【視聴数 32360】
【チャンネル名 Thinking Man’s Valorant】
【タグ Valorant,Pros,Guides,Guide,Ranked,Ladder,FPS,Shooter,Riot,Tips,Tricks,Tips & Tricks,Pro,Vod,Review,VCT,Team,Thinking,Game,Sense,Gamesense,VOD,Learn,Gain,Analysis,Brain,Understand,Win,Ability,Grow,Value,Think,Man,Valo,Yoru】
Unlike other duelists yoru needs lots of prep time and not just a flash out of smoke or wall then flash or just make space by flying or running into site but for yoru the space you tped across didn’t get cleared due to you skipping that entire area so tp into site just makes you clear the space you tped across
yo wassup man, could you do a video on FPX after Copenhagen? Like you did before, But the after results on how they won
I feel like with the new buffs the yoru ult can at least get value with one sure kill.
I think the plays that these teams went for are meant to be one off. I think there is some untapped potential with yoru. If you have a spare smoke, you can create a make shift jett smoke + dash that could be a fake. He can flash out, and send the clone out of that smoke. I can see that being a very powerful strategy.
I am completely aware that pro play is much different from ranked and the players are much MUCH better than me, but as someone who peaked in like top 2.5% and plays yoru 95% of the time, it seems like these players, while extremely good in general, didn’t have enough experience with yoru’s util. In the final prx vs fpx map (which I might add prx only lost cause of ego peaks last round) I saw several times where f0rsaken put his tp somewhere where it is obvious the enemy players saw it and are camping it, and then tped with no util??? In cases like those I have to question what they expected to happen. Many times he also died with no possibility of being traded out and left his team in an instant 4v5 disadvantage. I’m not hating at all btw, I was rooting for PRX and f0rsaken bringing yoru into pro play, just giving my 2 cents on what I saw.
I think Yoru will have viability in ranked for longer as players don’t play as often as pros and aren’t as diligent in learning to counterplay. Must admit I’ll be getting bamboozled by that Bind A to B play for quite a while.
With Yoru you need a lot of creativity and also a lot of luck. He is so hard to play and utilize correctly. On account of that, he is not picked consistently and people thing, because of that, that he is bad. Sadly it is just that you must be really creative with him, which can be pretty hard and if you play against someone else with easier agent, they can destroy you even without trying so hard. They will just follow classic rules and win, because their agent is more ”classic” type.
I think what sets Yoru apart from other duelist agents is that his abilities don’t have enough “crowd control” effect on the enemies. All he has to assist him is a flash. His teleport mobility lets him take space, but only to a certain extent, as once enemies figure out his teleport spots, he’s useless. Whereas other duelist agents? They all have some form of “crowd control” with their util that can take space like Yoru, but also force their enemies to feel uncomfortable and reposition. Jett’s smoke and dash will force an enemy to have to track her and spam her smoke, taking their eyes off the rest of the team entering behind Jett. Jett can smoke and dash to the same location every round without consequences, as the enemy doesn’t know where she is within the smoke, and wouldn’t have time to anyway as the rest of the team pushes up. Raze nade and satchel will force an enemy off a position and force them to track Raze’s movement, and let’s not forget her boombot to clear out corners. You can practically throw your Raze util to the same spots every round and the enemy still won’t be able to counter it. Neon can stun and slide the same places over and over, and even if the enemies “counter” it by playing an off angle, she can still get the enemy traded out because she is still relatively close to the team, unlike Yoru who has to go in really deep. She can also do a bit of controlling the map with her wall. I’m not gonna say anything about Phoenix or Reyna because they are as controversial in pro play anyway. Still, the point is, even if the enemy know what plays that Raze, Jett or Neon are gonna make, they can’t really stop or counter it because it’s not really a knowledge issue, it’s a skill issue because of the crowd control involved that these 3 duelists can use to take space. Yoru just doesn’t have that reusability of his abilities because if he teleports to the same spot every time, it’s not the same because he can’t control the enemy, only try to flash them, which even then takes a really good lineup, and isn’t as effective since they know where the Yoru tp is so they can just spam the location that Yoru tped to while blind. Yoru also just doesn’t have that trading factor with the team if he dies, since he’s in so deep, no one can push really deep into enemy lines that fast enough to trade Yoru out. If Riot truly wanted to make Yoru a stealth agent, they shouldn’t make his teleports so predictable by showing an enemy where Yoru is going to teleport to with a moving orb. They need to give Yoru some sort of form of crowd control when he entries other than a flash to make him viable and let him stay alive longer so that the team can push up. The only reason Paper Rex made Yoru work is that their team pushes up fast anyway, so if Forsaken was deep, and he died, Jinggg was right there and ready to beam them from the Raze Satchels, with Davai and Benkai as initiators following close behind. Davai and Benkai also have to use their initiator util to their full potential too in order for the Yoru play to work by making up for the lack of crowd control that Yoru has. In conclusion, Yoru’s entry potential and utility is really limited by the map itself, not by the enemy’s ability to aim.
