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  1. VALORANT PATCH NOTES 4.11 SHARE: SOCIAL UPDATES Clutch Mute - You now have the option to mass mute your teammates and/or party members so you can focus during clutch moments! Go to Settings (Esc) > Controls > Communication Set keybinds for Party and Team Voice Clutch Mute Keys Press the keybind while in-game to Toggle "ON" the Party and/or Team Voice Clutch Mute and then again to Toggle "OFF" When “ON,” you can toggle the mute any time during your match when you hit the assigned keybind. An icon will appear so you know when it's enabled. BUGS AGENTS Fixed a bug where Skye would sometimes make an unintended pose, seen in third-person, when holding a gun Fixed a bug where Jett could reach very faster than intended speeds by using Tailwind in specific locations (aka. “superdash”) Fixed a bug where Yoru could use weapons earlier than intended when exiting Dimensional Drift (...again) Some of you creative types continue to find new ways to trigger variants of this bug since the last few patches. Fixing these loopholes is intended to improve systems that are used by all abilities in the game. Because of this (in addition to the bad experience of getting shot by invisible Yoru), we are keeping a close eye on the results of these changes. Fixed a bug where Yoru’s mask would flicker while running forward during Dimensional Drift Fixed a bug where you would sometimes see the location of enemy Astra stars Fixed a bug where you were unable to re-stabilize KAY/O after being themselves resurrected by Sage Fixed a bug where the following abilities would sometimes disappear from the minimap: Viper’s Toxic Screen and Poison Cloud Killjoy’s Nanoswarm Cypher’s Cyber Cage Fixed a bug where after switching Agents in the range or in custom game, the buy menu would sometimes show invalid items Fixed a bug where Chamber’s model would still teleport if killed mid-teleport Fixed a bug where Skye’s Seekers and Fade’s Prowler and trails would not navigate down the chute on Breeze Fixed Sova’s trick shot VO line so that it plays when he kills an enemy with a 1 or 2 bounce Shock Bolt It was never intended for these VO lines to play when destroying an enemy trap. This provided information that wasn’t readily available to Sova and his team through other means. We’ve added this back, but restricted it to play only when Sova kills an enemy player with a bouncing Shock Bolt. Fixed a bug where Killjoy’s Alarmbot and Chamber’s Trademark created large white circles on Brimstone’s Sky Smoke targeting map Fixed a bug where Chamber’s Rendezvous range indicator does not disappear when far enough away to be off of the minimap Fixed an issue where our spawn point scoring system in Deathmatch wasn’t updating correctly. You should now consistently spawn farther from where you died and experience fewer "revenge" kills. We're aware the spawn system could be better and we’ll continue to make changes that improve the experience. information take from : https://playvalorant.com/en-gb/news/game-updates/valorant-patch-notes-4-11/
  2. Acesta este patch-ul în care începem să abordăm senzația că precizia de alergare nu este acolo unde ar trebui să fie. După cum am menționat, luăm acest lucru în trepte și suntem gata să intrăm dacă nu vă simțiți confortabil cu modificările. Există, de asemenea, câteva schimbări în sistemul competitiv, care împreună ar trebui să parcurgă un drum lung pentru a vă ajunge la gradul corespunzător mai rapid și a stabiliza lupta pentru rang în partea de sus. Vă recomandăm să verificați scufundările noastre profunde (există și câteva informații despre Actul II!). Gasiti mai multe despre update aici : https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-2-02/
  3. Luați în considerare acest patch de revizie Split și partea 2 a echilibrului continuu al rolului controlerului. Am adăugat, de asemenea, două caracteristici deseori solicitate: posibilitatea de a ascunde meciurile personalizate din Istoricul meciurilor și o ajustare a restricțiilor de coadă, care speră să ierte AFK-ul neintenționat, în timp ce îl pedepsește pe AFKerul obișnuit. Mai multe gasiti aici : https://playvalorant.com/en-gb/news/game-updates/valorant-patch-notes-2-01/
