Opinion VALORANT

Chamber Nerf Buries Him Patch 5.12

Chamber Nerf Buries Him Patch 5.12
  • PublishedDecember 2, 2022

Before starting this article, I would like to offer my condolences to the Chamber mains out there — this Chamber nerf will be too much to bear. Riot has revealed that significant changes will happen, specifically to the French smooth-talker, Chamber. It is time to declare the time of death on Chamber when Patch 5.12 rolls out. 

Chamber enjoyed the limelight a little too much since he was released. His ability to get frags effortlessly with the capability to get out of sticky situations is getting too old and overpowered. He received minuscule nerfs that didn’t help much in bringing Chamber down a peg, which is why there will be a Chamber nerf again. 

Many victims fell to the Frenchman’s fancy-schmancy one shot one kill playstyle. Keeping this in mind, Riot finally brought down the nerf hammer hard unto Chamber, spelling the doom of the agent’s viability in competitive play. 

Before going deeper, check our official website for more news about Valorant! Without further ado, let us dive deeper into the chamber nerf patch notes officially revealed by Riot Games that brought the agent back down to earth. 

Chamber Abilities shown while in The Range Valorant

Headhunter (Q)

Updated Stability Curve

  • Spread increased after 2nd bullet when spamming. This is to reduce low-precision body-shot spam as an effective combat measure.

The signature ability of Chamber, Headhunter, is the first ability to receive the nerf hammer. Living up to its name, Headhunter is an ability that offers Chamber a secondary gun that functions similarly to a Sheriff, but it has a scope that zooms in for an easier kill. 

Precise gunplay is the “name of the game” for Headhunter. It focuses on one-tapping enemies’ heads. In my opinion, Chamber had this nerf coming because it sucks to die from a Headhunter shot that is just spammed without much thought but is still accurate. This nerf will not reduce Chamber’s capability to get kills but will help in balancing the agent. 

Rendezvous (E)

Chamber now places a single anchor that can be teleported to while inside its range.

  • Radius increased 15m >>> 26m

Removed teleport activation height restriction

  • You can teleport to the Anchor while on different verticals. So, long as you are within its radius.

Increased weapon equip time after teleporting 0.4s >>> 0.7s

  • Headhunter is unaffected by this 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.

Changes to Rendezvous are more comprehensive than the last one. It is a mix of balancing and nerfs to Chamber’s adieu ability. The most interesting changes that happened to his teleport are: he can teleport back to a single anchor while he is inside its range, weapon equip time is increased (besides Headhunter), and when an enemy destroys the teleport anchor, it disables the ability for the remainder of the round. 

With multiple changes happening to Chamber’s Rendezvous, be sure to remember all of them when the update rolls out. This update will drastically change how you can utilize the ability, which is part of his main identity. 

Trademark (C) 

The trap is now range restricted

  • Trademark will disable when Chamber moves out of range, and reactivate once he is inside.

Can now be recalled mid-round

  • Does not require line of sight

30s cooldown on recall

  • Destruction remains permanent

Initial Arm Time increased 2s >> 4s

Health Increased 1 >> 20

The nerf hammer also affects the only ability that reassures Chamber’s identity as a Sentinel. Trademark is now range-restricted. The trap will now get disabled when Chamber moves too far away from the trap. This change restricts Chamber’s capability to lurk around the map. 

At least Chamber can now recall his Trademark mid-round, but the range restriction ultimately classifies this change as a nerf. 

Tour De Force (X)

The fire rate decreased by 57.5%

Chamber’s Slow

This applies to both Trademark and Tour De Force

  • Reduced duration 6s >> 4s

To the Chamber mains, once these nerfs roll out, you will no longer say, “I love this gun.” Probably the heaviest nerf to Chamber, the fire rate of Tour De Force decreased by 57.5%. 

Let’s be honest here. It is a little overpowered to have a gun that kills people in one shot but has the fire rate of a Marshal. It gives Chamber too much power in his arsenal, and this is a nerf that should have come ages ago. 

The slow effect of Trademark and Tour De Force also has a reduced duration from 6 seconds to 4 seconds. Enemies can now avoid slowing down to a crawl after seeing their teammates die to a single shot or get trapped. 

And that wraps up the Chamber nerf for patch 5.12. Before ending this article, let me say that Chamber, you will not be missed. 

Written By
Juan Cesar Torres

College student. Gamer since birth. Learned to read because of Pokémon. Dreams of buying a Nintendo Switch. Always looking for game recommendations (will play anything).

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