Is Chamber Finally Out Of The Meta? Valorant Patch 5.12 Update

by | Dec 2, 2022 | Esports, Valorant | 0 comments

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Nearly every Valorant player has been anticipating the Chamber nerfs, and they have now come to pass in the newest Valorant patch 5.12.

“Chamber’s remained a dominant pick and we need to strike the right balance between preserving his identity and maintaining Valorant’s game health,” tweeted Riot. “So we’re changing most of his abilities in patch 5.12.”

It turns out that these modifications are some of the harshest ever to befall an agent in the game. The French sentinel’s position as the meta’s dominant player is expected to change, and his skills will become substantially less potent and useful.

All the Chamber nerfs in Valorant patch 5.12

Rendezvous

  • Chamber now places a single anchor that can be teleported to while inside its range.
  • The radius increased from 7.5 meters to 13 meters.
  • Removed teleport activation height restriction.
  • Increased weapon equip time after teleporting from 0.4 seconds to 0.7 seconds (Headhunter is unaffected by new teleporting change).
  • Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
  • Chamber no longer incurs an additional cooldown when recalling his anchor after teleporting.

The Rendezvous teleport of the sentinel agent has undergone the most significant adjustment. He can teleport to only one anchor while inside the radius of the chamber at this time.

Because he could teleport to safety right away and was virtually impossible to trade, he was historically the finest agent for engaging in early duels.

They are extending the anchor’s radius from 7.5 to 13 meters in order to make up for the nerfs. As long as they are inside Rendezvous’ radius, players can also teleport to higher ground by setting the anchor on a different verticality.

Chamber won’t be totally safe even after teleporting because of the decreased teleport distance. His adversaries will be close by, and quick agents like Jett, Raze, or Neon might soon overtake him.

Additionally, his weapon equip time will rise from 0.4 to 0.7 seconds after teleporting, making him even more susceptible.

Furthermore, since Rendezvous will be rendered inoperable for the remainder of the round if the teleport anchor is destroyed, he might find himself completely unable to teleport in some rounds.

Trademark

  • The trap is now range restricted.
  • Trademark will disable when Chamber moves out of range, and reactivate once inside.
  • It can now be recalled mid-round and does not require a line of sight to be recalled.
  • The 30-second cooldown on recall.
  • Initial arm time increased from 2 seconds to 4 seconds.
  • Health increased from 1 to 20.
  • Trademark slow duration was reduced from 6 seconds to 4 seconds.

The anti-flank trap on Chamber has also taken a significant hit. Similar to Killjoy, he needs to be within range for it to continue functioning.

Chamber was able to skulk about the map throughout an attack thanks to his Trademark ability, and his trap shielded his team’s flank. He could protect a site himself while fighting, and his trap would still be able to find enemy agents on other sites. He will no longer be able to command several areas of the map as a result of the changes in patch 5.12.

Headhunter and Tour De Force

  • Spread increased after the second Headhunter bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure.
  • The fire rate for Tour De Force decreased by 57.5 percent.
  • Tour De Force’s slow duration was reduced from 6 seconds to 4 seconds.

Tour De Force and Headhunter weren’t exempt either. His ultimate’s fire rate will worsen, and his Headhunter pistol will become less stable.

As the second bullet spreads farther, Headhunter should be less accurate while spamming. Only the best players will be rewarded because you have to actively look for those exact one-taps.

Due to its faster fire rate, Chamber’s ultimate was consistently seen as being superior to the 4,700-credit Operator. With patch 5.12, that will be rendered useless because Chamber won’t be able to use his Tour De Force to quickly kill multiple enemies.

Additionally, the delays on Chamber’s Trademark and Tour De Force will be lowered from 6 to 4 seconds, reducing their ability to stall.

“We want to sharpen Chamber’s identity as a precision-focused Sentinel that puts his body on the line to hold areas, while significantly reducing his sphere of influence and introducing more counterplay for opponents,” said Riot.

Pros who have mained Chamber in recent months were only too aware of what the changes meant. “Chamber is gone,” tweeted Sentinels’ Tyson “TenZ” Ngo. Meanwhile, Cloud9’s Jaccob “yay” Whiteaker said that they had “straight murdered Chamber.”

Once the next patch is released, the nerfs will have a significant impact on how players employ Chamber. His total map presence will suffer greatly, and he will no longer be able to press on defense with impunity and escape.

Due to her greater mobility, Bladestorm ultimate, which enables her to fire bullets while in midair, and Tailwind utility, which she uses to escape tight situations, Jett may once again rule the Valorant landscape as a result of the adjustments.

You can read the full list of Chamber changes for Valorant patch 5.12 here.

Do you think Chamber is finally out of the meta?

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