  4. ROLE DUELIST // BIOGRAPHY Japanese native, Yoru, rips holes straight through reality to infiltrate enemy lines unseen. Using deception and aggression in equal measure, he gets the drop on each target before they know where to loo Q - BLINDSIDE EQUIP to rip an unstable dimensional fragment from reality. FIRE to throw the fragment, activating a flash that winds up once it collides with a hard surface in the world https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt9af4e1e3b962f7b4/5ff77b6fa703d10ab87ebb27/Yoru_Abilities_Blinding_1_1.mp4 E - GATECRASH EQUIP to harness a rift tether FIRE to send the tether out moving forward ALT FIRE to place a tether in place ACTIVATE to teleport to the tether's location https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt0945f456a2bcac77/5ff77b51b529867fcec28402/Yoru_Abilities_Teleport_1_1.mp4 C - FAKEOUT EQUIP an echo that mimics footsteps when activated FIRE to activate and send the echo forward ALT FIRE to place an echo in place USE the inactive echo to send it forward https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt47c96a79f14605fc/5ff77bc5b47cdf7fc7d6cd31/Yoru_Abilities_Footsteps_1.mp4 X - DIMENSIONAL DRIFT EQUIP a mask that can see between dimensions. FIRE to drift into Yoru's dimension, unable to be affected or seen by enemies from the outside https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt95a89496da772b65/5ff77c0e6aab641cd100f638/Yoru_Abilities_ULT_3_1.mp4
  5. Doar pentru că ați văzut o parte din aceasta, nu înseamnă că o cunoașteți pe toate. Începutul episodului 2 îl adaugă pe Yoru la listă, precum și modificări mici, dar importante, la doi dintre controlorii noștri, Brimstone și Omen (Viper este pe drum). Mai multe gasiti aici: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-2-0/
  6. On a recent live stream, Valorant Game Director Joseph Ziegler dropped hints about more maps possibly joining the Valorant map pool before the end of the year. On January 11th, Tyler Erzberger, aka FionnOnFire, hosted a live stream hangout on the Valorant Twitch channel. He was joined by several Valorant developers, including Game Director Joseph Ziegler and Game Designer Sal Garazzo. The developers briefly touched upon different maps in Valorant, and they also dropped hints about any possible future maps. He maps of Valorant and future locations Currently, there are 5 maps in Valorant. They are Ascent, Bind, Heaven, Icebox, and Split. Among them, Bind, Heaven, and Split launched with the game, while Ascent and Icebox were launched in Episode 1 Act 1 and Act 3, respectively.
  7. Actul II din Episodul I din Valorant este pe cale sa inceapa si aduce odata cu el o multime de noutati. Este vorba despre un nou battlepass, alaturi de un nou mod de deathmatch si microtranzactii. Se pare ca pentru 1.000VP jucatorii vor putea sa deblocheze noi skin-uri si elemente in joc. In plus a fost dezvaluit si un nou agent. Acesta se numeste Killjoy si va fi cel de-al doisprezecelea agent din roster. Pe langa Act II Battlepass, Valorant va primi un nou mod de joc care sa acompanieze modurile standard si Spike Rush. Noul mod Free-for-All Deathmatch va fi lansat maine (5 August) iar zece jucatori vor fi aruncati in meciuri pentru a vedea cine sta mai bine pe skill. Asta inseamna ca se va juca fara abilitati si loadout-uri platite; doar alegi o arma si treci la lupta. Noul update pentru Valorant include si o colectie de skin-uri exclusive pentru patru arme. Acestea pot fi imbunatatite cu elemente vizuale unice si efecte de finisaj. Printre armele care vor primi noile skin-uri Glitchpop se numara Frenzy, Judge, Bulldog si Odin. Fiecare costa cate 2.175VP, iar armele melee sunt duble ca pret la 4.350VP. Va fi disponibil si un pachet care le va include pe toate la 8.700VP.
