New Chamber nerfs in patch 5.12 are almost too punishing

The Chamber nerfs that virtually every Valorant player has been waiting for have finally arrived.

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

As it turns out, these changes are among the most punishing to ever hit a cop in the game. The French Sentinel will likely lose its dominant place in the meta, with all of its abilities significantly reduced in power and effectiveness.



All Chamber nerfs in Valorant patch 5.12

Appointment

  • Chamber now places a single anchor that can be teleported to when in range.
  • Radius increased from 7.5 meters to 13 meters.
  • Removed height restriction for teleport activation.
  • Increased loadout time after teleport from 0.4 seconds to 0.7 seconds (Headhunter is not affected by new teleport changes).
  • Destroying the Rendezvous Teleport Anchor now disables it for the rest of the round, instead of placing it on a cooldown.
  • Chamber no longer gets an extra cooldown when he recalls his anchor after teleporting.

The most notable change to the sentinel agent concerns his Rendezvous teleport. Chamber now has only one anchor left to teleport to while within his radius.

He used to be the best agent for getting into early duels, as he could instantly teleport to safety and was nearly impossible to trade.

To make up for the nerfs, they increase the anchor’s radius from 7.5m to 13m. Players can also teleport to higher ground if they place the anchor at a different verticality, as long as they are within Rendezvous’ radius .

The shorter teleport distance means Chamber isn’t completely safe, even after teleporting. His opponents are just around the corner and fast cops like Jett, Raze or Neon can easily overtake him.

In addition, after teleporting, his armor time will be increased from 0.4s to 0.7s, so he will be even more vulnerable.

He may also be unable to teleport at all in certain rounds, as Rendezvous is knocked out for the rest of the round if the teleport anchor is destroyed.



Trademark

  • The trap is now limited in range.
  • Trademark is disabled when Chamber goes out of range and reactivates once inside.
  • Can now be recalled mid round and does not require line of sight to be recalled.
  • 30 second cooldown on recall.
  • The initial turn-on time increased from 2 seconds to 4 seconds.
  • Health increased from 1 to 20.
  • Trademark slow duration reduced from 6 seconds to 4 seconds.

Chamber’s anti-flank trap is also heavily manipulated. He needs to stay in range to stay active, similar to Killjoy.

When attacking, the Trademark ability caused Chamber to lurk on the map while his trap protected his team’s flank. While defending, he could guard a site himself, while his trap could still detect enemy agents on other sites. With the changes in patch 5.12, he loses the ability to control multiple parts of the map.



Headhunter and Tour De Force

  • Spread increased after the second Headhunter bulletin while spamming. This is explicitly intended to reduce low-precision body-shot spam as an effective countermeasure.
  • The fire rate for Tour De Force was down 57.5 percent.
  • The slow duration of Tour De Force has been reduced from 6 seconds to 4 seconds.

Headhunter and Tour De Force were not spared either. His Headhunter pistol will lose some stability and his ultimate’s rate of fire will deteriorate.

Headhunter is expected to be more inaccurate when spamming as the spread of the second bullet increases. You’ll have to actively look for those precise one-taps, so it will only reward the most skilled players.

Chamber’s ultimate has also always been considered a better weapon than the 4,700 credit Operator due to its faster rate of fire. That will be thrown out the window in patch 5.12, as Chamber will struggle to get fast multi-kills with his Tour De Force.

The delays on Chamber’s Trademark and Tour De Force are also reduced from 6s to 4s, which improves their stall capacity.



“We want to sharpen Chamber’s identity as a precision-focused Sentinel who risks his body to hold territories while significantly reducing his sphere of influence and introducing more counterplay to opponents,” said Riot.

Pros who have run Chamber for the past few months have been all too aware of what the changes meant. “Chamber is gone,” Sentinels Tyson “TenZ” Ngo tweeted. Meanwhile, “yay” Whiteaker from Cloud9 said they had “straight murder room.”

The nerfs will greatly affect how players use Chamber once the new patch is released. His ability to defend and escape with impunity will be significantly reduced, and his overall presence on the map will take a major hit.

The changes could also see Jett dominate the Valorant landscape once again, with her Tailwind utility to escape from tricky situations, superior mobility, and her Bladestorm Ultimate that allows her to shoot into the air.

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

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