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Valorant Vs. CSGO
Decided to give Valorant a second try this morning. I instantly regretted about 10 minutes into first game. Let me preface this that I never gave csgo a chance by the time i played the game felt outdated. I used to play 1.6 on Tuesdays during WoW resets to kill the time was enjoyable for a few hours. When valorant launched it looked good and felt good initially CS GO with a nice polish. After about 100 hours i realized i enjoyed the play style so I gave CS GO a real college try. I immediately saw issues with valorant that csgo made glaring apparent.
I thought random spread was good but only in a casual sense. Having ADS on all weapons was huge at first then I realized its worthless and usually gets me killed instead of improving on game play. Not knowing where my bullets would land became frustrating. I'm no master at spread control but I am beginning to improve my Ak and M4 spread and that is such a satisfying feeling. The length of games is huge almost every round in valorant goes to time limit with a save or a plant. I would love to play more than 1 game in an hour. I blame alot of this to map size, movement and hero abilities. Maps feels small almost forcing you walk after ten step because of audible noises. Movement feels sluggish not engaging simple getting tagged usually results in a death sentence if you can not kill your opponent.
Abilities and economy are so one and the same. Certain abilities are even necessary to buy for instance jett. You can for go most of her abilities and have an awp by second or 3rd round and dominate. Sova and cyphers abilities give so much Intel it rewards no movement. Why push if your on T side just out wait CT to get impatient and get easy picks but I'm looking at this as a slightly above average player very slightly. If you use a flash or molly wrong in Cs you are extremely punished and probably dead or might lose round goes for smokes as well. On the other side in Valorant most flashes don't even effect yourself or your team so just throw wherever get free kill.
Now more on economy sure your forced to buy expensive armor most of the time but, don't need to buy defuse kits on CT side. Now correct me if I'm wrong all abilities you bought in previous round carry over if you die. While playing CSGO every utility item bought if you lose a round directly effect you. Should you not use it properly or just waste it effects greatly later in game. Not being able to buy smoke on T side or Flash on CT for example can lose the game for your team. No thought goes into economy in valorant and in csgo every decision can mean a win or loss. ECO rounds in valorant are rarely as beneficially as they are in counter strike.
Game modes are extremely lacking only have bomb plant game mode and spike rush give you little opportunities to master a weapon or warm up on a consistent basis. Lack of TDM is a huge detriment to the game and random weapons just isn't fun.
Not all is bad though newer graphics and amazing anti-cheat is something valve could implement but its not worth playing just for that. I would rather deal with a few hackers then the massive downsides that valorant offers. Although we will probably never see Source 2 on CSGO due to so much community content. I would rather see valve come out with same anti-cheat as valorant. I don't care take all my info
its a small price to pay for a hacker free environment. there is something satisfying about that hacker detected screen on valorant. When it comes to graphics I personally would rather see valve work on a new CSGO with a R6 vibe instead of cartoon overwatchy feel.
Was long I know how to feel about CSGO vs Valorant? Am I completely wrong and don't know anything. A person with fresh eyes on the genre sometimes is a good thing.
Would love some thoughtful discussion down below.
In honor of my late daughter, I present to you a Warframe just for her: Asha, the Avenger
Things to note: Since I started this project I've made it a point not to look at any fan made warframes as I wanted this to be 100% my own design. If anything here resembles someone else's work, it is entirely coincidence. I’m someone who firmly believes that a warframe should be able to have all four abilities scale into “end game,” so the warframe below might be a bit on the powerful side since I obviously cannot test this in game. Also, it’s my daughter’s warframe, I want it to feel powerful.
If you'd like to see this in google docs, you can find it here. If you'd like to see it on the official warframe forums, you can find it here.
This is Asha, the Angel, the Avenger. With unshaking resolve, she charges into battle to protect her allies.
