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I think the nerfs are pretty good but for bigger maps i think riot should bring back the two trips we had during the release. I think it will help him to compete against cypher on larger maps.
Or just remove the range limit. Honestly I find it so stupid. Riot wants people to have different comps but large maps like breeze just don't make sense for an agent like kj; mainly due to her inability to watch flanks (range limit) With these trademark changes, the best option becomes cypher. Like, stop introducing large maps if you're going to put a range limit on flank watching util.
@@ccc34678 i think the range limit makes so much sense. kj has the same on most of her stuff. yes cypher doesnt, but his trips need 2 walls, and its only a line u step into. it can be jumped or snuck under if not placed in good places. alarmbot and trip are AOE, that just sees u. they deny any flank completely. cypher trips dont do it to that degree. we are in a day and age where we as a team dont actually need to watch flank anymore. we leave it up to a little robot that screams hey, someone is behind. and if not, u never need to look. but still, cypher being the flank holder (as in THE flank holder, best one) just makes sense. chamber isnt all about intel and playing defensive. i mean, his kit was made for the intentions that he would be, but reality differs. ultimately, this just means u are either A more restricted in how far u can push and leave the trap (position restrictions, which chamber has had like none of) or B trips need to be placed more close the attack. this leaves room for counterplay, something that theres been very little of. so far only silence from kayo or smokes could beat it, which isnt good. now more things can.
@@Cryoptic_ idk what yo sayin but you're wrong lol if theres a chamber trip literally just smoke it or something with cyphers trip you cant do that, if placed correctly you cant smoke it and pass, you have to updrafft/destory it use sage wall or omen tp
@@championcspr "just smoke it" yeah i love using one of my smokes for allowing to flank. are u forgetting that there tends to be only one who can smoke on a team usually? and 2 of the controllers cant do it for others. and i wonder what that "something" else is. there is no other way than smoking it, or somehow getting a kayo knife to hit a chamber at the perfect time. good luck. cypher trip can be jumped or crouched under in a lot of places, so hes restriced where he can place then. they ONLY cover a thin line, usually a door way. at the default trip at bind, cypher can trip behind, but ur allowed to go into spawn ish area behind link, with chamber u cant. same with ascent, and many other maps. breeze a side. u forget that chambers trip actvates if ur close, its AOE detection. cypher has one thin line and thats it. compare it to killjoy, she has somewhat the same. and she has a range on that bish. tldr, there is more counterplay to cypher trips than live chamber trip
I don’t think the distance you can travel with teleport is longer now than before though. Yeah he has a bigger range around the totem, but there is no second totem now so instead of having the max distance between totems at 37.5 and adding in the extra potential distance of either 7.5 or 15m if you count both (45-52.5m total) you’re looking at literally halving his potential TP distance. And with chambers trip being changed to have a radius as well, he’s going to be very awkward to play now. I think he’ll just be a throw pick 95% of the time unless you’re a radiant aim god who can make the absolute most out of his pistol and awp ability.
being able to TP back to a site / CT instead of the OTHER SITE, makes sense. im pretty sure chamber was means to be played defensively, holding down angles. if he got rushed he could pick someone and tp away. what he ended up being was a sudo duelist, that pays 150 a round to never watch flank again, and be one of the most agressive picks. we will see how it plays out. this might be to much nerfs, but overall changes i think is good, may be some numbers needed to be tuned. they could always increase the TP range, or trip range, cooldowns etc...
It really doesn't, because he's still very much a powerful agent that rewards mechanical skill and methodical approaches, unlike other duelists which are rewarded when they actively challenge and push into enemy territory. His tp allowing a sentinel to instantly rotate, even though sentinels are meant to be anchors and less of a reactive component, never made much sense. As for aim, I don't see much issue with it when he was designed to take long range fights which aren't supposed to be spam outs and are supposed to be short bursts of trading fire and jiggle peeks before the defending side falls off, and still, most of the time, his tp and ult are what people use the most during rounds, whilst his trap can still very well hold a nearby choke since the range is still pretty big, so Headhunter being unspammable really doesn't have much of issue, like how Sheriffs aren't supposed to be spammed as well, and it's mostly used for 1-tapping before tp-ing out so and for a strong pistol round, so still, not much issue. All it does is make Chamber lean more into his simplistic yet calculating nature, instead of being a literal braindead pick 95% of games.
As a Chamber main I'll still play Chamber and dominate. Cause playing Chamber is all about aim and getting that first kill/info creating pressure on the other team.
I hope they add the ability to recall chambers trip by holding the ability button like KJ. It's always a little awkward to aim at one of your abilities.
That's the one change I wish Cypher got. Having to look at awkward angles to grab your util and then getting shot from a lurker from where you were looking beforehand sucks.
@@swordzanderson5352 only problem is camera placements don’t always allow you to have that luxury. I have some that require a certain spot to be able to grab it back.
I checked out the patch notes earlier today and was shocked when I saw that his whole kit was getting changed, but you made some good points about his gameplay. Honestly, his tp reminds me of a Jett dash in a way, with if you get an early pick and then try to get away, you can't be safe forever. Main example I can use is the hookah tp in the video where you can get trapped by either a Raze nade, Breach stun or an Omen/Skye flash. The radius with his trip is interesting, makes you think twice about where to place it. Chamber honestly isn't dead, off angles can still be executed well. Riot needs to put more emphasis on breaking the tp though, destroying it once means no more tp for the rest of the round and completely changes how aggro he can be. Adding back the second trip would be nice so he's able to continually watch flank with the trip rather than someone holding when you rotated off that original site.
Yeah, you'll definitely have to be a LOT more cautious about where to place your TP because I can think of many instances where you try to TP out but due to the increased time that it takes for you to pull out your gun and move AND the predictable range of your TPs will make it easier for enemies to punish you.
@@CoachKonpeki Personally, makes a lot of sense since although he is a dueling sentinel hybrid, he's still a sentinel and not a duelist, so his playstyle should be more methodical, cautious and calculated, rather than whatever the heck 90% chamber players are doing with him which is rushing site like a Jett and rotating in a flash like Yoru and Neon, with a relocation ability that is on cooldown whilst Jett, Neon and Yoru have to kill two and Reyna has to sacrifice one heal for.
As a non chamber main .I think it is a little bit harsh.If I was the devs I would do something along the lines of increasimg the teleport cooldown/range and make the awp something you Had to commit to so you wouldn't be able to hide it or somthin.I never played chamber but I think that the NERF would completly break him.
It will break dueling Chambers and most Chamber players, but not at all Chamber mains that know when to be aggressive, which is indeed Riot's intention: to severely reduce his pick rate in games because of how he is in like 90% games
I think that chamber players will find work arounds and use it to their advantage. He is just a brilliant agent, I feel he will always be strong because he's been given such great util to begin with
But unless everyone rushing your site bunched up like sardines together, the slow field ain’t that helpful. Honestly Tour de Force is gonna be “good” it’s a free op but it’s not really an “ult” anymore. It’s not faster than an op, it’s not able to leg kill people, and it’s one plus is a nerfed slow field that isn’t that useful. It’s good because it’s an op, not because of any other reason. All of the other weapon based Ults have something that makes them really unique and scary. Jett’s perfect accuracy and headshot kills, Raze’s rocket launcher that can wipe half of a team in one unexpected shot, Neon’s literal perfect run and gun. All of their ultimates are good but they feel special, no one can truly replicate that especially with just some gun. Chamber’s ult is just chamber’s op now, it’s no where near as scary as an ult really should be. Like ops are scary they demand and command the space enemies can take and all but an op is just anyone can just pick it up. Chamber will be fine though, his kit is naturally strong but i just feel like chamber’s gonna lose what makes him unique and just turn into a slightly more defensive Jett.
@@Perceptenceafter playing chamber a lot, there are rarely any situations where the slow field is actually super useful. Honestly, it’s hindered me trying to make an aggressive play more often than it’s stopped the enemy. And if you’re in a choke and someone gets popped, you’re likely to not push not because of the slow field, but because there is an op watching it that can fire faster than normal.
Chamber will probably rarely if ever get picked in pro play now, and picking him in 95% of situations in ranked games is just gunna be a throw now. If you’re not a radiant aim god then you’re not going to be making enough effective use of the headhunter and op to justify picking him normally. Tbh I wouldn’t be surprised if we see double initiator and double duelist comps now with no chamber or sentinels on most maps.
Just to clarify, I remember the changes with rendevo is Chamber will have now, TWO ways of using it, 1) use two teleport more distance like usual before. 2) Use just One teleport for a shorter distance, here they are trying to reduce time taken for agrressive peeks, because before you had to put 2 teleprts apart to activate the tp.
It might just be me thats confused because of your grammar but you might be misunderstanding bud His rendezvous (E) has only one anchor now but a bit larger range so yeah the first option isnt viable anymore.
I think the changes are good to increase pick rate on other sentinels, but sentinels as a whole are still a little underpowered. The only thing I'd like to see is him having 2 trips now, to make him feel more like a sentinel, and also to slightly combat these heavy nerfs, as they might just be a little overdone. Also Jett might be able to reclaim her spot as the best operator playing agent.
