CONCEPT: YORU Rework

Posted by Steve

Tuesday, July 27, 2021 5:19 PM

YORU

Yoru has been the very epitome of outplaying, with the synergy of his abilities incentivizing his unique playstyle. Unfortunately, even after the previous buffs, we believe we haven't hit the mark as of yet. Even though we start to see a slight increase in Yoru's pick rate, he is still a niche pick among players. While being an extremely enjoyable agent to play with, his abilities are not optimised for utility and are very situational. We look forward to restructuring his kit while resonating with his theme by accentuating his outplay style. We want Yoru to be able to infiltrate sites, securely make trade-and-escape plays and provide misinformation to sway enemies. With these changes, we are excited to see if Yoru delivers in providing a strong and unpredictable entry and smart utilization of his abilities in gameplay.

Fakeout (C)

All abilities now treat Fakeouts as if they were real agents

Fakeouts now have agent height hitbox, and will tether to Trapwires if the trips were placed below or on agent height

(Explanation: Making abilities treat Fakeouts as if they were real agents provides more misinformation for enemies, especially information agents like Sova (Recon Bolt and Owl Drone detect Fakeouts as if they were real players), KAY/O (ZERO/point detects the presence from Fakeouts), Skye (Seekers will follow Fakeouts, Guiding Lights will confirm Fakeouts as if they were real players), Cypher (Spycam detect Fakeouts as if they were real players), et cetera allowing more outplays to be made for Yoru players. Note, this also applies to stagnant Fakeouts, even when it is not activated.)

Gatecrash (E)

In a time period of 10 seconds after activation, Yoru can now Gatecrash back to his initial location upon getting 2 kills

Activation speed increased .5 >>> .35

(Explanation: The problem is that the current Gatecrash is too risky to be utilized, with enemies countering it without a problem for it to be useful. With the potential to fall back into a safer position with the cost of frags, we believe this change makes Gatecrash be used more aggressively rather than defensively, allowing Yoru to make trade-and-escape plays similarly to Jett.)

Dimensional Drift (X)

Enemies can no longer see Yoru in his Dimensional Drift when they are in Yoru's radius, and will now only play audio and visual cues when enemies are in his radius

Activation speed increased .5 >>> .35

(Explanation: Yoru's Dimensional Drift in the current state does not provide a convincing advantage for Yoru players, with situations where enemies chase you with no counterplay when his position is revealed, causing more detriments than benefit for Yoru players. Allowing Yoru to be fully cloaked in emphasizes his sneaky plays, making enemies guess where Yoru's position is, giving more incentive for Yoru players to use his Dimensional Drift to infiltrate sites.)

References

  • https://www.reddit.com/r/VALORANT/comments/osglpp/concept_yoru_rework/
  • https://reddit.com/osglpp

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