Posted by Steve
Thursday, April 6, 2023 5:33 AM
E ability-
3 options:
a. [E] becomes a toggle ability that either doesn't drain or drains slowly (~50% slower) when not moving.
b. [E] now allows faster side stepping.
c. a & b but now the ability is toggled off when hit and her stamina bar is depleted. On the up side she can carry a gun but only while moving sideways which not as fast as a forward sprint.
Justification:
a. Closest to vanilla but allows jiggle peeking for info and jiggle peek slide for op use. It keeps her gameplay largely the same but adds another operator option that isn't Jett albeit requiring more practice. It's better than increasing her stamina as it doesn't change her rotation speed nor distance.
b. It gives Neon better peaking ability but she still has to slide to shoot, it just makes side-slide and shoot easier.
c. a & b would make her strong but balanced out by losing her toggle and stamina meter on being shot. It would make her a versatile op user but punishable by predictability.
Q ability-
No need to change but here's an option:
Change the VFX to clone splitting effect. It drives home that it is an actual concuss and it fits Neon's speedy theme. It makes tracking harder but it no longer limits fire rate. This is balanced because no one should be charging down a machine gun compared to the original where an enemy will still see you from a range and kill you with a well placed headshot.
C ability-
It can remain unchanged, still, here's an option:
Walls now concuss enemies running through both in succession. It makes her wall even better at at making space which a duelist's role and gives her a reason to have parallel walls when one wall could've worked fine. It discourages enemies pushing through to score a quick kill.
References
- https://www.reddit.com/r/VALORANT/comments/12cqb43/neon_buff_idea_feel_free_to_disagree/
- https://reddit.com/12cqb43
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