I think unless you are really heavy mechanical player. After the chamber nerf, it is much easier to play as a Killjoy or cypher as they have more utility at their disposal. Killjoy just have to stay relatively close to keep the util online while still staying hidden and stalling pushes. While Cypher still have unlimited range on his traps, and info gathering. Chamber will still be the best op user and "peeker" in the game, but in terms of traps and delay, KJ and Cypher are much better.
I agree with most of that, but I think that instead of picking cypher or kj, people will just pick a 2 duelist, 2 initiator, 1 smoke comp. One of the reasons chamber was picked heavily on most if not all maps was because he was versatile and the other sentinels were ass on most maps. All they’ve done is make chamber ass and haven’t actually addressed the issues within the sentinel role. Kj has like 2 or maybe 3 maps (hard maybe on the third) where she’s viable , cypher depends a lot on experience, but he also only excels on 2-3 maps and overlaps with kj on some of them, sage is only good if you’re good at abusing her wall and have good team work on the slows, but she has no maps where she necessarily excels on like the others aside from maybe icebox. Sentinels are just not good rn
@@TheDumbRatMan12 many picks excels at some maps. sage def is better on icebox than breeze. thats just how it is. someone is better on some maps, and worse on others. this matters more for sentinels, and more for controllers compared to say duelists. but still, raze is extremely good on bind, breach is good on fracture so is neon, viper on icebox breeze.... list goes on. its a fundamental problem that most sentinels arent as viable on all maps. they tend to spike more in one direction based on the map. sage might be the best all rounder here. but now chamber has to start playing sentinel a bit more, as he is intended to be. and even id chamber is total ass now, isnt that just fine? cypher hasnt seen the light of day for ages, why cant the same happen to chamber? chamber has had the spotlight pretty much since release, why cant he be on ice for just a little bit?
@@TheDumbRatMan12 No. Sentinels can and have always worked on every map, and their dominating presence when having a site on lockdown is exactly why their role exists in the first place. They don't work for most people because they are meant to be rats, not angry players trying to get picks. All agents need to be smart, but sentinels lean into this idea the most, so anyone who keeps peeking and taking gunfights with a sentinel when defending are people who don't understand what a sentinel's job is: to stay alive, trade kills and absolutely deny entry or even trap the enemy in with their util and ratty plays. You guys love Chamber just because he's a sentinel that can peek, even though he should be peeking 50% of the time and most Chamber players are only good for one because they keep re-peeking the same damn angle.
Here is a Chamber rework idea by me: ***Give Chamber's headhunter an additional effect*** Every start of the round and everytime Chamber equips his headhunter there will be a 5 seconds countdown timer before Chamber's headhunter pistol can be empowered. (Visual indicator on the ability’s icon, color of the pistol changing into purple, and also a sound que indicating that it is empowered). Once Chamber's headhunter is empowered, any enemies that die from that shot will create a slow field on the target’s corpse similar to his ult. However if the target survived but only got tagged by an empowered shot they will have a visible (to everyone) radius marker that follows around the target and after a delay of 2 seconds it will create a slow field around the target and slow any enemies around that radius. (Think of Ziliean's Q ability in League of Legends). After using its empowered shot even if it had hit or missed will still go into a 45 seconds cooldown. Time before headhunter is empowered and 45 seconds CD after using an empowered shot, every bullet will be normal. It only affects enemy agent. What does this rework fix? 1. Chamber being on par with other good sentinels without giving him two Trademarks or having the need of Trademark be global. 2. Solidifying chamber's identity of being a sentinel while empowering his unique playstyle of defending space on par with other sentinels. 3. Fixing headhunter being obsolete besides eco or bonus rounds without giving it more power by having a counterplay mechanic around it. 4. Non-mechanical players won't be punished as much while being fair for everyone. Example of a scenario with this rework idea: Chamber is defending C site of Lotus by himself and had his rendezvous set up. Chamber hears a lot of footsteps from far away and is currently deciding whether it's worth waiting for his headhunter to be empowered or should he just shoot right away without his headhunter being empowered which is much faster. The Chamber has decided to go for the first option. Once he had his headhunter empowered he immediately saw an enemy jett in front of him and takes a shot. The jett was tagged so he takes cover first inorder to prevent herself and her team to be affected by the slow. Since Jett was taking a cover and being their only entry, the rush was successfully delayed. If the Jett had tried to ignore the mark on her she would had brought the slow field somewhere near the entrance of the site then Chamber would just used rendezvous to reposition himself and killed the slowed enemy easily.
Chamber feels like it has 2 playstyles as of now for attack: Defensive on attack - chambers will have to stay back on flank while watching from afar via headhunter or ult, this primarily affects the push and forces duelests to push in mostly by themselves considering chamber needs to stick with his trip. Offensive on attack - Chamber and his teleport will be able to force in easier due to the 1 teleport, but it's easily punishable by the enemy if they force in as well, let's say raze with ult. Raze with ult could predict where the teleport is now instead of the long length of the tp before and kill the chamber.
Ok they made cypher better to hold flank. But he ain’t awful. If you are a chamber main, Your aim is refined than any other agent (excluding high movement duelist plays like Jett Raze and Neon). Fair enough his guns are like normal weapon arsenal, We practice with the sheriff all time in Death matches, so lesson learnt applied. As usual an OP is made high risk high reward. With his trap being range restricted, it makes chamber to ultimately hold flank as An intended sentinel. His TP is now similar to Jett dash, but still safer than hers. Chamber is still an viable OPer just like Jett, when you look deeper, He is just like Jett, but as a slow paced duelist. Jett’s kit let’s her duel longer with smokes as cover and repositioning into weird angles with updrafts. Chamber’s slows the enemy down, just enough to take his next duel
I don't have a problem with most nerfs, but Chamber's identity (aggressive first bloods, unpredictability) is heavily nerfed because the TP radius is short enough to restrict how and where he plays, even as a site anchor. If they reverted some previous changes or reworked his role entirely (TPs are dum anyway), nobody would have a problem. Imo the sheer size of the list feels unnecessary. It comes off like a laundry list of grievances and, with no changes to other agents, I wonder is there any plan for what's next or fixing Cy/KJ's problems? I'd love to go back to Cypher, but like I've heard often - I only switched in the first place because Chamber highlighted how un-fun Cypher/KJ can be to play, how archaic and counterable their playstyle has become. Maybe I'm just not good enough to big brain every game, but I fear the risk of burnout with other Sentinels. As an aside, I feel like it should not be a foreign concept to a game development company to have incremental changes. Allowing such obviously broken mechanics to enter the game and remain untouched for how long, only to make the agent borderline unusable feels amateurish and money-grubby. Edit: so there’s a ton of changes to other agents but not really in terms of kj / cy
do u not feel like chambers identify was supposed to be an anchor tho? like, holding angles, then getting to safety if rushed. im very sure riot intended this, for him to be an actual sentinel, a defensive flank holder, a defensive anchor. yet hes been a sudo duelist that pays 150 a round for free flank watch. theres a lot of changes, but i do like the design of it. whether its balanced we have to see. but the more chamber has to play sentinel for once the more happy i am. also that ult firerate nerf BEAUTIFUL. finally some counter play might be actually possible. im talking normal trading here.
@@Cryoptic_ i absolutely feel like the distance between anchors could have been halved without issue. It should always have been shorter, but 13m is REALLY short.
@@marcuselias4412 13 for one is not that bad. if u start going big on this number, chamber will start to be able to stand at ANY point on the site, and tp away. not a good time.
Chamber was an all map character, he could be anywhere anytime. That was OP af and I agree with most of the nerfs. Lower ranked chambers will have more of a hard time adapting.
I'm wondering why they even nerfed his trip? He just gets farther and farther from his sentinel role. I swear make him an initiator, even a duelist at this point.
No? If anything I think its exactly the chamber in the trailer lol. Chamber in the trailer throws down a tp near brim, then tps to it midjump. There is another tp yes, but thats the omega chamber’s. Honestly, thanks for pointing out that the previous chamber was very different from the chamber shown in his trailer.
@@sykerblade5353 He's still a powerful agent that has his issues. If people need him to be OP like before to be able to play him, they shouldn't be playing him at all in the first place and should work on their skills and gamesense first.
@@bt3324 pretty much, which is understandable since OP means ez RR, but bitching about it when Yoru mains and Cypher Mains were quite making agents that are nowhere to be found in the meta before their buffs? Yeah, not all of us stop and think for a tiny bit, sadly.
