Chamber’s nerf in 5.12 is quite heavy, but it may not be enough to stop this Agent in the current meta.
As many Valorant gamers now know, Chamber was officially ‘touched’ by Riot Games in update 5.12 with a very significant nerf in all 4 skills. Some people think that Chamber will become completely “discarded” after this correction. However, there are also many people who think that, no matter how it is edited, this French Agent will still be a force despite being nerfed. So today, let’s find out with Tin Game Channel, whether Chamber is really weak after the nerf drop in the upcoming 5.12 patch or not!
The first problem, will Chamber weaken or not? The answer will certainly be yes, but that is still not enough. Although the changes seem ‘monumental’, Chamber still has not lost the ability to first pick and ‘effervescent’ too safely. Chamber’s reduction of 2 teleporters doesn’t solve the problem, he has the ability to shoot ‘lie’, ‘skill’ at the beginning of the round and then escape in the blink of an eye. Maybe, losing 1 teleportation station will make him unable to rotate or change position as flexible as before.
Second problem, Chamber is still an Agent capable of breaking Valorant’s Economy system in a very serious way. For the Razes, Jetts, agents who can use their ultimate instead of a big gun, Chamber is still too strong. Jett has 5 knife hits that can reset the number when killing an enemy, but it requires absolute aim skill to be able to optimize the ability to reset the knife. Raze has a wide ranged ultimate that has a 1v5 ability but she also only has 1 shot, and not to mention it has a duration. What about Chamber, an upgraded OP gun with 5 shots. Not to mention the comparison with Jett, just the fact that OP can use it to set up in far corners (like A Main Breeze, B Main Fracture, B Long Preal, …) is already a huge lame. The odds of you resisting Jett with the ultimate are also very high compared to Chamber holding Tour De Force. It is equivalent to, you encounter an enemy holding Vandal and an enemy holding OP.
Next is the Q – Headhunter skill. This is a Guardian ‘Rep 1:1’ in all rounds Chamber can own including eco round. He will just need to be more careful in shooting because the amount of ammo is limited. As a basic example, Chamber eco buying 4 Headhunters will only cost 600 creds. If you kill the enemy and can pick up the gun again, the win rate of the team with Chamber will be one level higher. If he loses, he will not suffer too much because the next round can still buy the full amount of equipment. Whereas with other Agents, the best option might be to buy a Sheriff. And remember, a long-range Sheriff only deals 145 damage with a headshot, while Chamber’s Headhunter can still send 1 enemy to the board when shot in the head.
In this update, what makes me feel the most ridiculous is nerfing the only ability for Chamber to become a Sentinel. Skill C – Trademark is unreasonably attenuated when this is the only thing that defines Chamber as a Guardian character. Chamber’s C will no longer have full map coverage and the duration and effects and slow effectiveness will be significantly reduced. Making this skill extremely…useless because now it will be very unlikely to hit and slow enemies.
It can be seen that this nerf is really strong when it has reduced the strength of the French guy by 50% compared to before. However, to say that he has weakened is not at all. Chamber still has the ability to first pick, still has the OP ‘temple’ and a Guardian ‘Rep 1:1’ to break all the money calculations. It’s just that now, Chamber players need to be more nimble in their shooting situations because at its core, Chambers are still one of the game’s worst Duelists no matter how nerfed. whatever. The only way to balance Chamber according to Tin Game Channel, is to rework and grant him a completely new set of skills to reduce the Agent’s dominance.
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