In ranked, a good Yoru has a lot of potential because of the sheer outplay potential of the agent. There are so many different plays that he can make that it can be impossible to predict his next move. However, in pro play, strategizing is extremely important in order to play as a coordinated team. So Yoru’s greatest advantage, his unpredictability, is limited by the handful of plays that would give the team its best chance at a flawless victory.
Yoru will probably end up like Reyna. Fun agents that are good in ranked but not really meant for pro play. Which I guess is still better than not being picked at any level at all.
But opTic yay said that, yoru might be a strongest agent rn
Yeah nothing needs to change with Yoru. I’m sure some teams will only plan on pulling him out in a grand final, which would be incredibly hype.
Just give yoru instant tp Why can chamber and Jett have it? But not yoru?
Yoru to me fills a weird niche not standard for other duelists. He’s almost an duelist/initiator hybrid or something like it. Raze has zone control and abilities with damage, Jett has extreme mobility, Reyna chains kills powerfully by leveraging enemy deaths, and Yoru’s strength is DECEPTION. By itself, deception doesn’t mean killing someone – he has to successfully trick someone to really create advantage, which isn’t straightforward (compared to, say, Raze throwing a nade into a common corner).
This is where Yoru really kind of needs team synergy to really thrive. Since his flash is versatile, but tricky to use (easy to flash allies, especially when it bounces weird off random pixel textures), things can go wrong. He needs to have an extra distraction or something that gives him a second to draw his gun to pull off TP entries.
The players that really thrive on him leverage condition enemies’ minds, making plays like fake cloning, and swinging off fake TPs. These kind of things take balls and can easily cause him to fall flat on his face. I don’t see pros ready yet to take the risks necessary to get the most out of him. Possibly for good reason, but most likely because Yoru is still misunderstood, having the reputation of “useless inting agent” or some other kind of frustrating to people who have already written him off as useless and would rather just repeat that than invest the time and mental energy to understanding his playstyle.
“Maybe…don’t” 😂 (end of video)
This is just false yoru isnt played that much because how much prep work u have to do to make him viable
Yoru buff ideas:
decoy custumizability:
– decoy now works in 3 steps
—1) pull out ability
—2) press and hold LC or RC to determine immediate use or delayed use. The direction of camera upon pressing the button determines the direction your decoy faces
—3) look to the location you want decoy to move to and release button. decoy will move in that direction and will stop at the indicated point (if you look at the ground the decoy will stop at that spot in the ground)
– pressing the decoy button automatically sends the pre-deployed decoy out instead of having to look at it and press F.
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Pathfinding for gatecrash:
– Instead of Gatecrash solely heading in a straight line, limiting the potential spots it can be, press and holding left click will enable a map you can use to choose a location, where Gatecrash will pathfind it’s way to, similar to sky cabbages. Should be slower than the straight line version.
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Combining decoy with Gatecrash.
– by summoning a Gatecrash on top of a pre-deployed decoy, the Gatecrash picks up the decoy but can no longer be used as a TP for Yoru himself, the decoy deploys immediately. Gatecrash must be deployed right on top of the decoy (this is so that you don’t have accidental pick ups)
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These will reduce the limitations of Yoru’s abilities and make it harder for enemies to read his plays.
He can
– Double peek with his own clone without being obvious
– have his clone move realistically
– proc the clone without having to spent time to find and send it out
– set up gatecrashes that aren’t easy to predict (as he could only traditionally place it where he could feasibly draw a line towards)
– deploy clones with his fake gatecrashes to confuse enemies, as fake tp will never have a clone nearby unless yoru has been there before or is there currently
– can set up a full 180 crossfire with his own clone this way
I don’t think Yoru will ever be meta unless they make his tp speed like chambers (which I don’t want to happen). His entire kit is based around outplays and other gimmicks, which is just fine for ranked and casual play. But for pro play it just doesn’t cut it.
Even when I play yoru he feels Inconsistent. Like raze Jett and neon and even pheonix can have consistent entries and early duels, which yoru often can’t do
At least Yoru still can be a niche pick, picking Reyna and Phoenix in high level is almost throwing, which is unfortunate specially for Phoenix where he just got power crept the hardest out of any character in the game