Because Breeze is an absolute novelty for Valorant

By Ucatchers

We tried the new map of Valorant in preview, realizing how much Breeze really is new.

We have arrived at Act III Episode 2 of Valorant and as always for a new beginning there is something new. If the other time the novelty was represented by a new agent, Astra, this time it is a new map, Breeze. Set on a remote island in the southern part of the Bermuda Triangle, a geographical area famous in the media for the disappearance of ships and aircraft and not for nothing there is also an immense shipwreck on the beach of the defenders.

The first striking feature of Breeze it’s being a new map, totally different from any other we’ve seen so far. Not for the level of design or for the Caribbean setting but for what it can offer in terms of gameplay. Let’s start with a simple consideration: long spaces alternating with large spaces, all bright, simple shooting lines but often complex angles. The turning point of this map was outlined by Riot Games itself with the words of Sal Garozzo of the development team, who said that one of the main objectives in the creation of Breeze was to create larger and open spaces with lines of shooting longer than other maps, giving more opportunities to shine for certain weapons and certain agents.

But are there really so many long and wide spaces? Yes, but in practice it has less impact than one might think. In fact, we must not imagine a map in which there are very long lines of fire, on the contrary: if we take the central area for example, we have a huge courtyard, large, but in the center there is a cylindrical structure that hides the view from both attackers and defenders, making the strategy in that area very risky. However, it remains to all intents and purposes a map for snipers, where Marshals and Operators will flock everywhere. In particular B’s site becomes really easy to defend on the respective attackers’ window.

Another important aspect is that before the large spaces there are several “funnels”, or bottlenecks, for the attackers that must be crossed, especially considering that those who defend instead have a more agile and simple vision. The map itself is not huge, and you have to consider that getting to the sites or switching from one to the other is done quite quickly: but it is very difficult to do so. And here is the real news of Breeze, the reason why it is totally different from any other map seen so far: because it is a positioning map, in full WWII style.

Defenders clearly have the ability to stand firm while waiting for the attackers. Those who defend can do it easily, even just obtaining information on the movements of the opponents does not seem complicated, indeed. If the defenders can afford to hold their own positions from which to defend themselves, it is also true that the entrances to be controlled are numerous and almost need to place a player for each of them: one in B, two in mid, one along the length of A and one on A. A necessary pattern for defenders who it forces the attackers to opt almost necessarily to seek numerical superiorityIn fact, 1v1 sees defenders who have access to not only a broader view but also from a higher position more favorites.

In a positioning match the defenders will always be favorites: the most common strategy that we will see for the attackers will therefore be “rushare” the various sites, trying not to allow reaction times to opponents. The interesting aspect is that when the attackers manage to take a site, they automatically switch to the side of the defenders, acquiring all the advantages of vision and control over the disputed territory. On Breeze it seems more difficult to conquer a portion of the map than to maintain control.

Two new mechanics included with this map: an indestructible sliding door positioned on A, which can be opened both from the inside and the outside but immune to any projectile, and a hatch that leads from the length of A directly into the courtyard of mid, which cannot be crossed in the opposite direction.

Finally, speaking of agents at a competitive level, it will be fundamental, even more so than in other maps, the use of those who deny enemy vision among the attackers and those who can best control a portion of the map and provide information between the defendants. In attack, for example, agents such as Brimstone, Omen and Skye they can be fundamental; while in defense agents like Killjoy and Cypher they will be fundamental thanks to their ability to practically control by themselves a portion of the map with such large spaces. The wildcard will likely be represented by Jett, thanks to its ability to move in a very short time: its main will be happy.

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