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【チャンネル名 theScore esports】
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they changed everything but the actual problem he can still one shot you pistol round from across the map his op is still busted its just 8 ult points and people still dont want jett to op
No, he is not
STOP CRYING ABOUT CHARACTERS AND JUST GET BETTER AT THE GAME
I’m sorry but chamber will never be dead. He has a sheriff every round. An operator every few rounds. And he can buy whatever other primary and secondary weapons he needs on top of that. That alone, in my humble opinion makes him viable. Then add the ability to rendezvous and have those annoying as all hell little camera traps and he’s a force to be reckoned with. Now, with all that said, I gave only been playing for 6 months roughly (I’ve played CS:GO for a few years) so I’m sure I’m not nearly as knowledgeable than most. As I’m ranking up and starting to understand the field, Chamber has remained my most feared agent to play against. He is a beast on pistol rounds and with enough operator skills, he is just so damn deadly. But hey… what do I know ?
Thing everyone should know about Riot:
They intentionally make some agents OP and some agents bad. They’ve done the same with LoL champs for years now. Dont think that the game is ever going to be balanced.
He’s not gonna be dead as long as he has a “get out of jail free” card. It’s just so strong in a game where you have 1 life per round.
it’s like when they nerf jett dash to be put on a meter instead of being instant, chamber just does that and to be honest, you don’t even need to buy headhunter if you can just land a headshot with your sheriff and just teleport out which feels like cheese.
Fundamentally he’s still the same agent, so no, it’s not enough.
Bring his second trip back, trip has 9 seconds of slow and the op doesn’t make a slow field when you get a kill. I think if they implemented these changes it would defo balance him out
the thing i wanna see nerfed the most is his ult fire rate. its so fkn broken and i cant stand it. you get a free op and then its even better like wtf?
Something they didnt mention in the patch notes is that his Trademark (Trip) now takes like an extra second or .5 seconds to shoot its slow.
A friend and I tested this with the default trip on market stairs for A-B flank. He was able to fully sprint past without it setting off, and I’m not sure if its a bug too, but 4 out of the 10 times we tried the alert for the trip never appeared
“i think a lot of us would love to see chamber get nerfed to the ground” IM DEAD
It’s not about ability cost, slow duration or tp cooldown nerf, it’s the fact he has best ult in the game that is game changing and basically better yoru tp
People must learn that is not the chamber is op, but the other options are bad
He is nerfed enough just shutup 👍
Just me tho, i felt like the jett nerf was much more significant than this chamber nerf, chamber is still playable for me, but I could never get used to the double tap jett dash, it gives me anxiety as i watch the timer tick down.
I can finally pick him without people complaining 🙏
i actually didnt know they put the changes in until my friend told me so , i was playing games with him all fine lol
imo, the problem isn’t so much the strength of his kit but rather it’s design. it is fundamentally something so simple that adjustments will either completely gut him or leave him as strong as ever. if they ever want to do a proper rework (my background always told me an “unbalanced” roster in any game is fine. im one of those guys who only plays low tiers so i don’t mind the state of chamber, but if i were to rework him), i feel they’d have to remake a portion of his kit. might also be a good opportunity to bring him closer to the flashy running and teleporting feel he had in the trailers rather than his current iteration of just playing around corners really well. obv it is unrealistic but if chamber were to get ability reworks:
– trademark was fine with 2 charges
– headhunter is fine as is
– rendezvous can be changed so that it can be placed like an omen/brim smoke but comparatively with a smaller range (the same range he has now) and it has a beacon like effect that make it obvious for to those that are relatively close to it (maybe even showing up on maps for enemies that are close enough. forcing a situation where chamber reveals himself and tries to outduel his opponent feels very in character). the other rendezvous point is automatically placed underneath chamber when he makes the placement. he can teleport between them as normal but in order to get the reset, he must be pretty much standing right next to it to pick it up. this encourages a chamber that is on the move and can make flashy plays into enemy lines or switch between angles in a more dynamic manner. and once he teleports, it’s not an immediate reaction to spin and collect your anchors but rather making a conscious decision to “retake” the area you retreated from, creating a mini-scenario of an actual retake situation, to reclaim your ability. and considering the greater difficultly, it would be fair to reduce the cooldown back to its original pre-nerf duration.
– tour de force is also fine as is
well, it’s no secret that the problem lies with rendezvous’s design being a “get out of jail” free card and it’s placement, in the grand scheme of things, usually ends up pretty trivial. with this proposed change, it becomes a lot more dynamic and forces some intentionality behind the use of the ability, which I think chamber needs more of considering his current state is just playing tactical shooters very well whereas other agents have abilities that instead try to bend the rules in interesting ways.
Pros will be pros.