Reading the patch notes and seeing the gameplay i thought chamber was dead, and as a chamber main i got a bit upset, however the nerf was needed, but if they change anything they should have changed the tp and the ult, but the headhunter was fine how it was, but the trip is just ridiculous, it shouldnt have been nerfed as that was probably the only balanced thing about chambers kit. especially since you can smoke the trip, or just destroy the trip, and the way they make the trip with range, they should make it invisible like the kj bot. however with this new patch, i believe that agents like cypher will be picked more as the sentinel role and kj will be seen more as a viable agent and not a trollers pick, not counting sage cuz sage is a healer and not really a sentinel in my opinioin
agreed, they did not fundamentally fix chamber. They nerfed and buffed him in a way ( for his rendezvous) . Previously you had to place 2 anchors to teleport. That meant he did not have his get out of jail free card on attack unless you carefully worked the map i.e. he couldn't spontaneously entry like jett/ raze/ neon with their movement. But now he can very well entry making him actually more like duelist then ever. ( mind you he wasn't a duelist at all earlier, he couldn't solo carry on attack ) His location is predictable still, so he has to be careful and put in some thought into his setups but that's how I feel he has been nerfed and buffed at the same time ( for his rendezvous ) His other nerfs hit hard though.
no, they killed him, he is no longer viable in pro play, no longer viable in low elo since spamming with hunter does not work, ult is a worse operator, forget the trap range, the slow ability was nerfed AGAIN by 2 seconds, finally his teleport just tells you EXACTLY where he is since its such a short range and the sound que, he is absolutely useless compared to like a jett, my disappointment is immeasurable and my day is ruined
o yea, and if ur about to say thats the point, he isent suppose to be a duelist, well he is also usless comapred to a cypher whos trips dont have range and a kj who has alarm bot and sentry which is basically 2 trips, personally i feel like riot just killed him
I'm not a giga 5 head when it comes to valorant but I feel like now Chamber will be anchoring a lot. For exemple on bind he will place his trademark in shower and hold cubby/u hall or on B site. There is no doubt that his insane mobility/rotation time died. Chamber player will now adopt more like a KJ gameplay where they take control of a portion of the map and anchor it. That is exactly why I think that Chamber will now be more of timing/game sense agent. And keep in mind that if enemy destroy your rendez-vous or trademark, IT'S GONE! So yeah ... Chamber is heavily nerfed and his gameplay will change a lot
I think this patch is really good chamber has been strong for a while the tp change particularly it still allows him to play in angles other agents cant but it prevents the omnipresence of chamber in a match
Chamber Specialty: Anchoring Cypher Specialty: Flank Watching Idk what most people compare each agents for, Rito even said it themselves that Cypher is meant to be the strongest flank watcher in the patch notes
For people say this nerf is gonna destroy chamber. Its no, chamber op compare to operator have really crazy fire rate. So, they kinda make so the ult is not balance. U know chamber the guy who having op in saving round is like… wtf? Isn’t it. For tp, tp is a revamp actually but can be still consider as nerf. But the problem is chamber it should be a sentinel and sentinel is the guy who defend site with his utility while now chamber like he can to from A to B, its not a sentinel who defending some sites but who rotate so quick. So riot want to change this. So with only 1 teleport, they make his tp have larger range to maintain that chamber still can defend site and run if he can’t. But not to far so chamber cannot be so aggressive. You know, usually duelist is the type playing aggressive but here chamber can so aggressive and just tp he want. It chamber is an actually sentinel :/. For trap, this one is adjustment. If you know some people like it better when chamber have 2 trap but with some range than having 1 trap with limitless range. This is just a adjustment to his tp since his tp now care only 1 site so why he really need limitless range trap. But they dont want to nerf it so it become bad, so it can be recharged now. And for headhunter, its a fking 8 bullet guardian and is not for spamming :). So they want to make chamber become a real sentinel instead a sentinel that like a duelist for me. And also chamber is a top pick and ofc he kinda bit overpower so riot decided nerf and revamp him so make him BALANCE, and have cons and pros like other sentinel. Fyi : so now chyper is the only sentinel that his trap doesn’t have limit range. Btw this my opinion and chamber not gonna be a dead agent.
The nerfs to chamber are really good ideas. It makes him more of an area anchor which he should have been in the first place. I think the range on his trip was a good idea, but with all the other changes, it might be too much. But I love that the tp is now a single one, it makes him think about where to put it, and not just throw them out. I don't love that replacing it no longer takes a cooldown, might mean he just recalls it and places it somewhere else.
I think he will be opened pretty much the same. People will just find new setups. I think cypher will get more play anyways since he got that nice buff a while back
I think the changes are definitely good, and its going to be interesting to see how the people who still decide to play chamber play around these nerfs. Early in this patch im sure theres going to be a lot of chambers wit poorly placed trips and tps. These nerfs are pretty devastating to chamber mains but he is still a playable agent. I like how hes probably going to be more on par with other sentinals pick rate wise, especially with the cypher buffs. A new meta is what the game needed to be rejuvenated a bit. :) Love the content.
@@arleav8132 if chamber will be a secondary sentinel pick in pro, that would be cool. we will see, but i do think there are still trips that will almost work as they used to. the ascent one i think will stay as is for defense. if anything, its more of a nerf to attacking chamber trips. they just stop flank for 150 a round. flanks tend to be only valuable if they dont know ur coming, chamber ruins that. but now, hes position is more restricted. it opens up the map more later into the round.
Chamber mains after being fixed knowing they will need to use skill on the game instead of the skill they needed to instalock in the agent select screen: 🤒🤒🤧😢😢😭
I once said to myself that if riot wanted to make chamber's tp anchor 1 instead of 2, there gonna need to make the range from you can tp from infinite or at least cover half of the map, looking back at that now, thats some op sh*t thtats way too illegal
They say they nerfed chamber but are removing his worst maps like breeze or bind and bringing back split with crazy close angles. doesn't make sense indirectly tweaking him.
as a chamber main my only problem is that the traps with range is bit too much coz ultimate is bit slower now head hunter bullet spread is now increased radevous is also nefed they should rework on chamber instead of nerfing
it was a rework pretty much. the trips i think is a very healthy change. killjoy has this, why shouldnt chamber? cyphers trips are thin lines that only spot u if u go through it. chambers trip has way less counterplay that cypher trips. i love the changes. we will have to see how it performs. we can always dare i say... buff chamber, if it is to much. at least the redesign on tp and trip are healthy changes. numbers are easily tweaked. but looking at KD/s, chamber is at the top, in most ranks and in those hes not at the top, hes among the top. as a supposed "sentinel" this is a bit weird. put an end to the chamber meta, free some room for other things. if chambers on ice for a bit thats fine, cypher has been in the freezer for a year or so if not more. if chamber will finally be balanced, thats fine aswell.
@@Cryoptic_ nerf a agent means balancing the game chamber ult shooting speed reduced to 57.## percent The ult should be something which feels unique only got 5 bullets better buy op instead by saving two rnds or 3 speed been decreased by traps by 40% was 50% everything looks better if they didn't touched ulti my friend I think opponent chamber got u bad it would be me ofc😂
@@tanmayghosh8311 doubt i ever met u in my ranked games lad. the ult firerate was stupid high. the op is still vastly better than a normal op. and the slow on the trip barely matters tbh, that being reduced is mainly for the ult. ult firerate + slow less slowage means there is more room for trading chamber, more room for counterplay. ult is still very unique, if u wanna talk uniqe then look at breach and fade ult. both initiators, same ult, only diff is that one silences and decays, the other one knocks and stuns. but yet noone is complaining that they are similar. so chambers ult being similar to an op is fine aswell. still, its way better than default op
I don't understand riot , why can't they just balance a agent like they have to make it either overpowered or underpowered ?.Like ok i understand the tp change but 13m ? Bro tf is this ? And even then its ok but why change the Operator ? Ok if u did then lower down the ult points needed ? Now that range is added to chambers trip then atleast give back 2 of them ? Now that sheriff is nerfed make it cost the orginal price ????WHY JUST STACKING THE NERFS , BETTER TO DELETE HIM NAA
I think its a good idea to nerf him again, his kit is way to easy to use pre-nerf and allows for easy auto-piloting gameplay in all ranks while the new stuff makes it so Chamber players have to actually think and plan out how they are going to play e.g: Instead of tping instantly to back site with the two anchors now Chamber has to think of an escape plan with or without his teammates utility if peaking an aggressive angle with the anchor close
The nerfs currently are good right now, another Nerf is gonna ruin Chamber. About his TP and Ult, That's Just A Skill Issue Cause Half Of People Peak His Ult Even When Told Not To
You can forgive a small indie company like riot for not catching the difference between the diameter and radius that we all learned in like 5th grade u know
nerf only people who are supporting this are non-chamber mains for the most part, in the lower elo you'll get thrashed, if you can't get a kill. But only time will tell, they should give two trademarks.
