Seems like it'll be quite annoying to deal with for duelists at the beginning but TBH her ult seems quite useful for retakes or on attack until aspas whips out a sheriff and one deags 3 of you anyways
the flash has a 20 second timer before you can use it again, but we only know that if it's still placed down. I have no clue if the timer gets longer/resets if you go to pick up the flash, but it does come back and pretty quickly
So you could use it possibly 5 times in 1 round? Sounds pretty good. Maybe its so instead of jump peeking every 20 secs, you flash peek every 20 secs to check if they’re there
@@playbtdbattles2409 I guess you could use it that much, the only thing idk about is if when you pick it up it’s the usual 45 seconds of recharge OR if the enemies can break it and it takes that long
this seems so unfair as a former Skye main like how come a sentinel gets a 20 sec rechargeable flash while Skye got nerfed so bad w only 2 flashes and no rechargeable util 😭
I was going to say she seems like a deadlock/sage sentinel, but the wall ability triggers by itself. You may be able to play her like a kj/cypher/chamber, with her wall acting as a trip if you’d really want to.
everyones talking abt the ult on eco rounds but itll be even crazier on retakes. if u ult and flood in the attackers are forced to fight u w classics and shortys otherwise u get a free defuse and if not u could def get it to half.
something I don't see many people talking abt is how her ult may affect the Sunset B/Pearl B meta. Spamming with classics is a major difference from spamming with phantoms
Honestly throwing the wall into B main and letting an enemy activate it so you can safely defuse seems like a decent play there. Depends on how the enemies are positioned tho
Based on some of the other clips on VAL’s social it’s currently only a 20 second cooldown on the flash which seems insane but who knows it’s early days. Love your work 🫡
I feel like the flash and the wall, and the "molly" combine extremely well, the enemy gets trapped, then you activate the thorns and the flash and the person is just in a lot of trouble all while you still can have your gun out.
Obviously can the a real strat but putting the wall at the edge of a smoke on bomb. If one of the enemies push into the smoke to try get you off defuse then you suddenly have a 5s(or however long) indestructible wall to defuse with.
The Arc Rose seems like a simple but powerful ability concept; it's probably an easy flash to turn, but if it's in a different spot on the weirdest and most obscure walls in your sight like a Cypher camera, every single round, it sounds pretty strong. And putting it through a wall has probably the same effect as a Breach flash. There's probably a good use for it in every scenario. The Razorvine seems like the best parts of Sage's slow and Deadlock's net combined: an actual lingering AoE, and something that actually affects enemies without needing additional utility. It won't have the lethality of a molly, but like you said, the effects are still pretty good - a guaranteed slow, plus either chip damage or locking the enemy in place. For Shear, if you can't move through the wall once it's up, that's literally the best parts of Deadlock's and Sage's walls combined. That'll probably make up for a short duration if it has that. And obviously the ult seems super powerful. Super good value, incredibly easy to use, maybe a little too strong, even. I can easily imagine pros and ranked players alike abusing the hell out of it for free site hits and round wins, and it becomes a 9-cost ult. Honestly, it already seems like the number 1 priority ult to farm orbs for. Though I am wondering about the apparent 20-second recharge of the Arc Rose flash - that recharge seems a little too soon, especially if your team comp already has lots of utility to fight areas. But if it's nerfed to have too long of a recharge time, it seems like a pretty big waste if used at the wrong time without getting value. If the flash ends up being highly spammable every round, it probably deserves to be a little weaker and shorter duration than others to balance it out. Anyway, this agent seems like the final result of Riot attempting to perfect the non-info sentinel agent. Unlike Deadlock on release, this agent not having passive info actually seems _fair_ considering how strong the abilities are, in my opinion.
The wall is technically a passive info ability, but it's only one charge and I personally wouldn't want to waste this kind of ability on putting it on flank. I personally really like that Vyse's way of holding a site is using your util to split up the enemy push and get into a fight with an advantage.
Damn so nobody is gonna notice that her wall in defense is not broken because it isolates the entry dualist but actually kills the chance of instant back off or rotate like you have to wait out the wall to even go back for any chance of rotate
A possible use for the wall that might be hard to set up is for in post plant usually in 2v1s one teammate is holding and the other is sticking the defuse. Maybe you could use it so when one player goes to defuse the wall pops up and separates them. Not sure it would work on every map though
i feel like yoru would be a nice counter to some of vyse's util (as he is to most of the sentinel util) cuz you can use it to bait out the wall and exec after or maybe have yoru go in to bait the wall and tp out or tp in straight away to have atleast 2 players in the site
(Talking for pro play) I could see the flash being left on site and used for retake could definitely be strong. Her molly/nanoswarm type ability is also good to stop pushes. The wall, I think, is very useful. For example, on attacker side, the duelist like Jett dashing in and raze satchling will be effective in stopping site hits. As well as it being a flank utility, hopefully. Her ult, of course, is good for retaking, especially on low buy rounds. Makes the round more winnable for your team.
@@goochipoochie we’ve been seeing post plant spams on sunset b site in champs within the past couple of weeks my man. That’s definitely not gone at all.
