Wednesday, November 4, 2020

Cypher suggestions with patch 1.11


So, every fellow Cypher can understand the pain of having a trapwire be evaded. Especially with the new patch 1.11 which is actually stupid and makes traps expensive.Now, having things like kj turret, boom bot, and sova drones trigger traps is reasonable, they are like players and activate the trap because they physically touch it, but Jetts dodge this consequence by dashing through. Like. They are physically touching the trapwire, they should be bungeed back like how if you jump out of A Heaven on split, you're on a bungee jump waiting to die. I understand the concept is Jett just dashes out of range of the trap, but if it's able to support someone's body weight to bungee them, it shouldn't break from a dash.I can understand methods of avoiding trapwires such as updrafting over, teleporting through, and crawling under, but dashing and not being affected makes no sense.​Also, traps need a buff, rarely do they ever actually activate fully because they're so easy to break, and they only do 5 damage at the moment. They should have a shorter detection range so they're more effective and actually worth the 200 credits you blow per. It's frustrating to play Cypher in competitive because players are competent enough to break the traps before hitting them (expected), but this just makes him less favorable in competitive. His pick rate is diminishing, patch 1.11 makes him expensive to play well, and because the cyber cages suck as smokes, the traps are the primary reason cypher is played. (Cam needs shortened cooldowns) via /r/CypherMains https://ift.tt/34XBgkS

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