I think the changes to his TP and ult are too harsh. They should have limited the tp anchor range meaning how far apart 2 tp anchors can be placed instead of giving just 1 anchor. Also the nerf to his ult is way too much, they should have nerfed such that his ult is still faster than operator just not by a big difference.
its still better than an OP btw. way better. as for the TPS, why not just have 1? if ur gonna reduce the range by a lot, might aswell just have one ? its more simple, makes enemies not have to guess if chamber is around.... etc
@@frizzy3749 why do u think ult nerfs werent needed? how do u trade chamber ult on live? u dont. why cant u? u should be able to have a chance to counterplay. chambers op after nerfs is still a way better OP and its free, and it can be used to save money or to dual wield.
i am chamber main and thats the chamber i want...balanced or with his abilities a lil bit nerfed then other agents..he has a sniper..guardian..a tleport and a trap...i went from d2 to asc2 without any loss cz chamber was too op..like really op especially for people with low sens. now it will be fun to play with cz i would think twice what i am gona do.before just put tps get kill or erly info and tp safly etc... Now with his trap u can get infor that if he is close ir not etc etc...i would love his trip to be silent now like kj. his ult is also Quite good now..before it was too dumb.i have done ace with his ult under 10 second 1v5 (unrated). one tp is good...before i would buy shotgun...hide close angle...kill ...tp...it was so dumb. No agent can come close to this agent still if u know how to play it and have good aim.. Radius of tp has increased and this is gona be so interesting and intense xD Chamber is still the best agent cz u can take long range fights and tp if too many enemy comes.So u can always tp when ur fps drops lol xD
New patch and they updated 5.12 notes, nice job Rendezvous (E) Chamber now places a single anchor that can be teleported to while inside its range *Radius increased 7.5m >>> 13m* Removed teleport activation height restriction You can teleport to the Anchor while on different verticality so long as you are within its radius. Increased weapon equip time after teleporting 0.4s >>> 0.7s Headhunter is unaffected by this change Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown. Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting. Health decreased 80 >>> 50
Well, they finally properly hit Chamber. We'll see how he plays when the nerfs settle but I do believe the Sentinel meta is much more interesting now. Chamber is def still good though.
I think riot actually did really well here. Chamber no matter how you looked at it, was still too overpowered compared to any other agent. Cost/risk versus potential output was way too high. Outclassing every other agent. Hopefully we’ll see more variety again with sentinels. Right now, it’s silly to pick another sentinel over chamber.
Nah the changes gutted him. If they picked one of these changes or two lesser ones like the op and the headhunter to implement rather than all four then I’d say they were fair changes, but now he’ll just never get picked in pro play and he’ll virtually be a throw pick in most ranked games. I wouldn’t be surprised if we see 2 duelist, 2 initiators, 1 smoke comps take over the meta now on most maps.
@@TheDumbRatMan12 u dont know how it will play out tho??? literally noone does. we can have expectations, but not reality yet. chamber has been picked infinity times more than any other agent. if he will finally be balanced, good. if he will finally be a bit ass, also good. in champs 22 chamber had like a 88% pickrate or smth, and was miles above fade which was picked like 66% or so of the time. its time for chamber to be an actual chamber, and its time for chamber to step into line and not be better than every other agent
@@Cryoptic_from what I see there is no reason to pick chamber anymore. He’ll just get replaced with Jett most times now. They didn’t even let chamber marinate after his previous nerfs. I guarantee teams would have not picked him nearly as much when pro league started up again, and now they will just never pick him. The reason he is so popular is because the other sentinels are dog shit, and Jett isn’t as good of an oper/off angle holder after her dash change
Chamber Is Nerfed enough now, Hopefully you guys are happy cuz any more nerfs and he'll be worse than cypher. They can't do the most drippiest agent in the game like that man
Honestly tho, I think the ult nerf was a bit excessive, cause it does not have the same value as an ult should have. It's just a regular op now. I don't mind the other changes but his op should not be nerfed. It is an ult sniper for a reason. Come on
chamber as a character concept is cool but tbh hes aids in gameplay. I never liked meta characters. But at the same time I dont like nerfs either. I lean more to buffing characters because nerfs make the game stale imo. Id rather have everyone broken and be unique than nerfed with less movement, damage, range, etc. Its just stale and mid.
In my oppiniom people are crying way too much about it... Chamber was the best agent ever since he got released ... He was prime S+ tier agent... Now with these nerfs he is not OP as he used to be, but he is still solid A- tier agent... The concept of the hero as the OP-er is way too strong on it's own(that's why previous nerfs didn't affect him as much) so they had to nerf him to the ground. But the funny thing is the he will still remain the single best Sniper user in game, no matter what, since the original concept with takeing a shot, and teleportibg out is way too strong. I really think this might affect Chambers pick in ranked but i pro scene I think he wil remain just as Chamber(not sentinel or duelist) just like chamber/sniper role... Maybe people won't pick him on evrey map, evrey game in pro play with 99% pickrate, but I highly doubt that Chamber's pickrate goes anywhere bellow 60-70% in pro meta still ... People might start picking other sentinels, alongside Chamber and that's it.
Player who got destroyed by Chamber: NERFFF THIS AGENTTTT!! Player who can't using Chamber but always got onetap by headhunter: NERF THIS AGENTTT!!! Pro player who fucked up playing with Chamber main also: NERF THIS AGENTTTT!! I'm just can accept if riot nerf recoil or bullet spread Headhunter, except that? Nope
i hate these brainless people crying about chamber being dead. chamber is not dead, he was just too overpowered. you have to understand that HES A FUCKING SENTINEL ok hes in the same category with a killjoy whos waiting for her alarmbot to go off or a cypher who watches flank with his tripwires. if youre a sentinel youre SUPPOSED to stay behind and play strategically, you shouldnt just put your anchor down, run, get a kill with your aim assist sheriff and instantly tp away to not get traded. this doesnt sound sentinel to me. go play with duelists, chamber is a sentinel and sentinels need to think about setups' ranges and other tactics while supporting their team from behind. as a kj main, the next agent will surely be a sentinel and i hope shes a better sentinel than all, cuz no one play sentinels anymore.
So they take away a trip, and make it easier to be aggressive since he only has 1tp. On top of that most of the time if you’re on site the trip is useless. Can we at least make him an official duelist at this point lmao.
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As a chamber main, my dissapoinment is immeasurable and my day has been ruined
Take your time to enjoy him before the changes happen 🥲
@@CoachKonpeki yea, definitely abusing him in ranked. He may be gone but not forgotten
Same
Same 💔
Deserved hope you be more sad and your life will be ruined
I think the nerfs are pretty good but for bigger maps i think riot should bring back the two trips we had during the release. I think it will help him to compete against cypher on larger maps.
Or just remove the range limit. Honestly I find it so stupid. Riot wants people to have different comps but large maps like breeze just don't make sense for an agent like kj; mainly due to her inability to watch flanks (range limit) With these trademark changes, the best option becomes cypher. Like, stop introducing large maps if you're going to put a range limit on flank watching util.
@@ccc34678 i think the range limit makes so much sense. kj has the same on most of her stuff. yes cypher doesnt, but his trips need 2 walls, and its only a line u step into. it can be jumped or snuck under if not placed in good places. alarmbot and trip are AOE, that just sees u. they deny any flank completely. cypher trips dont do it to that degree. we are in a day and age where we as a team dont actually need to watch flank anymore. we leave it up to a little robot that screams hey, someone is behind. and if not, u never need to look. but still, cypher being the flank holder (as in THE flank holder, best one) just makes sense. chamber isnt all about intel and playing defensive. i mean, his kit was made for the intentions that he would be, but reality differs.
ultimately, this just means u are either A more restricted in how far u can push and leave the trap (position restrictions, which chamber has had like none of) or B trips need to be placed more close the attack. this leaves room for counterplay, something that theres been very little of. so far only silence from kayo or smokes could beat it, which isnt good. now more things can.
@@Cryoptic_ idk what yo sayin but you're wrong lol if theres a chamber trip literally just smoke it or something with cyphers trip you cant do that, if placed correctly you cant smoke it and pass, you have to updrafft/destory it use sage wall or omen tp
@@championcspr read if you dont know what he is saying....
@@championcspr "just smoke it" yeah i love using one of my smokes for allowing to flank. are u forgetting that there tends to be only one who can smoke on a team usually? and 2 of the controllers cant do it for others. and i wonder what that "something" else is. there is no other way than smoking it, or somehow getting a kayo knife to hit a chamber at the perfect time. good luck. cypher trip can be jumped or crouched under in a lot of places, so hes restriced where he can place then. they ONLY cover a thin line, usually a door way. at the default trip at bind, cypher can trip behind, but ur allowed to go into spawn ish area behind link, with chamber u cant. same with ascent, and many other maps. breeze a side. u forget that chambers trip actvates if ur close, its AOE detection. cypher has one thin line and thats it. compare it to killjoy, she has somewhat the same. and she has a range on that bish.
tldr, there is more counterplay to cypher trips than live chamber trip
I don’t think the distance you can travel with teleport is longer now than before though. Yeah he has a bigger range around the totem, but there is no second totem now so instead of having the max distance between totems at 37.5 and adding in the extra potential distance of either 7.5 or 15m if you count both (45-52.5m total) you’re looking at literally halving his potential TP distance. And with chambers trip being changed to have a radius as well, he’s going to be very awkward to play now. I think he’ll just be a throw pick 95% of the time unless you’re a radiant aim god who can make the absolute most out of his pistol and awp ability.
being able to TP back to a site / CT instead of the OTHER SITE, makes sense. im pretty sure chamber was means to be played defensively, holding down angles. if he got rushed he could pick someone and tp away. what he ended up being was a sudo duelist, that pays 150 a round to never watch flank again, and be one of the most agressive picks. we will see how it plays out. this might be to much nerfs, but overall changes i think is good, may be some numbers needed to be tuned. they could always increase the TP range, or trip range, cooldowns etc...
