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【チャンネル名 Thinking Man’s Valorant】
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The way I see classes in Val is parallel to the “roles” in CSGO, entry fraggers, supports, igl, lurker, and AWPer(sniper). EF is duelist, AWPer is a sentinel to hold angles, leaving us with just controllers and initiators as the utility heavy classes. Controllers’ most defining utility is their smokes, but other agents like Pheonix and Jett have smokes themselves. Sentinel and Duelist both have powerful abilities, but sentinels especially don’t have as much ability to make or take opportunities for the entire team as a whole. Initiators are used to initiate pretty much every macro team play, with bothe flashes and recon, so of course they would be valued so highly. I think of the meta as a 5 pointed star with duelist in front, initiators close behind on both sides, and controllers and sentinels in the back.
One point to consider is if we’d actually want a game where another class was dominant. Do we want a game where controllers are super dominant and smokes/mollys are everywhere? Do we want a game where sentinels are everywhere and you’ve got to slog through utility just to get to site? Do we want a game where duelists are everywhere and personal heroics are the best strategy?
Initiators have the most fun and varied utility to play against, so I’m personally okay if there’s more of them.
I think it makes pro play way more boring too watch as teams running 3 initiators, a controller and sentinels have mutch value too lose so they all play dangerously safe and rounds crawl by. Riot must likely will just nerf initiators into the ground but TMV brought up a great point the signature abilities defining agents. Intitaiors due tend to have better signatures but they tend to make sense for the role, it’s either info or something to aid pushes or executes but Duelists are all over the place in value. The denial of space from a raxe grenade and a phoneix Molly are not equivalent even though both are free and now I’d argue and compared to the value of a dash or neon sprint those tools can feel less rewarding. I think duelist need some minor tweaks to make them more efficient and easier to play off as a team.
While initiators are just flexible and probably the only class that people would (at least as far as I know) not mind being slightly better than the rest, I feel like other classes don’t help themselves much either. Controllers are probably the best example for this where the only time we’ve seen double controllers is when the time runs a viper and even this is more common on bind than others because viper just does the default wall to lamps almost every round. I like harbor because it gives you a reason to consider double controllers (if harbor was any good to begin with). Hope harbor gets buffed with his shield ability (2 shields per round maybe?) because agents like chamber, harbor, jett (as an op agent) are the ones that will most likely allow double sentinels, controllers or duelists respectively
I think the problem here is recon vs flashes. The init class is both recons and flashes so you kinda need both. You don’t see flashes and flashes or recon and recon.
Info, flash, entry(with movement) sentinel with strong zoning and controller is currently the goat of valorant composition. But I do believe in the future there will be a more effective compositions. For example if cypher is a competitive pick, and has info for attack, fade/sova might not be needed as much. if phoenix has a higher potential, flash initiators might not be as needed. If we had the old viper, the sentinels might not be needed as much for defense. It’s all about the versatility and potential of agents. Breach increase of use in the past year is due to his potential being understood for example. Chamber has been a minace due to the overwhelming advantage he has in the start of a round and being a good sentinel on attack,( soft lurking and an aggressor)
for me thers 3 main reasons we see 2+ initiators more often that other roles in pro scene:
1. Sova and Fade playing reveal-initiator roles, which different from other initiators
2. Duelist problem
3. Balancing high team value skills for pro scene and casual players
I’ve wondered this for a while too, but I think it’s fine because you still have opportunity cost. 2 initiators makes sense the most, but once you get into 3 initiators you start loosing something else like smokes, entry (especially dive/dash), or passive info/fortification from sentinels. So it doubt it will go farther than 2 for any long stretch of time.
Honestly it can be better but the meta is no where near GOATs, GOATs literally forced the game to change how it’s played, killed a whole role, lost jobs, and lost creativity in how a game is played. Valorants meta isnt anything like that extremity.
you should rank every ability in the game
Overwatch player here, the thing that enabled goats was 1 fundamentally broken character that massively benefits 1 play style and anyone that doesn’t fit that playable becomes obsolete. It was only 1 hero that was dropped in to a dive dominated meta without any of those dive characters getting changed that made those characters useless. Valorant’s problem is more of “this class is overall more powerful than all the others”. Individual nerfs is more warranted rather than the whole cast suffering.
I dont think this is a problem. Sure, some maps are double initiator like ascent, breeze and haven. But that cant be said abt every other map. Bind in its core is a double controller map, icebox is a double sentinel map, pearl seems to be so far a double controller map and fracture is an oddity. Sure all of these maps can be played with double initiators too but it is not the set to stone meta, just like we seen some teams playing double sentinel or double controller on haven.
A solution could be splitting the initatior class into flashes and recon. idk tho
Honestly might be good just too make initiator es not recharge, so that they can’t be spammed for defaults,
Reduces info and creates more variance in rounds
Nerf fade and we’re good
I think the main problem with initiators is the fact that what initiators do isn’t very well defined. Some are flashers and some are info gatherers. This kind of makes it so that most double initiator maps have an info initiator and a flashing one.
I personally don’t like it cause of all the util spam, it makes it hard to even stay on site. Especially fade.
The thing about valorant is there is a meta for sure that’s undeniable but it does change at least slightly and frequently. And there’s also the wild card factor since every agent is actually viable, at the highest level sometimes taking an agent wich isn’t the meta pick for a map can be enough to throw off the opposing team and win the map
I desperately hope they never implement role queue. It solved goats, but i think itd be bad for valorant’s health
Make initiator E abilities recharge off of assists, like how duelists recharge off of kills. That stops the problem of basically being able to gather info for free, then just waiting for recharge