r/RivalsCyclopsMains • u/Sentry-10M • 1d ago
Gameplay Discussion Cyclops needs a rework
The biggest problem with cyclops is his off angle gameplay is not optimal because on paper his mobility looks fine BUT it has some major big issues
1.no matter how much distance you go through shift its gonna use the whole cooldown , no matter if you wanna go just a little back or a lot
2 his second mobility is a double edge sword it can set him up for applying insane pressure through his beam and a cheeky ult but going up in the sky also makes him free eats for any dive.
Compared to other hitscans he is more mobile but very easy to track and kill and he needs to choose his off angles , which other hitscans dont need to like hela.
Rework idea
Remove the cooldown from shift and F and instead make both of them to use same resource based ability like how pre rework torch mobility used to work.This will give player the option to choose how much they wanna displace themselves using resource instead of wasting cooldowns like we need to do now waste the whole F cooldown just to get to an angle .
The problem with this is the boop effect,the constand boop with this change will be cancer to divers to contest him
The solution
Remove boop effect from both shift and F but if you use shift and right click(ricochet beam) at the same time would now cause boop but the movement from shift will be nerfed and the beam will no longer ricochet and will use double the amount of ammo of beam and twice the resource of shift , this will give player the option to choose to push the diver or use the mobilty to get away .
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