1.11 Patch Notes Breakdown
Today, Riot Games released the patch notes for patch 1.11. This patch mainly is about the addition of Skye to the agent pool, and Icebox being added to the competitive map rotation. However, there are some other agent buffs/nerfs, mainly for Cypher and Killjoy.
Cypher: I'm still a bit sad about these nerfs because I main him, however, he has been an S-tier agent since the start of the game, so I think these nerfs do a good job of balancing him out. Cypher's trapwire and camera are disabled and revealed after he dies, essentially nullifying his advantage after death. This definitely is a big hit to his ability to prevent flanks, as if he dies, the team can't get any more intel if someone if coming up behind them with his trapwire. I do think this is a good way to nerf Cypher, and it will make him less effective, without making him bottom tier trash. Especially on attack, Cypher will most likely have to be holding the flank with his traps, or be in a safe location on site now, as his abilities are so useful.
Killjoy: The Alarmbot and Turret now deactivate if she is more than 40m away from them, and reentering the 40m range reactivates them. This basically ends her capacity to leave her gadgets behind when rotating to a site the enemies are attacking, and use those gadgets as an early warning system if the attackers have rotated to the other one. However, Riot has also reduced the cooldown after picking up her turret from 20 seconds to 10 seconds, the cooldown after picking up her alarm bot from 20 seconds to 7 seconds. This allows her to rotate and take her gadgets with her, so she can use them to defend another site, or watch flank on the opposite site. Riot has also decreased the range that the alarm bot can be spotted from by 9 meters to 7 meters, and the range that the nanoswarm can be spotted from by 5 meters to 3.5. Both of these changes probably won't do much as her alarm bot is usually tucked away behind a wall, and her nanoswarm will probably be spotted anyways. Finally, nanoswarm damage has increased from 40/sec to 45/sec, and damage now ticks smoother and faster instead of in chunks every 1/4 of a second. These buffs will make her already strong nanoswarm even stronger, which puzzles me, as this is already a very strong ability.
Breach: The only non-sentinel getting a patch, he is surprisingly getting a buff, despite the fact that he is already very strong, and a must-have in pro-play. His flash time has increased from 1.75 to 2. I'm still confused why they buffed his flash, as that is one of his strongest abilities. I still fully expect them to nerf Breach in the next patch, and I really think they should change his number of flashes from 3 to 2.
The only other patch that I think is worth notice is the nerfs to saving. I guess Riot Games is nerfing saving, as now, if you survive a round as the attackers but lose without the spike being planted, you only get 1,000 credits the next round. Defenders also face this, as if you lose the round due to the spike being planted, but still survive and choose to save, you will also only get 1,000 credits the next round. This will definitely impact decision-making on whether to save or not. Well, that's all for now, see you on the battlefield!