  8. Hei, ne-am întors cu patch-ul 1.14, dacă vă întrebați ce s-a întâmplat cu patch-ul 1.13, l-am folosit pentru a lansa câteva upgrade-uri ireale. Deci, există asta. Acesta este lumina pe agenți, mare pe Icebox. Această rundă de modificări Icebox este axată pe obținerea site-ului A și verticalitatea corectă. Pentru a ajuta la combaterea ștrumfilor / AFKers, acum trebuie să câștigi 10 meciuri fără clasificare înainte să poți debloca Competitive. Apropo de asta, multitudinea de adăugiri Observer ar trebui să facă mai bine să urmeze competiția. Distribuția rangului a fost, de asemenea, ajustată pentru a-i ajuta pe cei de la niveluri inferioare în urcare. Sosește modul limitat Snowball Fight și Night.Market este deschis. ACTUALIZĂRI AGENT SALVIE Bariera Orb Orb de barieră nu poate fi aruncat în faza de cumpărare Deși aceasta a fost o soluție de remediere rapidă menită să prevină o exploatare cu Omen, această schimbare este în general una solidă care credem că creează coeziune între ceea ce poate și nu poate fi aruncat în faza de cumpărare . Majoritatea abilităților exprimate în timpul fazei de cumpărare sunt menite să creeze o utilitate mai permanentă. Odată întărit, Bariera nu mai pierde sănătatea în timp - Bariera începe să se deterioreze doar cu câteva secunde înainte de expirarea sa În ansamblu, am fost mulțumiți de modul în care s-a jucat bariera fortificată, dar am dorit să facem unele modificări pentru a preveni atenuarea jocului de fortificare, recompensând în același timp jucătorii Sage care își fortifică cu succes zidurile . Prin eliminarea atenuării contra-jocului, suntem capabili să investigăm oportunitățile viitoare de a recompensa jucătorii care reușesc să-și consolideze barierele. ACTUALIZĂRI HARTA ICEBOX Modificările aduse Icebox în această actualizare sunt axate pe simplificarea site-ului A și reducerea înălțimii unora dintre cele mai verticale zone de pe hartă. A redus înălțimea zonei A Belt și a conectat-o printr-o rampă la platforma de mai jos Acest lucru pune zona superioară a centurii A mai mult în concordanță cu restul verticalității site-ului Achiziționarea țintelor în partea de sus necesită, de asemenea, mai puțină mișcare verticală a mirelui A fost adăugată aici o poartă transparentă care nu poate fi trecută de la nivelul solului Sper că ar trebui să fie mai previzibil din partea atacatorilor care se apropie de site și a apărătorilor care au preluat site-ul A înclinat peretele (prima imagine) și a înlocuit teancul dublu de lăzi Radianite din site cu un obiect mai mic (a doua imagine) Acest lucru ar trebui să permită atacatorilor să se apropie de site mai în siguranță și să reia mai repede site-ul pentru apărători A redus înălțimea containerului galben. Acest lucru permite ca partea superioară a containerului să fie complet curățată din mai multe unghiuri, precum și reducerea cantității de deplasare a reticulului necesară atunci când se vizează ținte de deasupra containerului Mai multe actualizari gasitiI aici: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-14/
  9. Salutare, Hai sa vedem cati jucatori de VALORANT sunt in comunitatea noastra. Postati toti care jucati aici: Nume joc: Regiune: Campioni preferati: Pentru a incepe sa ne strangem sa jucam impreuna sau chiar intre noi. Incep eu: Nume joc: Qu3sTz Regiune: EUNE
  10. Skye enters VALORANT and will be available to play in all queues. (Recently, one of you asked, “how can she be ‘Skye’ if she’s on the ground?” Well, just repeat to yourself, “it’s just a game, I should really just relax.”) All of our Sentinels and Initiators are getting role and abilities-specific tuning, with the start of First Strike in mind. Read the deeper dive below for our thinking here. Updates to our match economy ruleset (the way credits are distributed after a round) should alter decision-making when the round or your loadout is on the line. Did anyone even want this? Anyway, here's the Left-hand view model. AGENT UPDATES SKYE joins the VALORANT roster! Skye will be available for use in official esports competition (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any issues) With First Strike on the horizon, the balance team has been hard at work making our last round of major balance changes before teams start duking it out. We want to ensure that the top teams don’t have to constantly adapt to a changing game while they’re playing in the tournament. Minor balance changes may occur during the span of First Strike, but we won’t deploy changes like the ones in this patch that heavily impact a team’s strategies. One