Killing machine Chamber gets nerf in Valorant

Killing machine Chamber gets nerf in Valorant

There are heroes after her Valorant-Stay on the roster from debut and then there are heroes that get chosen remarkably often. They turn out to be real darlings and often only because they are basically too strong. So it literally calls for one or the other nerf?

The community hasn’t exactly been quiet about this in the recent past, and so there’s a bigger one happening now Chamber nerf.

Chamber launched in November 2022 and he’s been fighting his way through the loadout ever since ranked games. Current is his However, the pick rate is too high.

As a defensive hero with a murderous loadout he’s a real terror. Especially his two own weapons (Pistol and Sniper) make the character quite strong on offense. You could say Chamber is the most defensively offensive character.

And apparently it is Counterattack by Chamber Not that easy, which is why even Riot Games is now intervening. In the latest patch, a very big nerf is being played out. And how big the nerf really is, let’s take a look at it in detail.

This is the built-in hardware MontanaBlack:

Valorant: Chamber nerf under the magnifying glass

The following changes have been made to Chamber:

  • Rendezvous (E)
    • Base cooldown increased from 20 to 30 seconds
    • Recall cooldown increased from 20 to 30 seconds
    • 45 second cooldown when an anchor is destroyed
    • Range decreased from 21 to 15 meters
  • Trademark (C)
    • Slow lasts 6 seconds (was 9.5 seconds)
  • Tour De Force – Brilliant Performance (X)
    • Ultimate points now 8, down from 7
    • Slow lasts 6 seconds (was 9.5 seconds)
  • Headhunter – Headhunter (Q)
    • Cost per orb: 150 (was 100)

Chambers bullets for the Headhunter now cost a whopping 50% more than the amount of balls likely to decrease in many situations (like the starting lap).

Besides, his Ulti now rarer be used while the Slowdown lasts much shorter.

And then there would be this one teleporterswho is quite a bit lose range Has. Some jumps that were previously possible will be completely eliminated from now on. And the increased cooldown means that such jumps can be used less often anyway.

It remains to be seen how the community will take the changes and whether the gigantic nerf makes sense.

Hit zone change for skills

There is also another important adjustment. the Agent Ultis are adjusted so that they are now the same Hit Zone Rules follow like conventional weapons.

speak, the hit in the head or to the legs no longer use other damage multipliers. In this way, players with good aiming are rewarded.

This affects, among other things neon from that with Patch 5.03 is adjusted.

Your ultimate, so voltage spikeis only once in damage reduced (from 22 to 18) while the kill zone increased from 15m to 20m and then the multipliers come into play:

  • Damage Output on Leg Strike: Decreased from 1.0 to 0.85
  • Headshot damage output: increased from 1 to 3

The multiplier also applies to Chamberhis leg shots now only do 0.85x damage – and the same for Jettwho with their bladestorm caused that legshot damage.

Reference-www.playcentral.de