Thursday, 24 June 2021 06:42

In Valorant's Current State, KAY/O is Anti-Meta For Better or Worse

Written by Rob Dolen
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As Valorant enters Episode Three of Act 2, newest Agent KAY/O fights against the grain, but it's not particularly game-changing for now.

In the wake of VCT Masters and moving on to the next Episode, Valorant finds itself in an impressive spot. Riot Games' CS:GO-adjacent hero shooter came out in beta last year and saw plenty of praise, even if many likened it to being an adaptation of Valve's competitive shooter. A year later, Valorant is primed as a mainstay offering in Riot Games esports lineup, alongside the likes of League of Legends. As Covid-19 pandemic restrictions continue to weaken, and the world opens up, more and more tournaments and competitive play are being organized. All the while, Valorant continues to receive a slew of new content, including new agents like KAY/O.

As the latest Initiator-class Agent to be added to fight, KAY/O goes beyond the usual combatant utilized in a team composition. Every agent in Valorant has their own supernatural ability that contextualizes their equipment as unique abilities, but KAY/O's abilities represent the inverse of that in both form and function. Without diving into the lore specifically, KAY/O is a machine designed to kill "Radiants," which is apt considering how his kit is played. KAY/O's abilities are all anti-ability in some fashion, supressing combatant's equipment save for their guns. KAY/O is an anti-meta pick, or at least so he seemed. That may not be entirely accurate in this Episode.

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Obviously, Valorant's defining feature over the comparable Counter Strike: Global Offensive is "hero" abilities. To some extent like Overwatch, Agents in Valorant each have their own unique abilities that serve as their respective character's loadout in-game. While the tight, skill-based gunplay at the center of the game is still arguably most important, abilities can turn the tide for games in simple and complex ways. Abilities aren't paritcularly rare in Valorant either, even after the balance changes made in the most recent Episode Three of Valorant's Act Two. Despite price changes and some significant buffs/nerfs to all Agents, abilities are just as prominent and strong.

Episode Three's patch brought with it a ton of pivotal changes for every Agent's abilities, ultimate, and nearly every weapon in the game as well. All Agents' signature abilities only provide one minimum charge per round, instead of one charge incrementally per round. Visibility post-flash abilities returns much faster, reducing lag time between full-flash/half-flash and normal sight. Basically every Agent had abilities tweaked for effectiveness and cost, most notably with Breach and Skye. Price adjustments were made for all abilities and weapons as well. The idea is to emphasize efficient gunplay over abundant ability usage, which is interesting timing.

Considering the next Agent being added to the game is all about delaying and shutting down the usage of utility, Valorant's balance changes are a double-edged sword. As an Initiator, KAY/O is designed to debuff opponents; whether that's keeping an offensive push back, or successfully executing a retake on a bomb site. His signature ability, ZERO/POINT, is a throwing knife with a large radius that "suppresses" Agents. Players on the receiving end cannot use any abilities or equipment other than their firearms for eight seconds. Opponents need to rely solely on their firearms, especially on low-econ rounds where abilities and shields are prioritized over better weapons.

In a way, that may seem counter-intuitive to the weapon and ability economy changes, which frankly isn't an unfair assertion. Many team compositions may wonder; what's the point in giving up a potential slot in team composition for an Agent (that's not a Duelist) who's solely designed to interrupt and take down other Agents? That's the balance of his kit, which has a ton of potential when chosen. His throwing knife serves as a suppression tool, intel assist, as well as an incredibly strong entry tool that forces enemy Agents to watch angles. This is without even counting his flash, fragment molly, and his suppressive ultimate ability that makes his potential even stronger.

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KAY/O's kit certainly has potential in competitive play, if only as an anti-meta reactive pick. Valorant's new Agent excels at forcing opponents into the bare minimum; holding angles and relying solely on aiming skill, economy management, and player awareness. The ability to shut down abilities like Viper's wall and poison orbs, both when they're active as well as preventing further utility, can be incredibly useful. KAY/O almost seems like a good wildcard; not necessarily a staple Agent select, but could serve as a solid fifth teammate depending on the rest of the team's Agent selection.

At the end of the day, KAY/O isn't inherently broken, but his abilities are incredibly strong. The ability to literally "suppress" offensive pushes, while also gaining pivotal intel on enemy positioning and strategy, is pretty clearly invaluable. However, replacing an entire slot on team composition that's dedicated specifically to suppressing and attacking opponents well, is worth considering. Over time, KAY/O will be established in the Valorant meta over time, and whether or not he deserves in place of another Duelist or Initiator. His abilities are strong and versatile, though they don't necessarily replace the abilities and capabilities of other Initiators like Skye or Sova.

Valorant is available now on PC.

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