How I think Yoru should be reworked

Posted by Steve

Friday, October 22, 2021 3:38 PM

Similar to most, I was very excited to see Yoru being released...flashy abilities of stealth in a tactical shooter - super interesting; and his abilities were indeed flashy once he did drop: he had a loud flash, a loud footstep ability, a very loud teleport ability, and an extremely loud ult; Yoru is the embodiment of an agent whose name means stealth.

Following his theme, ability utility and skill expression, I would like to give my humblest opinion on what his new abilities should be and what it entails:

Q: Clone (2 charges): Sends a clone out, player can move their mouse to make the decoy go in that direction like Jett's cloudburst. Lasts 4 seconds. Left click pops the clone and stuns enemies for 2 seconds.

C: Smoke Bomb (2 charges): Throws a smoke grenade. It's CSGO. Lasts 5 seconds but dissipates for 3 seconds after 2 seconds of being solid.

E: Dimensional Rift (1 charge, recharges in 45 seconds): On use, slip into an an alternate rift for 6 seconds. Enemies will be able to hear Yoru**(!)** and and still see him if he's close enough (2m should suffice). When Yoru uses this ability, he drops something similar to a teleport beacon (or Phoenix's ult circle on the ground if you prefer). At any point during the 6 seconds, Yoru can use the ability again to teleport back to the beacon. Doing so will trigger a sound effect at the point where he was. If Yoru waits the full 6s, he appears at his current location and a sound effect will trigger on the teleport beacon.

Ult: Seal (3): Yoru gets 5 shuriken tempered with ninja seals or paralysis potion or whatever lore you wanna use to make this work. He throws them one at a time and it paralyzes enemies (works the same as Killjoy's ult) for 3 seconds. These shuriken are affected by gravity drop (like Sova's arrows) and hitting anywhere on the body is fine. The disable stacks. Right clicks throw 3 quickly in succession.

OK, now that I've provided the short explanations, let me provide some more explanation to show my though process. Again, these abilities are based on Yoru's theme as a stealthy, ninja type agent, the ability's possible utility in the game, and possible skill expression for players playing Yoru.

Q: Old - Blindside, New - Clone: Let me start this off by saying Blindside as an ability, especially on Yoru, is not very good; it's loud and requires a bounce, something that can be visible or audible from very far away. Yoru is supposed to embody stealth, so he gets the flashiest flash with a very loud windup and a very loud pop. That'll makes him super stealthy, right? Not to mention, there's plenty of agents with flashes already, giving some to Yoru wasn't even necessary to bring more utility into his kit.

And yea, I know this sounds like Mirage's ability from Apex, and that's fine. Naruto has clones too. I can also argue that Mirage's abilities are decoys and I'm calling these clones. The clone has the same amount of HP/Armor as Yoru when he sends it out. Yoru being able to indirectly control the clone but not have POV allows him to quickly scout a bombsite without it being too overpowered. Utility-wise, this is similar to Sova's OWL drone mixed with Jett's Cloudburst. The added stun effect allows for outplay situations in close quarters. Or if you're good enough, run out pretending you're a decoy and outplay the enemy with your 5000IQ galaxy brain.

C: Old - Fakeout, New - Smoke Bomb: Fakeout is pretty useless to be honest, especially in higher level competition where players mostly walk. Sound is information and information is king. Making fake sound is pretty useless except for extremely rare outplay or outflank situations. Basically, make this Jett's Cloudburst but with KAY/O's throw. Block off sight/site for enemies and allies. Dissipates for 3 seconds after 2 seconds of being solid so it's not overpowered. If you want, make it do a bit of poison damage; I dunno, it's a ninja tool and follows the ninja theme.

E: Old - Gatecrash, New - Dimensional Rift: The original problem with Gatecrash was how loud it was and how unbalanced it could be. If it was silent, it would be stupidly overpowered, but by making it loud, Gatecrash is essentially useless except maybe as a rotation tool. Here's a breakdown on why I think Dimensional Rift should be his rechargeable E instead of his ult:

  • Teleport Beacon: This is the same as how Phoenix's ult work and how Yoru's original Gatecrash works anyways. It'll be pretty unfair if enemies don't know the origin point of Yoru when he uses this ability. It'll also dissuade players from just popping it wherever; they'll need to be at a safe place or have teammates cover them...similar to another certain agent's ult. There is a low sound cue for dropping the beacon.
  • 6s: The current use of Dimensional Rift is mostly for recon and mobility, so is this. Yoru can't attack while he's in the rift, but he can move about freely, albeit still emitting sound. It's shortened to 6s so if you walk, you're not gonna get very far. If you run, it's loud and obvious.
  • Appearing after the timer expires: This is purely for skill expression. By appearing where he currently is instead of at the teleport beacon, Yoru can flank enemies; such as if there's a massive gun fight and you use it to your advantage to hide your footsteps as you sneak up. The sound cue popping on where the beacon is serves to tell enemies that he's out of the rift. Yoru can use this as a get-out-of-jail card if he's being chased and try to run as far as he can for 6 seconds, but hearing a sound cue from where the enemy knows he started the ability allows them to know that Yoru is in front of them.
  • Teleporting back to the beacon: Since this can be used as a recon ability, being able to go back should be obvious, but this also serve as a balance. To prevent this ability from being overpowered, there will be a sound cue on where Yoru currently was before he teleported back. Enemies will know if he scouted a bombsite. Think of it as a ninja popping a smoke bomb to magically go back to safety.

Ult: Old - Dimensional Rift, New - Seal: Honestly, I'm not sure why the original Dimensional Rift was Yoru's ult. It's obnoxiously loud and doesn't serve much utility for a duelist. Seal works similarly to Jett's Bladestorm, it requires aim and paralyzes enemies long enough for Yoru to take out his gun and pop them in the face, or for teammates to follow up and get the kill, but not long enough for Yoru to run in, disable 5 people, take out his gun and then shoot them all individually. Either Yoru works as part of the team to get the most effect out of it, or use it as pure skill expression in a 1vX situation. By allowing the disable to stack, it lets Yoru paralyze 2-3 people at the same time, but not long enough for him to get all of them as free kills. The drop means you have to be good at using this, it's not a laser beam disable from 50m away.

This is an ult that more along aligns with what a team needs than individual skill expression, even though it somewhat conflicts with the self-centered ninja theme. Jett and Reyna has individual ults that allows them kill people easier and Raze's ult straight up gives free kills. Seal is more aligned with Phoenix's ult, which while can be used individually, is much more effective when the whole team plays around and with it instead of relying on the agent's player to win the round with individual skill.

To Riot: if you like any of these ideas, just take them and run with it, you don't have to give me credit. I'll even delete this post if a reworked Yoru has any semblance to what I've written. Just make him playable please, I wanna be sneaky beaky.

References

  • https://www.reddit.com/r/VALORANT/comments/qd9dcy/how_i_think_yoru_should_be_reworked/
  • https://reddit.com/qd9dcy

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