It really doesn't, because he's still very much a powerful agent that rewards mechanical skill and methodical approaches, unlike other duelists which are rewarded when they actively challenge and push into enemy territory. His tp allowing a sentinel to instantly rotate, even though sentinels are meant to be anchors and less of a reactive component, never made much sense. As for aim, I don't see much issue with it when he was designed to take long range fights which aren't supposed to be spam outs and are supposed to be short bursts of trading fire and jiggle peeks before the defending side falls off, and still, most of the time, his tp and ult are what people use the most during rounds, whilst his trap can still very well hold a nearby choke since the range is still pretty big, so Headhunter being unspammable really doesn't have much of issue, like how Sheriffs aren't supposed to be spammed as well, and it's mostly used for 1-tapping before tp-ing out so and for a strong pistol round, so still, not much issue.
All it does is make Chamber lean more into his simplistic yet calculating nature, instead of being a literal braindead pick 95% of games.
As a Chamber main I'll still play Chamber and dominate. Cause playing Chamber is all about aim and getting that first kill/info creating pressure on the other team.
yeah we snipers don't care if the speed decreases we never miss our first shot
I hope they add the ability to recall chambers trip by holding the ability button like KJ. It's always a little awkward to aim at one of your abilities.
yes u could recall it
It's noted that, yes, you can recall it, but it takes 4 seconds to deploy fully.
That's the one change I wish Cypher got. Having to look at awkward angles to grab your util and then getting shot from a lurker from where you were looking beforehand sucks.
@@PsychoKilll42 always be wary of that possibility when recalling util, tuck and ensure safety before running off.
@@swordzanderson5352 only problem is camera placements don’t always allow you to have that luxury. I have some that require a certain spot to be able to grab it back.
I checked out the patch notes earlier today and was shocked when I saw that his whole kit was getting changed, but you made some good points about his gameplay. Honestly, his tp reminds me of a Jett dash in a way, with if you get an early pick and then try to get away, you can't be safe forever. Main example I can use is the hookah tp in the video where you can get trapped by either a Raze nade, Breach stun or an Omen/Skye flash. The radius with his trip is interesting, makes you think twice about where to place it. Chamber honestly isn't dead, off angles can still be executed well. Riot needs to put more emphasis on breaking the tp though, destroying it once means no more tp for the rest of the round and completely changes how aggro he can be. Adding back the second trip would be nice so he's able to continually watch flank with the trip rather than someone holding when you rotated off that original site.
Yeah, you'll definitely have to be a LOT more cautious about where to place your TP because I can think of many instances where you try to TP out but due to the increased time that it takes for you to pull out your gun and move AND the predictable range of your TPs will make it easier for enemies to punish you.
@@CoachKonpeki Personally, makes a lot of sense since although he is a dueling sentinel hybrid, he's still a sentinel and not a duelist, so his playstyle should be more methodical, cautious and calculated, rather than whatever the heck 90% chamber players are doing with him which is rushing site like a Jett and rotating in a flash like Yoru and Neon, with a relocation ability that is on cooldown whilst Jett, Neon and Yoru have to kill two and Reyna has to sacrifice one heal for.
As a non chamber main .I think it is a little bit harsh.If I was the devs I would do something along the lines of increasimg the teleport cooldown/range and make the awp something you Had to commit to so you wouldn't be able to hide it or somthin.I never played chamber but I think that the NERF would completly break him.
It will break dueling Chambers and most Chamber players, but not at all Chamber mains that know when to be aggressive, which is indeed Riot's intention: to severely reduce his pick rate in games because of how he is in like 90% games
@@swordzanderson5352 meanwhile I see Reyna every game
@@WhereThereIsSmoke she's a favourite in low elo, especially for smurfs
I think that chamber players will find work arounds and use it to their advantage. He is just a brilliant agent, I feel he will always be strong because he's been given such great util to begin with
no he won't, they ruined the agent...what's the point of waiting for 8 orbs to reach the ultimate if it is similar to the regular slow ass operator
@@antibarcelona2123 an op is still a good weapon lmao, and the slow effect makes it better in some situations, now his ult isn't stupidly strong
But unless everyone rushing your site bunched up like sardines together, the slow field ain’t that helpful.
Honestly Tour de Force is gonna be “good” it’s a free op but it’s not really an “ult” anymore. It’s not faster than an op, it’s not able to leg kill people, and it’s one plus is a nerfed slow field that isn’t that useful. It’s good because it’s an op, not because of any other reason.
All of the other weapon based Ults have something that makes them really unique and scary. Jett’s perfect accuracy and headshot kills, Raze’s rocket launcher that can wipe half of a team in one unexpected shot, Neon’s literal perfect run and gun. All of their ultimates are good but they feel special, no one can truly replicate that especially with just some gun. Chamber’s ult is just chamber’s op now, it’s no where near as scary as an ult really should be. Like ops are scary they demand and command the space enemies can take and all but an op is just anyone can just pick it up.
Chamber will be fine though, his kit is naturally strong but i just feel like chamber’s gonna lose what makes him unique and just turn into a slightly more defensive Jett.
@@Perceptenceafter playing chamber a lot, there are rarely any situations where the slow field is actually super useful. Honestly, it’s hindered me trying to make an aggressive play more often than it’s stopped the enemy. And if you’re in a choke and someone gets popped, you’re likely to not push not because of the slow field, but because there is an op watching it that can fire faster than normal.
Chamber will probably rarely if ever get picked in pro play now, and picking him in 95% of situations in ranked games is just gunna be a throw now. If you’re not a radiant aim god then you’re not going to be making enough effective use of the headhunter and op to justify picking him normally. Tbh I wouldn’t be surprised if we see double initiator and double duelist comps now with no chamber or sentinels on most maps.
Just to clarify, I remember the changes with rendevo is Chamber will have now, TWO ways of using it, 1) use two teleport more distance like usual before. 2) Use just One teleport for a shorter distance, here they are trying to reduce time taken for agrressive peeks, because before you had to put 2 teleprts apart to activate the tp.
It might just be me thats confused because of your grammar but you might be misunderstanding bud
His rendezvous (E) has only one anchor now but a bit larger range so yeah the first option isnt viable anymore.
ur now wrong
I think the changes are good to increase pick rate on other sentinels, but sentinels as a whole are still a little underpowered. The only thing I'd like to see is him having 2 trips now, to make him feel more like a sentinel, and also to slightly combat these heavy nerfs, as they might just be a little overdone.
Also Jett might be able to reclaim her spot as the best operator playing agent.
I think unless you are really heavy mechanical player. After the chamber nerf, it is much easier to play as a Killjoy or cypher as they have more utility at their disposal. Killjoy just have to stay relatively close to keep the util online while still staying hidden and stalling pushes. While Cypher still have unlimited range on his traps, and info gathering. Chamber will still be the best op user and "peeker" in the game, but in terms of traps and delay, KJ and Cypher are much better.
I agree with most of that, but I think that instead of picking cypher or kj, people will just pick a 2 duelist, 2 initiator, 1 smoke comp. One of the reasons chamber was picked heavily on most if not all maps was because he was versatile and the other sentinels were ass on most maps. All they’ve done is make chamber ass and haven’t actually addressed the issues within the sentinel role. Kj has like 2 or maybe 3 maps (hard maybe on the third) where she’s viable , cypher depends a lot on experience, but he also only excels on 2-3 maps and overlaps with kj on some of them, sage is only good if you’re good at abusing her wall and have good team work on the slows, but she has no maps where she necessarily excels on like the others aside from maybe icebox. Sentinels are just not good rn
@@TheDumbRatMan12 many picks excels at some maps. sage def is better on icebox than breeze. thats just how it is. someone is better on some maps, and worse on others. this matters more for sentinels, and more for controllers compared to say duelists. but still, raze is extremely good on bind, breach is good on fracture so is neon, viper on icebox breeze.... list goes on. its a fundamental problem that most sentinels arent as viable on all maps. they tend to spike more in one direction based on the map. sage might be the best all rounder here. but now chamber has to start playing sentinel a bit more, as he is intended to be. and even id chamber is total ass now, isnt that just fine? cypher hasnt seen the light of day for ages, why cant the same happen to chamber? chamber has had the spotlight pretty much since release, why cant he be on ice for just a little bit?
