Fans believe that a certain Sentinel in Valorant is too OP following the recent VCT. So it’s only fair to ask now that Chamber is getting a massive nerf: is he too OP in Valorant? Read on to find out about the coming nerfs in Valorant’s upcoming patches.
If you’ve played Competitive mode in Valorant in the past weeks, you’ll notice that most players are going for Chamber nowadays. Moreover, it doesn’t matter if there isn’t a Duelist on your team. Although he is a Sentinel, most Valorant players now consider Chamber fitting to be a Duelist.
And during the recently concluded Valorant Masters, we saw Chamber’s pick rate is higher than other agents. With that being said, it seems Chamber is becoming the next Jett. Compared to other Sentinels, it seems Chamber’s kit doesn’t have any effective counters.
Fans demand Riot to nerf Chamber as they believe he is too OP
- Furthermore, fans point out that there really are no cons to playing as Chamber. Even if your team full buys, there’s a chance an enemy Chamber can save and just invest in buying his Bullets. This doesn’t make the playing field balanced since Chamber doesn’t have to break his bank compared to other agents.
- So when Riot finally announced that he is getting nerfed, there were those who celebrated and those who complained. At the moment, massive Chamber nerfs are live in Valorant’s Public Beta Environment (PBE).
And according to beta testers who managed to have a first-hand experience with the Chamber nerfs, it’s not looking good for Chamber mains.
Expect massive changes to Chamber’s playstyle in upcoming Valorant patches
What exactly does Riot have in store for Chamber mains? Well, Valorant has just released information about the Chamber nerfs they’re testing out in the PBE. From what we know so far, it’s understandable why Chamber mains are getting heated over the changes.
To put it simply, everything about Chamber is getting adjusted. Yes, his entire kit is getting nerfed and there’s nothing stopping Riot from doing that. So if you were expecting just small nerfs for the beloved Sentinel agent, we’re sorry to be the bearer of bad news.
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This isn’t the first time Chamber is getting nerfed, though. A few months ago, Chamber’s trap got nerfed but it was just a minor one. This time, however, Chamber mains are concerned that these adjustments will be too much for the agent. But of course, we can’t deny that Chamber really is one of the most overpowered agents in Valorant.
Here are the complete patch notes from Valorant’s current PBE regarding the Chamber nerf:
Chamber
As players in both ranked and pro play have mastered Chamber, his strengths have started to overshadow his weaknesses, making the counterplay to Rendezvous and his arsenal not as effective as we’d hoped. Chamber’s overall power has also felt outsized, and we believe that we can reduce his kit while still keeping him competitive with the rest of the roster.
Rendezvous (E)
- Base Cooldown increased 20s >>> 30s
- Recall Cooldown increased 20s >>> 30s
- Cooldown set to 45s whenever a Rendezvous anchor is destroyed
- Radius Size decreased 21m >>> 15m
Chamber’s Rendezvous is intended to be powerful at holding space, but the generous radius allowed him to take more space than intended. This change should require Chamber to exert more effort to access off-angles.
We hope that a harsher punishment for destroyed Rendezvous anchors and the reduced radius will demand Chamber mains to be more careful in their use. This change also brings the counterplay of Chamber’s destructible objects more in line with the behavior of other destructible objects in the game.
Trademark (C)
- Slow Duration decreased 9.5 >>> 6s
Tour De Force (X)
- Ultimate Points Required increased 7 >>> 8
- Slow Duration decreased 9.5 >>> 6s
Headhunter (Q)
- Bullet Cost increased 100 >>> 150
It’s important that Headhunter is a powerful sidearm for Chamber but at its current price point Chamber doesn’t have to engage in making difficult economic decisions as meaningfully as other Agents. This should most noticeably impact Chamber’s decision-making on pistol rounds and save rounds.
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Other agents getting adjustments are Neon and Jett and they’re live now in the Valorant PBE
Compared to Chamber’s adjustments, Neon and Jett getting adjusted isn’t too severe for the Valorant community. However, players have long been telling Riot about the unfair advantage other players have when they use the Ultimates of Neon, Jett, and Chamber.
Each agent switches to a completely new “weapon” when activating their Ultimate. However, the amount of damage each hit from their Ultimate causes does not depend on where the “bullet” hits.
There isn’t a “damage fall-off” when players use Neon, Jett, or Chamber and they hit the legs. So to bring balance back to the game and make it fair, Riot is trying out a new multiplier for leg shots from these agents’ Ultimate abilities.
If it’s a shot in the leg, these Ultimates now have a .85 multiplier. So with that being said, anyone who has these agents as their mains have to be more careful with their aim now.
In addition to that, Riot is also testing out a couple more adjustments to Neon’s Ultimate:
- Damage per shot reduced 22 >>> 18
- Killzone increased 15m >>> 20m
- Headshot multiplier increased 1 >>> 3
Now that the damage per shot in her Ultimate is reduced, players have to aim more properly instead of just zapping away. And if you’re like us, then you understand the frustration of having Neon just zapping you and your team. Especially in Spike Rush.
These adjustments are still in beta testing and we’ll have to wait for official confirmation from Riot
These changes, however, are not final as they are still being tested in the Public Beta Environment for Valorant. Regardless, we think it’s only right for Chamber to have his first major nerf. It can get pretty annoying trying to kill him off and he’ll just teleport away from view.
Here’s to hoping that these adjustments will be for the betterment of Valorant. But do you think nerfing Chamber is necessary? Why or why not? We would love to hear your thoughts in the comments down below.
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