Why NOBODY Plays: Cypher | Valorant



Welcome to another episode of my series Why Nobody Plays. In this miniseries I take a look at some of the least picked agents in Valorant and try to explain why those agents have such low pick rates. In this episode I will be talking an agent the was once one of the strongest in the game, Cypher.

Thumbnail: https://www.deviantart.com/excharny/art/Give-me-a-corpse-Cypher-Valorant-fanart-852096407

Social Links

Twitch โ€“ https://www.twitch.tv/jitterzval

Contents Of This Video
0:00 โ€“ Introduction
0:48 โ€“ Cypherโ€™s Strengths
4:05 โ€“ Cypherโ€™s Weaknesses
6:55 โ€“ How Can He Be Improved?
8:36 โ€“ Conclusion/End Card

#valorant #whynobodyplays #cypher

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28 thoughts on “Why NOBODY Plays: Cypher | Valorant”

  1. Im thinking of adding somekind of debuff in his ulti. Lets call it "Compromised" and its effects could be something similar to the thing in spike rush where you hear random footsteps. It doesnt need to have the sight debuff and it can last for only 5 seconds. What I imagined is that if an enemy agent's position is revealed they would be paranoid. Just like in real life when we are in a tense situation then something really bad just suddenly added up to the problems we have to do we sometimes panic.

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  2. I have some proposed buffs for Cypher:

    Cyber cage: Whenever an enemy enters his cage, their movement speed decreases by 30%/40%/50%. This is to discourage players from pushing his cages as well as more effective combos with the trapwires.

    Trapwires: Increase the effective length of the trapwires so that it can be placed on new spots. Most Cypher trip spots are already well known so this will bring more variations and keep enemies guessing. Also, his trips stay active even after his death and he can take back his trips to use on the next round. And when an enemy triggers or destroys a trapwire, all of your allies get a notification and make them immune from friendly utilities. Also, he can take his wires back from further away.

    Spycam: This is already pretty balanced imo, the only thing I would suggest is give him the ability to take the camera back from further away.

    Neural Theft: Make it so when Cypher ults, all enemies are reavealed (like a recon dart from Sova) for 3/4 seconds. You can see their outlines for that duration. And increase the range of the ult as well so that he doesn't need to go too close to the body.

    I think these buffs would make him a lot more viable than he is right now. He is slightly better than KJ at map control but KJ edges him out due to her ult making retake a whole lot easier and her turret being a nightmare on pistol rounds. She can also play post plant and can recall her util from across the map.

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  3. The reason why people don't play cypher in lower rank is because cypher requires brains (and ally sova and raze can delete your trips and cams). I am a cypher main, and whenever someone picks cypher before me, 99% of the time, they haven't done their homework. These are the things I have noticed in lower ranks:

    On attack:
    1) Trips set too low or too high, allowing enemy to easily dodge it
    2) Not using the cages properly
    3) Putting cameras too low to get the intel

    On defense:
    1) Putting trip too low, allowing skye dog or raze boombot to easily delete it
    2) Not covering trips with cages properly
    3) Putting camera in open spots

    There are some in-game reasons too, like
    1) Camera making a loud thump noises whenever used
    2) Trips and camera having 1 hp
    3) His ult is like a sova reveal, but with only one ping and shows the static location of enemy instead of Infra-red
    4) Buying abilities every round even if they didn't you any value after u use them (opposite for KJ)

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  4. One of The reasons why in low elos, cypher is less picked up because even if in low elos, people pick duelists, they still won't go into site and if your cypher you'd still have to peak first so a duelist is better for that

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  5. Slow on the cages and increase in the radius. Camera seems fine. Tripwire should decrease the range where enemy sees the cypher's tripwire (means enemy should be really close to the tripwire to notice), and possible give info who gets caught or who destroyed it.

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  6. My recommendations on buffing cypher is: make raze nades have less spread, because those things can take my traps out even if its .5 meters outside its radius. Or make it so that traps have 50 health just like killjoy's bot. So that more precise ability placement is needed. Also make it so that yoru footsteps can't get caught by cypher wires. To me, it doesnt make sense why they do in the first place. Yoru's abilities, to me seem like a nontangible substance. I hate when I place a trap low and the yoru footsteps take them out. Essentially, his footsteps are just "noise" in my opinion. Nothing else. The only reason you can see the footsteps is for counterplay so that you know that it was just a fake.

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  7. Cypher was actually the agent I mained first, but I slowly became uninterested in him, until recently watching nATs play and falling in love with the character again

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  8. I feel like cypher needs some lethality in his kit to improve his pick rate. Although the one ways, trip setups and more can help you net kills, his damage is quite lackluster. His camera could be equipped with decent damage, like 20 hp or maybe 30 hp decay like viper's.

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