Posted by Steve
Friday, July 30, 2021 9:24 PM
Okay so, a couple of days ago I was sitting on my bed, eating yoghurt. Life was good - great in fact. Unfortunately, I was struck by the realisation that valiant has both a wind and fire agent, the literal worst elements, but not a water element! (NO sage doesn't count, that's ice AT BEST and ice doesn't make things wet).
So, in a fit of rage, I threw together an agent concept....and it was flawed. So, I decided to think on it a little then redesign it slightly. And this is it, this is what you get. Read it and weep.
Passive - Unstoppable flow. While flow is moving, gain hydration. Hydration fills up at a rate of 10 per second and caps out at 100. Getting a kill increases hydration by 50 instantly - kills allow the meter to go over the cap.
Free ability - Slip n' slide**.** Flow shoots out a jett (pun intended) of water in a line, coating the ground. Consumes 20 hydration per meter the ability is thrown (can be stopped at any point). This ability can be curved and controlled like a jett smoke. While on the water, flow gains increased movement speed but decreased acceleration and deceleration (mitigated by counter strafing).This ability further continues the theme of "make game more like cs:go without making game like cs:go". Because now, instead of adding the movement of CS:GO and losing the "appealing to all players", you have an agent that allows you to apply cs:go movement and movespeed.
First ability - cost 200, 2 charges, Rogue waves. Flow throws a concentrated ball of water that sticks to the first surface it hits. If not destroyed, after a brief period, the ball explodes and releases in a circular area waves that stop on the first surface hit, concussing all enemies they hit and dealing minor damage.If thrown onto the Slip n' slide surface, it instead creates a large wave that travels along the slip n' slide from the direction the ball was thrown, blocking vision and concussing any enemies hit along the way, dealing increased damage.
Second ability - cost 100, 2 charges, Deep dive**.** Flow melds into a small pool of water, each charge bought increasing the time he can be in this form by 5 seconds, decreasing his hitbox to a small puddle. He can still be hit by bullets in this form, but cannot shoot back and all shots only count as body shots. Reforming back into flow takes a brief period.
If used while on the slip n' slide surface, flow is able to move along the slip n' slide and heals for 5 health per 10 hydration.
Ultimate - 8 kills, In too deep**.** Flow creates a zone of water, like vipers, in an area around him. The area expires after a certain amount of time (im not a balance guy, don't ask me).Vision is not blocked by this zone, but everyone inside has increased jump height and all bullets fired into, out off, or within the zone act as if they are at maximum range i.e phantom will always do 124 damage to heads, sherrif will always do 145 to heads, vandal will be unaffected.
While in this zone, flow can infinitely use deep dive and gains all the benefits as if it were used on slip n' slide surface and has reduced reform time.
References
- https://www.reddit.com/r/VALORANT/comments/oumvo1/agent_concept_amended_flow_20/
- https://reddit.com/oumvo1
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