of the trends we have observed is that attacking teams can have a really hard time breaking entrenched defenders. Although every piece of the game can influence this type of trend (move speed, weapon tuning, map design, Agent balance), we think there are a few targeted character changes that can help give attackers more opportunities to break entrenched defenders. Each is listed below. INITIATORS Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start Initiators create concentrated windows of extremely high threat to help their teams break onto sites. To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). Our goal here is to increase the opportunity window that Initiator’s teammates have to capitalize on their utility and further differentiate Initiators from Duelists. BREACH Full flash time increased from 1.75 >>> 2 SENTINELS Similar to some of the changes we made with Sage, we want to increase the depth of decision making when playing Sentinels while also providing enemies with more counterplay to “trap” abilities. To reduce the total potential impact of these abilities, autonomous traps are now disabled when the deployer dies (e.g., Cypher’s Trapwire disables when Cypher dies). We want to encourage Sentinel players to play more thoughtfully and carefully around their traps while increasing the reward for taking out the Sentinel player. CYPHER Trapwire Disabled and revealed upon death Spy Camera Disabled and revealed upon death KILLJOY Killjoy is most effective when locking down a single site. Killjoy has to stay near her Turret and Alarmbot for them to remain active. Her global recon should be hit pretty hard here but we have slightly boosted her stalling power to counterbalance that nerf. All in all, we hope to keep Killjoy in a very similar place power wise but give her a stronger identity as the premiere on-site defender. Deactivation Range Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends. Turret Cooldown after pickup reduced from 20 seconds >>> 10 seconds Alarmbot Range at which Alarmbot can be detected decreased from 9m >>> 7m Cooldown after pickup reduced from 20 seconds >>> 7 seconds Nanoswarm Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m Damage increased from 40/s >>> 45/s Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second COMPETITIVE UPDATES Icebox enters the Competitive map rotation Icebox will be available for use in official esports competition (e.g., First Strike) after four weeks in Competitive queue (November 29, barring any issues) Shorter Unrated queue times for the highest-rank players We’ve taken steps to further solve issues for elite players experiencing long queue times for Unrated. We’re also further investigating improvements to reducing long queue times for all primary modes. Added location of the current gamepod to the loading screen for all modes Adjusted Combat Score to factor in non-damaging assists GAME MODE UPDATES “Play Out All Rounds” option now available in custom game lobby options, Play Out All Rounds makes it easier to run practice sessions. When enabled the game will no longer end when a team reaches 13 wins; instead the match will continue until both teams have played a full half of 12 rounds on each side. After 24 rounds the team with more rounds will win. In the case of a tie the game will proceed to overtime (dependent on the Overtime option selected in the lobby screen). GAMES SYSTEMS Updates to Economy Ruleset Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000) Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000) Dying to the Spike will no longer count as a death in KDA statistics Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss. Other Changes Minor improvements to observer flashed indicator New setting for observers: ‘Show Player Keybinds on Map’ New Custom Game Option: ‘Play Out All Rounds’ Both teams play a full 12 rounds on both attacker & defender sides, followed by overtime/endgame (if applicable) QUALITY OF LIFE Left-handed view model is now available for players. Players can swap their first person view-model to lefthanded by going to the settings menu and swapping their view model to “Left-Handed”. Changing this will also show all other players as left-handed when spectating. You can now send a direct message by clicking a friend's name in chat instead of having to type their name out Players that have been AFK or alt-tabbed for more than 5 minutes will now appear as 'Away' in the Social Panel Adjusted team colors to remain fixed for the full duration of a game for observers