@@TheDumbRatMan12 No. Sentinels can and have always worked on every map, and their dominating presence when having a site on lockdown is exactly why their role exists in the first place. They don't work for most people because they are meant to be rats, not angry players trying to get picks. All agents need to be smart, but sentinels lean into this idea the most, so anyone who keeps peeking and taking gunfights with a sentinel when defending are people who don't understand what a sentinel's job is: to stay alive, trade kills and absolutely deny entry or even trap the enemy in with their util and ratty plays. You guys love Chamber just because he's a sentinel that can peek, even though he should be peeking 50% of the time and most Chamber players are only good for one because they keep re-peeking the same damn angle.
so hes no longer a super good sentinel and now hes not even good duelist, chamber is literally on limbo rn
chamber is no longer going to be abused by reyna and jett mains and we will see much more kj and cypher, which i'm very happy about
now even Cypher is better than Chamber
Which is bad don't get me more Cypher still has some potential as well as kj but chamber dropping so low shows how much they did to him
As it should be lmao
Now chambers value scales with whoever playing him
@@zhaiketoledo365820% win rate incoming.
Here is a Chamber rework idea by me:
***Give Chamber's headhunter an additional effect***
Every start of the round and everytime Chamber equips his headhunter there will be a 5 seconds countdown timer before Chamber's headhunter pistol can be empowered. (Visual indicator on the ability’s icon, color of the pistol changing into purple, and also a sound que indicating that it is empowered). Once Chamber's headhunter is empowered, any enemies that die from that shot will create a slow field on the target’s corpse similar to his ult. However if the target survived but only got tagged by an empowered shot they will have a visible (to everyone) radius marker that follows around the target and after a delay of 2 seconds it will create a slow field around the target and slow any enemies around that radius. (Think of Ziliean's Q ability in League of Legends). After using its empowered shot even if it had hit or missed will still go into a 45 seconds cooldown. Time before headhunter is empowered and 45 seconds CD after using an empowered shot, every bullet will be normal. It only affects enemy agent.
What does this rework fix?
1. Chamber being on par with other good sentinels without giving him two Trademarks or having the need of Trademark be global.
2. Solidifying chamber's identity of being a sentinel while empowering his unique playstyle of defending space on par with other sentinels.
3. Fixing headhunter being obsolete besides eco or bonus rounds without giving it more power by having a counterplay mechanic around it.
4. Non-mechanical players won't be punished as much while being fair for everyone.
Example of a scenario with this rework idea:
Chamber is defending C site of Lotus by himself and had his rendezvous set up. Chamber hears a lot of footsteps from far away and is currently deciding whether it's worth waiting for his headhunter to be empowered or should he just shoot right away without his headhunter being empowered which is much faster. The Chamber has decided to go for the first option. Once he had his headhunter empowered he immediately saw an enemy jett in front of him and takes a shot. The jett was tagged so he takes cover first inorder to prevent herself and her team to be affected by the slow. Since Jett was taking a cover and being their only entry, the rush was successfully delayed. If the Jett had tried to ignore the mark on her she would had brought the slow field somewhere near the entrance of the site then Chamber would just used rendezvous to reposition himself and killed the slowed enemy easily.
Chamber feels like it has 2 playstyles as of now for attack:
Defensive on attack - chambers will have to stay back on flank while watching from afar via headhunter or ult, this primarily affects the push and forces duelests to push in mostly by themselves considering chamber needs to stick with his trip.
Offensive on attack - Chamber and his teleport will be able to force in easier due to the 1 teleport, but it's easily punishable by the enemy if they force in as well, let's say raze with ult. Raze with ult could predict where the teleport is now instead of the long length of the tp before and kill the chamber.
Ok they made cypher better to hold flank. But he ain’t awful. If you are a chamber main, Your aim is refined than any other agent (excluding high movement duelist plays like Jett Raze and Neon). Fair enough his guns are like normal weapon arsenal, We practice with the sheriff all time in Death matches, so lesson learnt applied. As usual an OP is made high risk high reward. With his trap being range restricted, it makes chamber to ultimately hold flank as An intended sentinel. His TP is now similar to Jett dash, but still safer than hers. Chamber is still an viable OPer just like Jett, when you look deeper, He is just like Jett, but as a slow paced duelist. Jett’s kit let’s her duel longer with smokes as cover and repositioning into weird angles with updrafts. Chamber’s slows the enemy down, just enough to take his next duel
he could get out of jail free, rotate insanely fast and have good map control at the same time. this nerf is very good
also the spread was increased after the second shot not the first so first 2 shots are still as accurate as before, they meant 3rd shot onwards
Oh really? I must’ve misunderstood it then, that’s good to know. Hm that means two body shots during pistol round would still be super strong
Chamber is the new astra or probably worse than astra.
I don't have a problem with most nerfs, but Chamber's identity (aggressive first bloods, unpredictability) is heavily nerfed because the TP radius is short enough to restrict how and where he plays, even as a site anchor. If they reverted some previous changes or reworked his role entirely (TPs are dum anyway), nobody would have a problem. Imo the sheer size of the list feels unnecessary. It comes off like a laundry list of grievances and, with no changes to other agents, I wonder is there any plan for what's next or fixing Cy/KJ's problems? I'd love to go back to Cypher, but like I've heard often - I only switched in the first place because Chamber highlighted how un-fun Cypher/KJ can be to play, how archaic and counterable their playstyle has become. Maybe I'm just not good enough to big brain every game, but I fear the risk of burnout with other Sentinels.
As an aside, I feel like it should not be a foreign concept to a game development company to have incremental changes. Allowing such obviously broken mechanics to enter the game and remain untouched for how long, only to make the agent borderline unusable feels amateurish and money-grubby.
Edit: so there’s a ton of changes to other agents but not really in terms of kj / cy
do u not feel like chambers identify was supposed to be an anchor tho? like, holding angles, then getting to safety if rushed. im very sure riot intended this, for him to be an actual sentinel, a defensive flank holder, a defensive anchor. yet hes been a sudo duelist that pays 150 a round for free flank watch. theres a lot of changes, but i do like the design of it. whether its balanced we have to see. but the more chamber has to play sentinel for once the more happy i am. also that ult firerate nerf BEAUTIFUL. finally some counter play might be actually possible. im talking normal trading here.
@@Cryoptic_ i absolutely feel like the distance between anchors could have been halved without issue. It should always have been shorter, but 13m is REALLY short.
@@marcuselias4412 13 for one is not that bad. if u start going big on this number, chamber will start to be able to stand at ANY point on the site, and tp away. not a good time.
Chamber was an all map character, he could be anywhere anytime. That was OP af and I agree with most of the nerfs. Lower ranked chambers will have more of a hard time adapting.
I'm wondering why they even nerfed his trip? He just gets farther and farther from his sentinel role. I swear make him an initiator, even a duelist at this point.
They have always used radius in the wrong way. They always call it that even tho itd the diameter
This Chamber is very different from the Chamber reveal trailer. Riot is pushing hard to make all agents trash. 🤣
No? If anything I think its exactly the chamber in the trailer lol. Chamber in the trailer throws down a tp near brim, then tps to it midjump. There is another tp yes, but thats the omega chamber’s. Honestly, thanks for pointing out that the previous chamber was very different from the chamber shown in his trailer.
@@sykerblade5353 He's still a powerful agent that has his issues. If people need him to be OP like before to be able to play him, they shouldn't be playing him at all in the first place and should work on their skills and gamesense first.
@@swordzanderson5352 people too used to the OP agent crutch
@@bt3324 pretty much, which is understandable since OP means ez RR, but bitching about it when Yoru mains and Cypher Mains were quite making agents that are nowhere to be found in the meta before their buffs? Yeah, not all of us stop and think for a tiny bit, sadly.
Reading the patch notes and seeing the gameplay i thought chamber was dead, and as a chamber main i got a bit upset, however the nerf was needed, but if they change anything they should have changed the tp and the ult, but the headhunter was fine how it was, but the trip is just ridiculous, it shouldnt have been nerfed as that was probably the only balanced thing about chambers kit. especially since you can smoke the trip, or just destroy the trip, and the way they make the trip with range, they should make it invisible like the kj bot. however with this new patch, i believe that agents like cypher will be picked more as the sentinel role and kj will be seen more as a viable agent and not a trollers pick, not counting sage cuz sage is a healer and not really a sentinel in my opinioin
agreed, they did not fundamentally fix chamber. They nerfed and buffed him in a way ( for his rendezvous) . Previously you had to place 2 anchors to teleport. That meant he did not have his get out of jail free card on attack unless you carefully worked the map i.e. he couldn't spontaneously entry like jett/ raze/ neon with their movement. But now he can very well entry making him actually more like duelist then ever. ( mind you he wasn't a duelist at all earlier, he couldn't solo carry on attack ) His location is predictable still, so he has to be careful and put in some thought into his setups but that's how I feel he has been nerfed and buffed at the same time ( for his rendezvous ) His other nerfs hit hard though.
