or pearl b at the pro level.
Iron/Bronze: tactical entry and skillful elimination of enemy targets, planting and strategically positioning to prevent retake by remnants of enemy team
Pro: plant and odin spam through a wall
Am kinda surprise that this isn't abuse as much as I expected since it kinda got popular during the Viper/Harbor comp.
every agent release and showing the clove lol, oh yes, clove, the meta shaking agent.
Imagine a character that has an ult that can move the spike, might seem weak to attack sided but it could lead to insane anti defuses. like a defender moves the bomb to a more advantaged spot. dunno sounds wild and fun.
Spam post plants have always been a part of Valorant, but I think the thing that makes Sunset B and Pearl B uniquely problematic is that there is map geometry helping the attackers fortify their position more than on, say Haven C.
Spam is also a component of the game there, but it is nowhere nearly as dominant.
From my perspective, the main problem with all 3 maps, Abyss, Sunset B, and Pearl B, is that the attackers have the ability to spam the spike without giving the defenders a clear angle to preaim.
Pearl B was particularly outrageous at the start, when the box at the top allowed an attacker to peek anywhere above the entire length of the box, making it all but impossible to even guess a preaim location for the defender. Now, Pearl B is still awful, but at least a little more manageable (reducing the number of preaim locations from practically infinite to about 3, if an attacker is behind that box, which is better, but still practically unplayable).
Sunset B has a similar problem with the central box in main, allowing an attacker to choose which side of the box they peek to check and spam the spike, which, again, makes it a guessing game for the defenders at best for where to place their crosshair.
Haven C, on the other hand, does not have this problem. If you know that an attacker is in one of the 3 possible spots (cubby, left, or right down long), then there is no way for them to safely change that angle. A defender can preaim you reliably on this site, making this postplant viable, but still playable for the defenders.
With this knowledge now, let's look at Abyss:
First of all, A site. I think, from my perspective, that this is slightly worse than Haven C, as it is possible for attackers to safely change elevations when spamming on one side of main, making the preaim for defenders a bit more difficult, but it is nowhere nearly as bad as Sunset or Pearl B, as the change in elevation is at least not too drastic.
Abyss B, however... oh boy... first of all, I don't think the backsite plant is very good, because while it is possible to reduce the area that is usable to defuse significantly, you also have one single angle to spam from, making it extremely easy to preaim for the defenders, and allowing them to actually, reliability spam you back, since the areas you can be in is also very small.
The plant in the middle of the site is an entirely different story though, since they somehow managed to make it worse than Pearl B, since the attackers DON'T EVEN NEED TO PEEK ANYMORE to deny the diffuse, as the ENTIRE wall next to the stairs towards window is spammable WITH MEDIUM PENETRATION! This is like looking at Pearl B and thinking "Hey, I think the attackers needed a bit more help with their post plants". This just takes away the ability for defenders to even theoretically hold an attacker who peeks to spam the spike, since peeking is entirely unnecessary for this plant.
I REALLY hope that Riot changes, at the very least, the wall to not be spammable anymore, since that is just completely ridiculous.
One of the best valorant video I ever seen. KEEP GOING BRO❤
@@adamklumpler4279 thank you 🙏🏽🙏🏽
3rd video coming soon
Only problem of vid is, in competetive, like out of the 12 rounds attack, you get to plant the spike for only around 6 rounds wihout losing half of ur team, thats if you get the site at all x)
But if i get site and my team is alive and the plant is perfect ill defenitly do it ! Thanks :p
Sunset and abyss are literally the same map, literraly.
Bomb A, Bomb B, Mid door entrance to bomb(conected to ct btw) and also mid connects to TR.
Its so boring to play the same map with another skin.
vyse will combat this with being able to stickk defuses when people rotate
aye this is so engaging and funny, i subscribed to you
if i was a riot dev this was very easy fix, just do it like cs2.. dont allow player to ping while opening the map
They made initializing smokes and flashes easier to attract more people, do you think they will remove a key feature in this game?
respect the choice of background
Imagine sage-harbor-kay/o to shut down spam and util to force defuses, would be really funny to watch
Unrelated to the game, i love how not like us's beat is just being used as bgm for vids
Nice video clearly explained!
thanks!
After my decades of research on abyss I cas sage wall there and u can wall the place from where they r spamming so they can’t go there to spam
The graphics and editing on this is amazing
i see the teets inspiration, nice job !
Teets the goat
what about the retake with sage wall in front of the spike, making it unspamable
the simple fix is to make pings not work in smokes. idk if thats good for the players but thats how you fix this
Harbor + Geko? Wingman plants safe, harbor can make it safer with orb + his wall slows so the enemy wont push it and if the enemy does the spam tactic just orb + Wingman defuze
Meanwhile sage mains finally finding the perfect use of their wall 😂😂
damn they put sunset and pearl b onto the same map
It's been a while I watched a whole video, good job and content 👍
LOL, thank you so much! i love that
you're valuemaxxing and looksmaxxing.
sad to learn it's cause of you kc couldn't qualify for champions by points, but great techs gj :'(
@@J0_20 :
This is why theyre gonna change b on sunset next patch
Not like us in the background is wild 😂
This argument is extremely flawed
Basically Riot needs a better map designer lol
New map w different angle? They should just leave a gap line when planting spike so there would be a small space away from walls.
Can i ask how you made that agents running in the 2d map parts ? and the utils in 2d plane too at 2:16
Riot just started making horrible maps
best counter to these strats r stuff that block bullets. sage wall, astra ult, possibly deadlock's wall's big center ball. kayo in ult fallen infront. or just flanking on them.
Sage wall is difficult to have in the end phase unless you deliberately save it, and without her wall Sage really isn't much of anything, so you just have a dead teammate until post
Astra ult is an ultimate and an expensive one, you can't do that every round
Deadlock's center ball is way too much of a long shot and i don't think there's any elevation where that works on the best defaults, plus i think it's penetrable
Kayo in ult - again, no elevation where this works, costs an ult, and he is penetrable
Flanking - inherently a minority v majority fight, while possible it's a risky fight and if you lose that flank you just lose the round, it makes more sense for defenders to push up main in post because the numbers are tilted more in their favor
Solution us actually so easy?? Just make it so that you can post a spike close to a wall, easy 360 degrees of motion? Map changes acompanied with this to make the best plants spots riskier and boom...
Thanks bro n amazing info
Yoooo this was so well done and youre hilarious!!
Use sage wall to cut of angle and defuse
this goes hard
@@Xeronicalamium 🙏🏽
Thumbnail is goated
Sage wall, the end😂
stronglegs be dissin drake lol
i genuinely think that if riot hires people like you, TMV and sliggy to make maps better, the overall quality of maps would increase significantly. Because of the larger strategic depth.
same thing for LoL balancing, if they hire people from the community (high ranked ofc) they will create a better balance in the game then riot ever could