instead of having the Attacking side always appear as red, and the defending side always appear as green The experience of having teams switch colors at the half from a viewer perspective was a bit confusing, and also led to some difficulties for broadcasters to match their overlays to this behavior. This change will allow the viewers and tournament organizers to have a more consistent experience for the entirety of a game. [BETA] Experimental Sharpening BUG FIXES Fixed one source of combat hitches we’ve seen from player reports We're continuing to investigate the combat hitches that players have been reporting in recent patches. This patch includes a fix for one of the most common hitches that we've seen during combat. While we hope that this will resolve the issue for many of you, we're still actively tracking down a couple other hitches that we've seen from your clips. Jett now can’t rope dash lel Fixed a bug where incoming Party invites would remain active in the Social Panel after being declined Players no longer see the spike location when reconnecting to a game Fixed issue where player corpses could cause collision issues Sage wall segments no longer breaks if a player dies on top of them Fixed a bug that would disable queueing for any mode if a player closed the client during the Match Found countdown. Fixed a bug that was displaying Act Rank badge on the MVP screen outside of Competitive Queue. sursa: playvalorant.com
  11. FIRST STRIKE QUALIFIER INFO First Strike is the first major VALORANT esports tournament organized by Riot Games and will showcase the best talent and the unique playstyle of each region. The tournament will crown the first VALORANT champions via multiple regional finals taking place from December 3-6. Each final will feature the top eight teams teams from the region, who will earn their spots via a series of merit based qualifiers. FIRST STRIKE: EUROPE Information on the Europe’s First Strike Qualifiers can be found here. The Open Qualifiers are split into four separate tournaments, two per week, with the top sixteen teams from each advancing to the respective week’s Play-In stage. Competing teams aren’t tied to any single Qualifier, which means that if your team gets knocked out of Qualifier A, you can try again in Qualifier B, C, and D. Teams therefore have four chances to secure a place in the Play-Ins and potentially advance to the Playoffs. Key Dates: Week 1 Qualifier Qualifier A - Nov 9-10 Qualifier B - Nov 11-12 Play-In #1 - Nov 13 Playoffs - Nov 14 -15 Week 2 Qualifier Qualifier C - Nov 16-17 Qualifier D - Nov 18-19 Play-In #2 - Nov 20 Playoffs - Nov 21 -22 FIRST STRIKE: BRAZIL Information on Brazil’s First Strike Qualifiers can be found here. First Strike will feature four open qualifiers. Each qualifier will support the participation of 512 teams, totaling 2,048, and from each open qualifier the 8 best teams will be selected. In the end, these 32 teams (8 from each qualifier) will compete against each other in a final qualifier for the selection of the 8 best teams, which will participate in the First Strike in December. Key Dates: Open Qualifier #1: October 17 and 18 Open Qualifier #2: October 24 and 25 Open Qualifier #3: October 31 and November 1 Open Qualifier #4: November 7 and 8 Final Qualifier (Closed): November 14 and 15 VALORANT First Strike: December 3, 4, 5 and 6 FIRST STRIKE: KOREA Information on Korea’s First Strike Qualifiers can be found here. The 24 teams with the highest cumulative Circuit Points will earn the right to compete in the First Strike Qualifiers in November. Key Dates: VALORANT First Strike Qualifiers: November 12-22 FIRST STRIKE: OCE Information on the OCE Qualifiers can be found here. Additional information about the qualifiers will be released in the next few weeks. ADDITIONAL REGIONAL QUALIFIERS Information on the Regional Qualifiers for North America, Japan, CIS, Turkey, MENAI, LATAM, and SEA will be released soon. sursa : playvalorant.com