Stats Mastery Rank: 0 Health: 150 (450 at rank 30) Shield: 75 (225 at rank 30) Armor: 300 Energy: 150 (225 at rank 30) Sprint Speed: 1.0 Polarities: Naramon (-), Vazarin (D), Madurai (V) Exilus Polarity: Zenurik (Scratch) Aura Polarity: Naramon (-)
Resolve (Passive) Whenever Asha or an ally within affinity range of her kills an enemy, Asha gains Resolve. Each kill made by an ally within range creates ¼ resolve while enemies that are killed by Asha directly rewards 1 Resolve. Asha can have a maximum of 100 Resolve at once. Whenever Asha uses an ability, if she has enough Resolve, she can use the ability on an ally, creating a new effect and consuming a certain amount of her Resolve.
[Author’s Notes: You get exactly 1 resolve per 1 kill. This is unlike Nidus who requires multiple hits to gain his stacks.]
Setalia (Passive) Asha’s signature weapon is a powerful greatsword made of pure void energy, this weapon was named by her original operator as ‘Setalia’. Setalia is used in all of Asha’s abilities and increases the power of those abilities by drawing from certain mods on your melee weapon. Setalia is not affected by the equipped melee weapon's stats and innate effects, weapon augments, class-specific mods, Combo Counter Mods, Riven Mods, Acolyte Mods, or stat-modifying skins.
[Author’s Notes: This was my idea to increase the power of Asha to make her ‘end game viable.’ The additional stat increase to her abilities via weapon mods was inspired by Atlas, who has something similar on his Landslide ability]
Sword Lance (25 Energy) Asha throws Setalia into a group of enemies or at an injured ally, dealing damage to those who wish to cause her harm and healing those she desires to protect.
Asha launches Setalia in a forward line covering a distance of 6 / 8 / 10 /12 meters at a speed of 30 / 32 / 34 / 36 meters per second. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Setalia are dealt 100 / 200 / 300 / 350 slashing damage.
If Asha has at least 20 Resolve, she can use Lance on friendly targets. On impact 20 Resolve is consumed and the target regains 20% health of Lance’s damage, with additional health equal to your remaining Resolve. Additionally, Asha is healed for half that amount. If any enemies are within the impact radius of Setalia when an ally is healed, they take the healing amount as damage.
(Ex. at max rank with no mods, 20% of Lance’s 350 damage is 70. If Asha has 100 Resolve and uses Lance to heal, she has 80 remaining. 70 + 80= 150 restored health to allies, 150 damage to nearby enemies, and Asha is healed for 75.)
- Damage and healing are affected by Ability Strength and damage (raw, IPS, elemental) mods of your equipped melee weapon.
- Speed is affected by the attack speed mods of your melee weapon.
- Throw range and impact radius are affected by Ability Range and Range Mods of your Melee weapon
[Author’s Note: I wanted this ability to work similarly to Rhino’s Charge, or how the original version of Excalibur’s Slash Dash to work. But I wanted to make it ‘unique’ in the sense that instead of the warframe as a whole moving forward, she just throws the sword to similar effect.]
Rally to Arms (50 Resolve) Asha summons Setalia as a beacon of power for her allies, increasing their strength temporarily.
Asha raises Setalia high into the air, consuming up to 50 Resolve and boosting the strength of her and her allies next warframe ability cast within 15 / 20 25 / 30 meters by 3% / 5% / 7% / 10% with additional bonus power strength equal to the consumed Resolve.
(Ex, A max rank Rally to Arms consuming 50 Resolve is 10 + 50= 60% bonus to power strength on the next warframe ability cast.)
- Power strength bonus is increased by Ability Strength and raw damage mods of your equipped melee weapon..
- Range of those affected is increased by Ability Range and range mods of your equipped melee weapons.
- This cannot stack, players can only have one instance of Rally to Arms on them at a time.
[Author’s Notes: This was the ability I spent the most time on, had the most trouble with, the last one to actually make it in. Finding a good balance of buffing power strength without overshadowing other frame’s buff abilities was quite a challenge.]
Whirlwind Sweep (75 Energy) Setalia swirls around Asha, dealing massive damage to all enemies in her wake and empowering the armor of her allies.
Setalia swirls around Asha in a 9 / 11 / 13 / 15 meter radius 1 / 2 / 3 / 4 times dealing 50 / 100/ 150 / 200 slashing damage per rotation to all enemies within the radius.