no, they killed him, he is no longer viable in pro play, no longer viable in low elo since spamming with hunter does not work, ult is a worse operator, forget the trap range, the slow ability was nerfed AGAIN by 2 seconds, finally his teleport just tells you EXACTLY where he is since its such a short range and the sound que, he is absolutely useless compared to like a jett, my disappointment is immeasurable and my day is ruined
o yea, and if ur about to say thats the point, he isent suppose to be a duelist, well he is also usless comapred to a cypher whos trips dont have range and a kj who has alarm bot and sentry which is basically 2 trips, personally i feel like riot just killed him
all the nerfs are nice but that limited range trademark is uh kinda doodoo
chamber tp is now kinda like jet's dash now
bro they did not need to nerf his trip, tbh
Exactly its what makes him a sentinel
I'm not a giga 5 head when it comes to valorant but I feel like now Chamber will be anchoring a lot. For exemple on bind he will place his trademark in shower and hold cubby/u hall or on B site. There is no doubt that his insane mobility/rotation time died. Chamber player will now adopt more like a KJ gameplay where they take control of a portion of the map and anchor it. That is exactly why I think that Chamber will now be more of timing/game sense agent. And keep in mind that if enemy destroy your rendez-vous or trademark, IT'S GONE! So yeah ... Chamber is heavily nerfed and his gameplay will change a lot
I think this patch is really good chamber has been strong for a while the tp change particularly it still allows him to play in angles other agents cant but it prevents the omnipresence of chamber in a match
The only thing that will balance chamber again is decreasing the fire time of chambers ult by -0.2sec - 0.4sec and giving him his 2 tps
I have to start instalocking killjoy, it was nice not worrying about people locking her but now its a war who ever locks first
As chamber main it's ridiculous how many times riot will need a particular agent like no other agent has been nerfed so much from its initial stages
Chamber Specialty: Anchoring
Cypher Specialty: Flank Watching
Idk what most people compare each agents for, Rito even said it themselves that Cypher is meant to be the strongest flank watcher in the patch notes
Damn that Kerning city soundtrack hit me with nostalgia..
For people say this nerf is gonna destroy chamber. Its no, chamber op compare to operator have really crazy fire rate. So, they kinda make so the ult is not balance. U know chamber the guy who having op in saving round is like… wtf? Isn’t it. For tp, tp is a revamp actually but can be still consider as nerf. But the problem is chamber it should be a sentinel and sentinel is the guy who defend site with his utility while now chamber like he can to from A to B, its not a sentinel who defending some sites but who rotate so quick. So riot want to change this. So with only 1 teleport, they make his tp have larger range to maintain that chamber still can defend site and run if he can’t. But not to far so chamber cannot be so aggressive. You know, usually duelist is the type playing aggressive but here chamber can so aggressive and just tp he want. It chamber is an actually sentinel :/. For trap, this one is adjustment. If you know some people like it better when chamber have 2 trap but with some range than having 1 trap with limitless range. This is just a adjustment to his tp since his tp now care only 1 site so why he really need limitless range trap. But they dont want to nerf it so it become bad, so it can be recharged now. And for headhunter, its a fking 8 bullet guardian and is not for spamming :). So they want to make chamber become a real sentinel instead a sentinel that like a duelist for me. And also chamber is a top pick and ofc he kinda bit overpower so riot decided nerf and revamp him so make him BALANCE, and have cons and pros like other sentinel. Fyi : so now chyper is the only sentinel that his trap doesn’t have limit range. Btw this my opinion and chamber not gonna be a dead agent.
The nerfs to chamber are really good ideas. It makes him more of an area anchor which he should have been in the first place. I think the range on his trip was a good idea, but with all the other changes, it might be too much. But I love that the tp is now a single one, it makes him think about where to put it, and not just throw them out. I don't love that replacing it no longer takes a cooldown, might mean he just recalls it and places it somewhere else.
I think he will be opened pretty much the same. People will just find new setups. I think cypher will get more play anyways since he got that nice buff a while back
I think the changes are definitely good, and its going to be interesting to see how the people who still decide to play chamber play around these nerfs. Early in this patch im sure theres going to be a lot of chambers wit poorly placed trips and tps. These nerfs are pretty devastating to chamber mains but he is still a playable agent. I like how hes probably going to be more on par with other sentinals pick rate wise, especially with the cypher buffs. A new meta is what the game needed to be rejuvenated a bit. :) Love the content.
Pretty sure in pro scenes, KJ and Cypher gonna dominate the pick rates. Unless they give Chamber his 2 trips before.
@@arleav8132 if chamber will be a secondary sentinel pick in pro, that would be cool. we will see, but i do think there are still trips that will almost work as they used to. the ascent one i think will stay as is for defense. if anything, its more of a nerf to attacking chamber trips. they just stop flank for 150 a round. flanks tend to be only valuable if they dont know ur coming, chamber ruins that. but now, hes position is more restricted. it opens up the map more later into the round.
Chamber mains after being fixed knowing they will need to use skill on the game instead of the skill they needed to instalock in the agent select screen: 🤒🤒🤧😢😢😭
I’m so glad people don’t have excuse to instalock chamber who then proceed to lurk whole game or never carry spike or entry
I once said to myself that if riot wanted to make chamber's tp anchor 1 instead of 2, there gonna need to make the range from you can tp from infinite or at least cover half of the map, looking back at that now, thats some op sh*t thtats way too illegal
I think the changes are definitely evening the playing field. Also with changes to his trip he will be a lot less of a duelist and more a sentinel
They say they nerfed chamber but are removing his worst maps like breeze or bind and bringing back split with crazy close angles. doesn't make sense indirectly tweaking him.
as a chamber main my only problem is that the traps with range is bit too much coz ultimate is bit slower now head hunter bullet spread is now increased radevous is also nefed they should rework on chamber instead of nerfing
This was pretty much a short rework and a good one at that
it was a rework pretty much. the trips i think is a very healthy change. killjoy has this, why shouldnt chamber? cyphers trips are thin lines that only spot u if u go through it. chambers trip has way less counterplay that cypher trips. i love the changes. we will have to see how it performs. we can always dare i say... buff chamber, if it is to much. at least the redesign on tp and trip are healthy changes. numbers are easily tweaked. but looking at KD/s, chamber is at the top, in most ranks and in those hes not at the top, hes among the top. as a supposed "sentinel" this is a bit weird. put an end to the chamber meta, free some room for other things. if chambers on ice for a bit thats fine, cypher has been in the freezer for a year or so if not more. if chamber will finally be balanced, thats fine aswell.
@@Cryoptic_ nerf a agent means balancing the game chamber ult shooting speed reduced to 57.## percent
The ult should be something which feels unique only got 5 bullets better buy op instead by saving two rnds or 3 speed been decreased by traps by 40% was 50% everything looks better if they didn't touched ulti my friend I think opponent chamber got u bad it would be me ofc😂
nerfing headhunter is fine but should ve give 10 bullets in 100 or 150/each
@@tanmayghosh8311 doubt i ever met u in my ranked games lad. the ult firerate was stupid high. the op is still vastly better than a normal op. and the slow on the trip barely matters tbh, that being reduced is mainly for the ult. ult firerate + slow less slowage means there is more room for trading chamber, more room for counterplay. ult is still very unique, if u wanna talk uniqe then look at breach and fade ult. both initiators, same ult, only diff is that one silences and decays, the other one knocks and stuns. but yet noone is complaining that they are similar. so chambers ult being similar to an op is fine aswell. still, its way better than default op
I see Yoru laughing.
I don't understand riot , why can't they just balance a agent like they have to make it either overpowered or underpowered ?.Like ok i understand the tp change but 13m ? Bro tf is this ? And even then its ok but why change the Operator ? Ok if u did then lower down the ult points needed ? Now that range is added to chambers trip then atleast give back 2 of them ? Now that sheriff is nerfed make it cost the orginal price ????WHY JUST STACKING THE NERFS , BETTER TO DELETE HIM NAA
I think those change are very healty for the game.
I want free coach :3
the change we need is a price increase on the awp when ur playing chamber
im sick of playing against a chamber who has an awp for 12 rounds striaght
I'm heavily disappointed by this nerf even tho I'm sobą main. I occasionally play chamberif there are no sentinels. Now I'm just gonna go with cypher.
i am so glad i dont have to deal with chamber who can tp between all sites on haven anymore
They should bring back the other trap so he can still compete with Cyhper and KJ as a sentinel since the both of them can cover 3 possible entrances.
I think its a good idea to nerf him again, his kit is way to easy to use pre-nerf and allows for easy auto-piloting gameplay in all ranks while the new stuff makes it so Chamber players have to actually think and plan out how they are going to play
e.g: Instead of tping instantly to back site with the two anchors now Chamber has to think of an escape plan with or without his teammates utility if peaking an aggressive angle with the anchor close
The nerfs currently are good right now, another Nerf is gonna ruin Chamber. About his TP and Ult, That's Just A Skill Issue Cause Half Of People Peak His Ult Even When Told Not To
oh thank god i thought they were seriously making his 'E' a phoenix ult
You can forgive a small indie company like riot for not catching the difference between the diameter and radius that we all learned in like 5th grade u know
nerf only people who are supporting this are non-chamber mains for the most part, in the lower elo you'll get thrashed, if you can't get a kill. But only time will tell, they should give two trademarks.
