Posted by Steve
Wednesday, September 29, 2021 12:17 AM
TLDR: make it so some abilities like gravity well, slow orb, and any kind of stun make it impossible for Jett to dash. it makes sense since those are "movement reducing abilities" and dash is a "movement ability"
I thought of it because fairly recently, they implemented a slight buff to Cypher, by making it so Jett can't dash through a tripwire anymore. that's effectively more of a nerf to Jett than it is a buff to Cypher, and it basically doesn't change anything to Jett's kit. why not just expand this to other abilities?
the real problem with Jett is that she's hard to counter, there is very little you can do except for just aim diff her. what if that was to change?
currently, if you suck "don't care, i can dash", if you slow "don't care i can dash" if you stun? you get the idea...
if all of these movement denial abilities were to affect Jett's dash in the fashion Cyper trip does, it would strongly reduce her options. I would clearly stop holding stupidly open angles if an astra star meant I can't get away anymore. right now, I don't even pay attention to the star, or the slow, or anything, since I can still hold my angle, get my kill and get away, denying any piece of utility that has been used.
a simple slow would mean that Jett now has to reposition, and basically give up the angle she was holding. good utility usage would mean that you can force her into an angle that's unfavorable to her OP (meaning she just as to leave an give up control) or you could punish her for being too cocky. or at least make trading her possible.
effectively, that would mean that Kay/o, Sage, Astra, Skye, Breach and Cypher would all have a strong counter to Jett.
what do ya'll think?
References
- https://www.reddit.com/r/VALORANT/comments/pwokkg/jett_doesnt_need_a_nerf_she_needs_counters/
- https://reddit.com/pwokkg
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