Chamber reasonable cooldown buffs that should be implemented.

Posted by Steve

Monday, May 22, 2023 11:05 PM

Hi, I want to share a reasonable idea to buff Chamber's rendezvous and trademark that are mostly quality of like changes, but would allow for Chamber to have his TP back more frequently when recalling it without using it, and have his trap a bit faster because it currently feels really clunky when repositioning it, making it so you and your team are in more danger of getting flanked for 30 seconds while he gets his trap back off cooldown.

Rendezvous:

  • No longer disabled for the rest of the round when destroyed, it will now go on cooldown when destroyed like other sentinels signature abilities. Cooldown when used/when you tp remains at 30 seconds, cooldown when destroyed is now 45 seconds.
  • Cooldown when recalled without teleporting prior to recalling the anchor reduced from 30 to 20 seconds. (This means that if you placed your teleport anchor, but don't actually teleport and just recall it because you needed to rotate or reposition it, it will have a shorter cooldown of 20 seconds, but actually teleporting while it's placed and then recalling it after having teleported still sets it on a 30 second cooldown, the cooldown is only reduced if you are eligible to teleport and recall it without using.)

Trademark:

  • Cooldown when recalled reduced from 30 seconds to 20 seconds.

These changes would be nice, because Chamber would still be able to have a teleport after a 45 seconds cooldown if it gets destroyed, and still gets it every 30 seconds when he tp's, and the faster cooldown when recalled would be nice so Chamber can more comfortably reposition his Anchor to help his team hold an area. The trademark cooldown reduction is just so Chamber can reposition his trap a bit more comfortably, and have it off cooldown faster to help his team watch an area/flank, or when rotating to place it on the other site. I think these buffs should be added.

TL:DR:

Rendezvous:

  • No longer disabled for the rest of the round when destroyed, it will now go on cooldown when destroyed like other sentinels signature abilities. Cooldown when used/when you tp remains at 30 seconds, cooldown when destroyed is now 45 seconds.
  • Cooldown when recalled without teleporting prior to recalling the anchor reduced from 30 to 20 seconds. (Recalling tp after teleporting still places it on a 30 second cooldown.)

Trademark:

  • Cooldown when recalled reduced from 30 seconds to 20 seconds.

References

  • https://www.reddit.com/r/VALORANT/comments/13okuej/chamber_reasonable_cooldown_buffs_that_should_be/
  • https://reddit.com/13okuej

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