Sage creates safety for herself and her team wherever she goes. Able to revive fallen friends and stave off forceful assaults, she provides a calm center to a hellish battlefield .
The most prominent support character to date hails from China and brings orbs that heal allies, slow enemies, and create barriers out of the ground to impede the flow of a match. Her ultimate ability allows her to resurrect a fallen ally,which is significant in a game with no respawns .
Equip a healing orb. Fire with your crosshairs over a damaged ally to activate a heal-over-time on them. Alternate fire while Sage is damaged to activate a self heal-over-time. The heal will stop upon taking damage.
Although this was a hotfix solution intended to prevent an exploit with Omen, this change is overall a solid one that we believe creates cohesion across what can and can't be cast in buy phase. Most of the abilities cast during buy phase are meant to set up more permanent utility.
Once fortified, Barrier no longer loses health over time—Barrier only starts to deteriorate a few seconds before it expires.
Overall, we've been happy with how the fortified barrier has been playing but wanted to make some changes to prevent the mitigation of the fortifying counterplay, while rewarding Sage players that successfully fortify their walls. By removing the mitigation of the counterplay, we are able to investigate future opportunities to reward players that succeed in getting their barriers to fortify.
As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls. The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.
We like how much Sage is able to heal in a single heal, but felt she was able to use it too frequently during a round.
Barrier Orb segment health reduced 1000 >>> 800
Barrier Orb duration reduced 40 >>> 30 seconds
Previous changes to Sage’s Barrier Orb helped give it more counterplay options in pistol/early round but it’s still having too much impact in any given round. Our hope is that the wall stays a powerful stalling tool, but asks you to think more about when in the round you want to use it.
Slow Orb zone duration decreased from 9 seconds to 7 seconds
Slow Orb slowing amount decreased from 65% to 50%
We all know Sage is OP. We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT. These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.
We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection.
Sage Barrier Orb increased from 300 to 400 credits.