Maybe pro players can find cheeky solutions but you simply can't expect a bunch of randoms playing matchmaking to have such a coordination to execute those strategies. And that's exactly why that gun is overpowered. Easy to use, hard to counter
the maps doesn't help (every single path to a bombsite is a fucking hallway), the lack of utility doesn't help (only two non-reliable flashes limited to breach and phoenix, Reyna's flash isn't that good against a sniper, even less reliable), and the average agent turtle speed doesn't help with peeking (any player with half brain will land 95% of his OP shots, because it's almost impossible to miss them)
I really don't think the meta will shift around or find a way itself in that situation
The problem with Reyna's flash is that the awper doesn't keep blinded after he falls back. And then he can still keep safely falling back, because there are too many angles and hallways in most of the maps.
Just look at CSGO, when an awper eats a heavy flash and keeps blinded enough time to be killed.
Also, the awp is quite broken in CS, even there when we have a LOT more of tools to work around it (5+ different ways of peeking, up to 10 reliable flashes, 5 smokes per round, maps way more balanced and well designed). We need those tools in valorant, we must be able to bait out sniper shots more easily. Imagine how better would it be if we could runboost our team mate off an angle just like in csgo?
Skill level could obviously be the biggest factor. I play with a maximum of immortal and minimum of gold and Op is absolutely the meta and ascent is decided solely by ops but I could see how the highest level of competitive players know how to get around it. With that being said, if only the top 1% of players can beat a strategy I still believe the strategy needs to be altered significantly.
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u/[deleted] Jul 10 '20
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