@@Pissandra_0.0 they'll 100% have to change site itself to make it easier to post plant on site, since the whole reason playing off site is popular is because there's nowhere safe to stand on site.
Biggest worry for me is the lack of skill expression. We're seeing this a lot with recent agents like Clove or Gecko but for Vyse especially i feel like none of her abilities really have much room for creativity in how you use them they're all very straightforward. They do combo very well with other agents I guess but that requires teamwork.
i like the initiator-sentinel hybrid angle. Honestly might mean that she’s taking DL’s role as this sentinel who’s not the best at watching for lurks but really oppressive on the post plant, plus she has a flash and a weaker KJ ult. On paper she slots right in with that double sentinel comp in place of DL and helps that comp be more flexible in terms of executes but we’ll wait and see
I would say KJ has decent Initiator w her double molly and Ult. Vyse has sth similar w her flash + Ult (her molly is for placement, not a throw utility)
Looks pretty strong as an anti-duelist sentinel. Wall to block a duelist off from the rest of their team, ult that if used correctly on a force buy (or momentum swing) could break a teams econ. To me, seems like the intent behind Vyse is to punish teams for sending a Jett (or Raze) straight into back site alone.
one thing about the ult that isn't really brought up is that it only jams primary weapons.... now if only we had an agent with 2 busted guns for abilities...
Well, she has a flash and mollies to stop a re peak, a wall to possibly isolate a 1v1 and cover her after, and 4 other team-mates with guns and abilities! She might even have a Kay/o and then you're quite fucked!
If the wall cannot be destroyed before triggered, that would mean we have the first sentinel util which cannot be destroyed. It would guarantee info, and could not be defaulted against, no?
I mean, it not being able to be destroyed doesn’t really matter for your conclusion there. Cypher trips guarantee info and “can’t be defaulted against” in the same way.
I think the ult combos nicely with so many other abilities, like kayo is obvious, but yoru coming out of tp or ult when main weapons stop working could be really god aswell
Imagine your team is eco and buy all stinger with her ulti, u can run down the site without hesitation. 😅I was also thinking her and breach are a good combo. Set a trap to enter site. If enemies break her trap then breach flash. Undodgable.😂
I am actually surprised for a Barrier Sentinel the Wall is not a signature, but their kit seems very interesting. I do hope other Sentinels get adjusted as well, but my first impression is they seem like they would be really good in a double-sentinel comp and as for Solo Sentinel, I can see them on some maps having potential (the Wall itself is pretty insane for stopping Rushes).
Problem is we’re getting another agent with very little info and no info denial. This agent will NOT replace KJ or cypher and their util is close ranged so they’re only going to be played w/ double sentinel (icebox, ascent, maybe pearl) or in maps where you don’t necessarily need a sentinel (bind) they’re basically the sentinel version of breach where you need to make aggressive plays to “gather info” instead of just using scan abilities.
imagine the ult to deny for example sunset B main spam since they can no longer use their rifles. It'll definately be something to consider when it's available on the enemy team.
Also imagine having an initiator flasing from the front and placing this flash behind the wall, cant even turn them..... A lot of combo potential with other agents, definitely a good agent with good util
On attack, you can use the wall and the wire to "trap" the enemy retake. You can put a wire in front of the wall so they HAVE to move forward whilst being slowed and taking damage; since they're walled, they can't move back.
I want to see if there's any cool post plant walls for Vyse. In a way that when a person triggers the wall, the way it goes up also blocks the spike off from the defuser, or something like that.
Reading Reddit etc, people are upset about the ult. They're supposed to be powerful. Just keep an eye on if she has, or is about to get it and start planning for it. Maybe guardians+frenzies instead of a vandal. Maybe a pocket sheriff on defense at either site.
If her wall can't be destroyed i think she will have a high pickrate on Bind in pro, because the wall would be the only info utility that can reliably hold vs the viper A short setup.
TMV, they listened to anderzz! He made a vid a year ago where he proposed a cam-like stationary trap which blinds, senti role. I got the link if any1 interested
wait the flash of this new agent does it not have animation when flashing what I mean is like drawing the gun out like other flash agents where there is a draw period from using their hands imagine flashing after flooding after site imagine you could still use gun with no delay and when someone peek take cover and flash and everyone is not flash cause it is in the back and you can still use it in post plant after planting and the wall in post plant with molly to delay I just hope we dont see a triple wall in the post-plant please m80 no
After all those agents out recently, this is the first time I see thinking man's valorant said an agent is pretty good and can be usable rank and and pro play.😅
no passive info gathering and no flank watch seems rough when the two meta sentinels do that for free she'll be fun to play for sure but im not sure if people will stick with her over KJ/Cypher
I wonder if you can trigger the wall and quickly go back? This means that you won't be trapped behind the wall if you just want to bait the wall to activate (and might cause vyse player to trigger her trap)
It does, but Cypher trips don't isolate entry duelists from the rest of the team, and you can't combo Vyse's wall with a smoke/ a cage to get a free spam kill
@@filewr8515 yeah, I kinda forgot to add an important word in my original point: "on attack". On attack the best use for the wall seems to be to ward off flanks
I think it is more so "per agent" and not "per gun", so the agent gets the debuff of not being able to use guns instead of the guns themselves being the ones affected.