  12. You’re right, the VALORANT map rotation could use a refresh. That’s why Act III opens cold, with a new map set in the arctic wilderness: Icebox. Moving Icebox up from Episode 2 does come with a trade-off: we’ll be delaying the release of our newest Agent for two weeks (one patch cycle) after the start of Act III. Simply put, our last few patches haven’t been the most stable, and we know more of you want Icebox. Delaying the release of a new Agent allows us to better handle any issues that might emerge when launching alongside Patch 1.10. Not gonna lie, the Act III patch is a bit scary considering the high amount of content coming and potential instability. We want to be faster when it comes to resolving any issues or exploits. This delay gives our team some breathing room to make sure current Agents play nice with the new map (invisible Spy Cams, invincibility, teleporting in the wrong neighborhood, etc.) before introducing another variable. ADJUSTED ACT III ROADMAP We’re still closing Episode 1 with a banger of a finish. On top of our newest map, you’ll unlock 50-tiers of fresh Battlepass goods to personalize your play, have another go at your Rank with refined Competitive matchmaking, and try the latest Agent just one patch later. MAP: Icebox (Oct. 13 Unrated, Oct. 27 Competitive) An abandoned Kingdom research facility in the arctic wilderness is the next location to flex your aim and abilities. Pierce the dense snow cover as an Attacker to plant the Spike. And, outplay as Defender using ziplines to reach new and dangerous heights. The two objective sites on Icebox favor frequent skirmishes, sharp aim, and adaptive play. COMPETITIVE REFRESH (Oct. 13) These Act III Competitive changes hope to make your Rank climb tighter as we work on the long term health of organized team play: Upgrade that Act Rank Badge with the next Competitive Act Rank queue lowered from 6 tiers to 3 tiers, for tighter matchmaking Select your preferred server and improve your ping Immortal+ rank outcomes are decided 100% by wins and losses Watch our latest Dev Diary for more detail and a peek into Joe Ziegler’s living room. ACT III BATTLEPASS (Oct. 13) The Battlepass returns with improvements for Act III—revamped weekly mission progress for faster unlocks and additional Epilogue tiers. Collect heads, rake in the XP, then snap on Act III exclusives like the “Chilly McFreeze” Gun Buddy to match your arctic battles, the “Radianite Hazard” Player Card, and the Viper Spray that reminds you to wash your hands. Purchase the Act III Premium Battlepass to unlock more tiers of VALORANT items like the Ruin Vandal, “Disco Ball” Gun Buddy, and the Surge Bucky (with variants!). WEAPON SKIN: SINGULARITY (Oct. 13) Singularity exists in a far future, vast in its journey from the beyond. Powerful, abstract, and mysterious. None know where it came from or how it came to be. Harness its unstable force on the Phantom, Sheriff, Spectre, Ares, and Melee when you buy the Singularity bundle. GUN BUDDY: WELCOME, MIDDLE EAST AND NORTH AFRICA More (low ping) challengers to the Radiant throne have arrived from the Middle East and North Africa. The Dallah Gun Buddy will appear in your accounts at the end of October. NEW AGENT: ??? (Oct. 27)
  13. VALORANT’s Act III Competitive matchmaking begins Oct. 13 and the video above is the best place to hear our plans for the new ranked experience—straight from Game Director Joe Ziegler and Systems Design Lead David Cole. You even get a peek at Episode 2! The long and short of it? We’re going to take a step back and simplify our goals with ranked, which you’ll see over the course of Act III, into next year in Episode 2, and beyond. Act III is about moving quickly—we want to bring back more competitive integrity to the queue, and get you focused on what matters: winning. Here’s a summary of all our planned changes: TIGHTER RANK QUEUE To help with a more even matchmaking experience, we’re limiting the Rank tiers you can queue with from 6 tiers to 3 tiers. Experiences with your friends outside of your Rank circle are still important to us and we’re working to carve out more places for this. PREFERRED SERVER You’ll now be able to select your preferred server. We can’t fully guarantee you’ll always get the server you want, due to Matchmaking reasons. But this feature will notably increase the chance to get your preferred game server and either stabilize or help improve your ping. IMMORTAL-PLUS RANKS ARE 100% W/L For those of you who are near the peak or at the top in Immortal-plus ranks, whether or not you climb or fall will be decided entirely by a win or loss and the decisiveness of the final score. ACT RANK BADGE Finally, Act III is another chance to collect wins at a higher rank and polish that Act Rank Badge into something you’d place in your trophy case. EPISODE 2 AND BEYOND Depending on the results of our Immortal-plus ranked experiment, we’re looking to apply the pure w/l measurement across all ranks. Also, a public, region-based leaderboard is on it’s way! More projects are in the works, but you’ll have to wait until we’re closer to Episode 2.