I know this video is about Chamber but is that Kerning City Maplestory music
I think the changes to his TP and ult are too harsh. They should have limited the tp anchor range meaning how far apart 2 tp anchors can be placed instead of giving just 1 anchor. Also the nerf to his ult is way too much, they should have nerfed such that his ult is still faster than operator just not by a big difference.
its still better than an OP btw. way better. as for the TPS, why not just have 1? if ur gonna reduce the range by a lot, might aswell just have one ? its more simple, makes enemies not have to guess if chamber is around.... etc
ult nerfs was not needed, it just tells that riot want to create a new meta
@@frizzy3749 why do u think ult nerfs werent needed? how do u trade chamber ult on live? u dont. why cant u? u should be able to have a chance to counterplay. chambers op after nerfs is still a way better OP and its free, and it can be used to save money or to dual wield.
@@Cryoptic_ that much nerfs are too much, they nerfed his rendezvous so he can easily get traded bc he cannot put his tp far away
@@frizzy3749 they also increased weapon equip time after he uses rendezvous
Chamber is a sentinel but looks like riot is forcing him to play like duel with that single tp nerf
'Muricans game company gets confused once they dont use their feet to measure.
Riot: chamber is a sentinell
Also riot
Since the TP no longer has height restrictions and Split is getting added back, I wonder what Rendezvous lineups people will come up with
A notable one might be A rafters to A back, an off angle with a very safe retreat to site, or ct if they hard push site
i am chamber main and thats the chamber i want...balanced or with his abilities a lil bit nerfed then other agents..he has a sniper..guardian..a tleport and a trap...i went from d2 to asc2 without any loss cz chamber was too op..like really op especially for people with low sens.
now it will be fun to play with cz i would think twice what i am gona do.before just put tps get kill or erly info and tp safly etc...
Now with his trap u can get infor that if he is close ir not etc etc...i would love his trip to be silent now like kj.
his ult is also Quite good now..before it was too dumb.i have done ace with his ult under 10 second 1v5 (unrated).
one tp is good...before i would buy shotgun...hide close angle...kill ...tp...it was so dumb.
No agent can come close to this agent still if u know how to play it and have good aim..
Radius of tp has increased and this is gona be so interesting and intense xD
Chamber is still the best agent cz u can take long range fights and tp if too many enemy comes.So u can always tp when ur fps drops lol xD
When we teleport and call out rendezvous back it is supposed to reset the cooldown but it's not doing that or maybe I'm just dumb
New patch and they updated 5.12 notes, nice job
Rendezvous (E)
Chamber now places a single anchor that can be teleported to while inside its range
*Radius increased 7.5m >>> 13m*
Removed teleport activation height restriction
You can teleport to the Anchor while on different verticality so long as you are within its radius.
Increased weapon equip time after teleporting 0.4s >>> 0.7s
Headhunter is unaffected by this change
Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting.
Health decreased 80 >>> 50
why do i feel so much more confident peeking with chambert then kj for ex. even tho not even having my tp up
Well, they finally properly hit Chamber. We'll see how he plays when the nerfs settle but I do believe the Sentinel meta is much more interesting now. Chamber is def still good though.
nice thanks for clarifying! now i think the nerfs are pretty reasonable
Now it's only Chyper the only Sentinel that has no limit range
I think riot actually did really well here. Chamber no matter how you looked at it, was still too overpowered compared to any other agent. Cost/risk versus potential output was way too high. Outclassing every other agent. Hopefully we’ll see more variety again with sentinels. Right now, it’s silly to pick another sentinel over chamber.
This nerf is just ok, It'll make pick cypher instead for a trapper and makes chamber mains fewer.
Nah the changes gutted him. If they picked one of these changes or two lesser ones like the op and the headhunter to implement rather than all four then I’d say they were fair changes, but now he’ll just never get picked in pro play and he’ll virtually be a throw pick in most ranked games. I wouldn’t be surprised if we see 2 duelist, 2 initiators, 1 smoke comps take over the meta now on most maps.
@@TheDumbRatMan12 gutted him in competitive play and even ranked but true chamber mains will still play him lol.
@@TheDumbRatMan12 u dont know how it will play out tho??? literally noone does. we can have expectations, but not reality yet. chamber has been picked infinity times more than any other agent. if he will finally be balanced, good. if he will finally be a bit ass, also good. in champs 22 chamber had like a 88% pickrate or smth, and was miles above fade which was picked like 66% or so of the time. its time for chamber to be an actual chamber, and its time for chamber to step into line and not be better than every other agent
@@Cryoptic_from what I see there is no reason to pick chamber anymore. He’ll just get replaced with Jett most times now. They didn’t even let chamber marinate after his previous nerfs. I guarantee teams would have not picked him nearly as much when pro league started up again, and now they will just never pick him. The reason he is so popular is because the other sentinels are dog shit, and Jett isn’t as good of an oper/off angle holder after her dash change
i still don't understand why chamber can have an instant get away card, and jett cannot have the instant dash. but ok riot poggers
i think valorant wants cypher to be more played thats why they buffed him and nerfed chamber .
As a Jett main who absolutely despises chambers I'm not even sad lol
Chamber mains before nerf: Diamond 3 😎
Chamber mains after nerf: Gold 1 🤡
I sad to see that chamber won't as useful anymore as he was before he got nerf twice 😭
man they finally made chamber an actual sentinel
Chamber Is Nerfed enough now, Hopefully you guys are happy cuz any more nerfs and he'll be worse than cypher.
They can't do the most drippiest agent in the game like that man
After this nerf, cypher will easily be better than chamber unless you’re in radiant or snuffing
AYO KERNING CITY THEME CHECK
Animation canceling is still a thing so the ult nerf ain't that much
Honestly tho, I think the ult nerf was a bit excessive, cause it does not have the same value as an ult should have. It's just a regular op now. I don't mind the other changes but his op should not be nerfed. It is an ult sniper for a reason. Come on
chamber as a character concept is cool but tbh hes aids in gameplay. I never liked meta characters. But at the same time I dont like nerfs either. I lean more to buffing characters because nerfs make the game stale imo. Id rather have everyone broken and be unique than nerfed with less movement, damage, range, etc. Its just stale and mid.
Is it just me or I didn't see any chamber any more in ranked
Well, this game is called Valorant, not Chamber's Playground
In my oppiniom people are crying way too much about it... Chamber was the best agent ever since he got released ... He was prime S+ tier agent... Now with these nerfs he is not OP as he used to be, but he is still solid A- tier agent... The concept of the hero as the OP-er is way too strong on it's own(that's why previous nerfs didn't affect him as much) so they had to nerf him to the ground. But the funny thing is the he will still remain the single best Sniper user in game, no matter what, since the original concept with takeing a shot, and teleportibg out is way too strong. I really think this might affect Chambers pick in ranked but i pro scene I think he wil remain just as Chamber(not sentinel or duelist) just like chamber/sniper role... Maybe people won't pick him on evrey map, evrey game in pro play with 99% pickrate, but I highly doubt that Chamber's pickrate goes anywhere bellow 60-70% in pro meta still ... People might start picking other sentinels, alongside Chamber and that's it.
chamber now can lockdown 1 site and not the entire fucking map
Player who got destroyed by Chamber: NERFFF THIS AGENTTTT!!
Player who can't using Chamber but always got onetap by headhunter: NERF THIS AGENTTT!!!
Pro player who fucked up playing with Chamber main also: NERF THIS AGENTTTT!!
I'm just can accept if riot nerf recoil or bullet spread Headhunter, except that? Nope
Konpeki my father
He needs his 2 trips, they are nerding his only sentinel role
i hate these brainless people crying about chamber being dead. chamber is not dead, he was just too overpowered. you have to understand that HES A FUCKING SENTINEL ok hes in the same category with a killjoy whos waiting for her alarmbot to go off or a cypher who watches flank with his tripwires. if youre a sentinel youre SUPPOSED to stay behind and play strategically, you shouldnt just put your anchor down, run, get a kill with your aim assist sheriff and instantly tp away to not get traded. this doesnt sound sentinel to me. go play with duelists, chamber is a sentinel and sentinels need to think about setups' ranges and other tactics while supporting their team from behind. as a kj main, the next agent will surely be a sentinel and i hope shes a better sentinel than all, cuz no one play sentinels anymore.
They litteraly made him a duelist!
So they take away a trip, and make it easier to be aggressive since he only has 1tp. On top of that most of the time if you’re on site the trip is useless. Can we at least make him an official duelist at this point lmao.
What song is this
Chamber is still dead. Because this tp can only be used once per round. Jett can dash depending on the kills.
Chamber is sentinel and Jett is a duelist XD why are you comparing 2 different agents with 2 different roles
I played the chamber nerf and as a main i think hes still strong with diameter of the tp.
For me they just buffed chamber and made him more skill based
Make the ult 7 instead of 8 and we good
Cypher meta 💪🏼