Chamber Will Receive Another Batch of Nerfs in Valorant Next Patch
Valorant Community Manager Jo-Ellen revealed all of the balance changes that will come to Valorant 5.12 and it looks like the meta will change drastically in the coming weeks. You can try out the patch in the Public Beta Environment until 5th December and the patch will release for the live version of the game later this month.
Agent Ultimate costs are being looked at and Chamber is getting a second round of nerfs to his kit. Riot Games steered away from making too many balance changes in recent months due to Champions Tour and Game Changers events but it is finally time for the devs to drop the nerf hammer on some of the most broken agents in the game.
What’s being changed in Valorant patch 5.12?
Damage-over-time area abilities (like Brimstone’s Incendiary and Viper’s Snakebite) now damage enemy utility which is why Riot Games has increased the health of 1 HP destructibles so that they aren’t instantly vaporized—but can still be destroyed by one-shot in most situations. Ultimates that have large, site-wide footprints are receiving an increase in cost and the game wants to reduce the impact abilities have in the game.
Chamber is receiving changes to almost all aspects of his kit but there are tons of other agents who are also being tweaked. Here is a glimpse of all the changes that are coming in the next patch:
Breach
Rolling Thunder (X)
Ultimate Points increased 7 >>> 8
Chamber
Headhunter (Q)
Updated Stability Curve
Spread increased after 2nd bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure at range.
Rendezvous (E)
Chamber now places a single anchor that can be teleported to while inside its range
Radius increased 7.5m >>> 13m
Removed teleport activation height restriction
You can teleport to the Anchor while on different verticality so long as you are within its radius.
Increased weapon equip time after teleporting 0.4s >>> 0.7s
Headhunter is unaffected by this change.
Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting.
Health decreased 80 >>> 50
Trademark (C)
The trap is now range restricted
Trademark will disable when Chamber moves out of range, and reactivate once he is inside.
Can now be recalled mid-round without line of sight
30s cooldown on recall
Destruction remains permanent
Initial Arm Time increased 2s >>> 4s
Health Increased 1 >>> 20
Tour De Force (X)
Fire rate decreased by 57.5%
Slow
This applies to both Trademark and Tour De Force
Reduced duration 6s >>> 4s
Cypher
Trapwire (C)
Health increased 1 >>> 20
Fade
Prowler (C)
Health decreased 100 >>> 60
Harbor
High Tide (E)
Duration increased 12s >>> 15s
Cascade (C)
Duration increased 5s >>> 7s
KAY/0
ZERO/POINT (E)
Health increased 1 >>> 20
NULL/cmd (C)
Ultimate points increased 7 >>> 8
Killjoy
Lockdown (X)
Health increased 150 >>> 200
Nanoswarm (C)
Health increased 1 >>> 20
Omen
Paranoia (Q)
Cost decreased 300 >>> 250
Phoenix
Blaze (C)
Cost decreased 200 >>> 150
Raze
Boom Bot (C)
Health decreased 100 >>> 60
Blast Pack (Q)
Health increased 1 >>> 20
Sage
Barrier Orb (C)
Fortify delay increased 3.0s >>> 3.3s
Healing Orb (E)
Self heal total amount decreased 60HP >>> 30HP
Ally heal total amount increased 60HP>>> 100HP
Sova
Recon Bolt (E)
Health increased 1 >>> 20
Skye
Trailblazer (Q)
Cost increased 250 >>> 300
Regrowth (C)
Cost decreased 200 >>> 150
Viper
Viper’s Pit (X)
Smoke integrity regen time 5.0 >>> 25.0
Max time out of smoke decreased 15.0 >>> 8.0
Ultimate points required 7 >>> 8
Yoru
Gatecrash (E)
Health decreased 100 >>> 60
Cost decreased 200 >>> 150
The changes should go live in the next two weeks. Players should note that these changes are currently in the Public Beta Environment and they are subject to change when the patch officially releases later this month.