I'm gonna preface this with the fact that I'm only platinum, so take this with a grain of salt. But Veto is my favorite character and has been since release, but it can be very frustrating to play him for a few reasons. The biggest one is the fact that out of all the agents, he is the most dependent on the enemy team composition. Granted, agents like Chamber can get hard countered by Iso, counter picks are a vital part of the game-but Chamber can still kill Iso-and counter agents can still be killed by the agent they're supposed to counter.
Veto isn't like that-his whole signature move is to, well Veto the opponent's utility, which is why he doesn't have a full dedicated sentinel kit such as Killjoy or Vyse. If he did, I'd be the first to call him broken. However, there are multiple agents with full kits that Veto cannot affect at all, meaning that his signature ability (The core of his kit) is completely and utterly useless. Take a comp made up of Neon, Iso, Omen, Breach, and Chamber. This is a comp that I have seen and played against, and it's a pretty standard 2 duelist/1 initiator/1 sentinel/1 controller comp, albeit a pretty aggressive one. The only two pieces of utility that Veto can break on the ENTIRE team is the Chamber trip and Neon stun. I think that's ridiculous.
The best way I can think of to fix this is a rework of what is defined as a "Projectile" to be destroyed. Breach flash is invulnerable like Skye flash and goes through walls like Vyse flash, but both those are "Projectiles"-why not his flash? And this might be bold, but I think that abilities that are a moving projectile that go through walls (Omen blind, Iso Vulnerable) could be considered a projectile as well-that is a stretch, though.
The second problem is his chokehold. I think the idea of it is great, and it's his only real answer to a dash agent like Waylay or Hush. And yet, every time we decide to rotate, or they hit a different site, I'm struck again by the realization that the trip is not in the same categories as other trips, but instead in the Wall category-every single other trip in the game can be picked up with either an instant reuse (Cypher, Deadlock) or a cooldown (Killjoy, Chamber). Granted, I can see why-he can throw his trip with a left click, none of the others can. Yet there's an easy work around for that-if the trip was right clicked, or if it was thrown before the round, he should be able to pick it up, 30 second cooldown. The moment it is chucked with a left click in the round, that's where it's staying. I feel like that's a pretty reasonable compromise, though if there's a different reason for not being able to pick it up, I would love to know. (As a side note, I really think that increasing the cost to 300 and making it also suppress would really fit his character and not be busted-his utility only costs 600 right now, and most agents range from 600 to 700 for total utility cost, so I think it would make sense!)
Finally, fix the gah dang Phoenix wall hitbox!!!! The amount of rounds that I've lost because a Phoenix wall breaks an interceptor that is 5 miles and two state borders above it is ridiculous. And I don't want to hear any of the "Heat Rises" bs that my friends all seem so fond of when I complain-Valorant is big on visual cues, and there's no visual cue for the invisible heat rising above the Phoenix wall.
That's it. First post kinda nervous.