If Asha has at least 30 Resolve, upon the end of Whirlwind Sweep’s final rotation, 30 Resolve is automatically consumed and Asha along with any allies within the radius of Whirlwind Sweep gain armor equal to half of the total damage dealt by Whirlwind Sweep for 3 seconds.
(Ex: A single enemy caught in all four rotations of a max level Whirlwind Sweep will take 800 damage before mods and allies will get 400 armor)
- Damage and armor are affected by Ability Strength and damage (raw, IPS, elemental) mods of your equipped melee weapon.
- Speed of each rotation is affected by the attack speed mods of your melee weapon.
- Radius is affected by Ability Range and range mods of your Melee weapon
- Number of rotations is not affected by duration mods, but the duration of the armor granted by Whirlwind Sweep is.
- Casting Whirlwind Sweep multiple times does not refresh the timer on the armor duration.
[Author’s Notes: This was the first ability that I knew exactly what I wanted to do with it. The flat armor bonus can become exceedingly powerful when you have several enemies caught in all four rotations, but the low duration time balances it out rather well in my opinion.]
Exalted Angel (100 energy, drains 2.5 energy per second) She is with you, Tenno. Asha summons the full Might of Setalia, giving her increased power and speed while her radiance bolsters your allies.
Asha summons her legendary Greatsword Setalia and spreads massive wings of energy from her back granting her 5% / 10% / 15% / 20% movement speed. Setalia’s normal attacks inflict 100 / 125 / 200 / 250 base damage within 2 meters. While in Exalted Angel, Asha and her allies within affinity range gain health regeneration equal to the total number of stacks Asha possess at any given time.
- Base damage is distributed between 85% Slash damage and 15% Puncture damage.
- Wall Attacks and Slide Attacks inflict 300 / 375 / 600 / 750 base damage for each strike.
- Aerial Attacks inflict 200 / 250 / 400 / 500 base damage.
- Slam Attacks inflict 300 base damage within 5 meters.
- Attacks have a 200% critical damage multiplier with a 20% critical chance and a 20% status chance.
- Setalia has a 75% blocking effectiveness.
- Base damage is affected by Ability Strength, the Melee Combo Counter and most mods.
- The mods affecting Exalted Angel include: Raw damage, physical damage, elemental damage, faction damage, channeling, critical chance, critical damage, status chance, attack speed, range, Condition Overload, Healing Return, Drifting Contact, and the set bonus of Gladiator Mods
- Exalted Angel consumes 2.5 energy per second while active and will remain active until Asha's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Asha cannot replenish energy using Trinity's Energy Vampire, Rift Plane's innate energy regeneration, Team Energy Restores, Energy Siphon or Zenurik's Energizing Dash while Exalted Angel is active.
- Energy can be replenished by Energy Orbs, Arcane Energize, Rage, and/or Hunter Adrenaline while the ability is active.
- Asha is unable to use any other weapon or equipped gear while Exalted Angel is active but can use all other abilities.
- Exalted Angel is affected by and can trigger Warframe Arcanes.
- While active, Exalted Angel will use an exclusive stance with its own set of combo attacks.
[Author’s Notes: This is pretty baseline as far as other exalted abilities go. I figured the extra speed for getting into combat and the regeneration for ally support was a great idea when tied to the Resolve.]
If you’ve made it this far, I wanna thank you for taking the time to read this. I hope you enjoyed it. I’m always open to thoughts and opinions so feel free to criticize or compliment and if you’ve got questions I’d be happy to answer them.
EDIT: I wanna thank everyone for their kind words and condolences. I also wanna mention that I personally won't be showing this to DE, as I'm not the kind of person who wants to "cash in" on my daughter's memory. If you guys wanna go spread this across social media or get the devs attention, that is entirely up to you and I have no problems with it. For those wondering about the "dates" in June and March, there seems to be some confusion. Four or five years ago when I made the BL2 class I did it on her death anniversary, not her birthday. I switched from doing these kinds of projects on her death anniversary to her birthday as kind of like "presents" to keep her memory alive on the best of anniversaries instead of the worst.
UPDATE: As often suggested, to make Resolve easier to obtain in group, kills made by allies within affinity range now create partial resolve, allowing Asha to not need to kill steal everything.