  14. Ask VALORANT #8 This is Ask VALORANT. Our digital town hall brings you answers to community questions every other week. Today we go into how we’re validating some perceived game-to-game inconsistencies, the work behind a potential left hand view model, the recent map rotation update, and updating weapon skins. Q Are there any updates regarding a “Left Hand View model”? We know that this is something that a lot of players have been asking for and we've been doing some exploration into this. We're currently in the process of validating how this would work from not just a technical side but from a competitive and artistic front as well. While this may seem like a small technical challenge, we want to make sure this is done right for players. To do this we need to validate a couple of different things: The first thing we want to consider is how we maintain the art fidelity of our awesome weapon skins, character models, and abilities. We don't frequently get to see different camera views of our first person weapons and viewarms so we'll need to make sure our art still holds up when we switch hands for players. We'll need to make sure that abilities still originate from the same place and that our hot fire still looks like... well... hot fire. The second aspect we need to consider is how this might impact the competitive integrity of the game. We want to ensure that there are no advantages or disadvantages to playing with a left handed view model and that we maintain a fair competitive playing field. We want to make sure that left hand view isn't the new meta or that players with this preference aren't nerfed. While this is something on our radar, we still need to ensure that we meet the criteria mentioned above and to do so we'll need to put these changes through rigorous competitive and artistic testing. With all that in mind, we unfortunately don't have a date we can share for when we think this will be available to players. Q Are you open to updating existing skins, like adding effects for Spline? We’re open to it! We’ve stated before that we’re potentially open to adding Variants to melees, so it’s not out of the question for us to update an existing skin line. It all comes down to how much players want it, how much work it is, and what things we don’t make as a result (weighing the trade offs). We’ve done little stealth updates that are pretty fast, like changing the gun buddy mount colors on the Agent skins. But going back to add effects to a skin line like Spline is definitely not fast or easy! So, as of right now, we don't have plans to add feature-based upgrades (like VFX, new animations, or audio) to existing skins. Before we take on something like this, we want to make sure we're making changes players actually want, and that what we're doing is sustainable. That requires more research and testing, which takes time and resources to complete. So even if we did decide to pursue this, players probably wouldn't see it for a while. Going back to work on something we’ve already released means that we aren’t working on the next awesome thing that you’re all waiting for. This is a trade off we don’t take lightly, because ultimately we want to prioritize the content you all want most. —Sean Marino, Art Lead, and Preeti Khanolkar, Producer Q Will the map rotation changes in patch 1.08 result in longer queue times? These changes will not impact queue times! That's the main reason we didn't hard restrict players from getting the same map multiple times in a row, but instead made it so we significantly reduce the chance of that occurrence. This way, we maintain a little bit of flexibility to keep queue times popping at the same pace. Q This is probably frustrating to hear but: it feels like my experience with VAL on a game-to-game basis is inconsistent, like sometimes I'll have problems landing basic shots but other times everything will feel buttery smooth. I'm not trying to make excuses for my own performance, but something just doesn't always feel right. Do you feel this or see it? Are you investigating? We’re not dodging this, but understanding what’s going on has been a real hoot. I’ll also say it’s not just you: we’re constantly pulse-checking where players are at on the “reliability and consistency of combat” though surveys, gameplay analytics, and yes, social media (hi, Reddit). Over the past couple months, we noticed some less than inspiring trends on perceptions of shooting reliability (namely, declining positive sentiment around “My bullets reliably hit targets when I expect them to”), so that prompted us to dig deeper. As I bring up what some players are saying, keep in mind there is a team on VALORANT that is chasing down issues with hit registration and clarity, and they've shipped changes throughout VALORANT's existence so far. But for things like "VALORANT feels different game to game," it can be hard to nail down exactly what that means. For these types of situations, we like to sit down with players (in this case, ranging from Gold to Immortal+) to hear in their own words what's going on. In our conversations, these players said (broadly) that shooting felt reliable and consistent the vast majority of the time—however, there was also clear room for improvement. They highlighted these opportunities for improving reliability in combat: increasing hitbox clarity, improving readability and predictability of states of movement inaccuracy, and minimizing the difference in gameplay feel across different ping conditions. Those sound like good spaces to investigate, so we are! We’re now in the process of digging into each one of these, while also trying to build a more holistic picture of gameplay reliability—one that blends player sentiment, gameplay analytics, and a deep technical analysis of our underlying systems. Ensuring the game respects you and your opponents’ skill is critical to delivering on the promise of VALORANT, and we won’t be setting this to the side any time soon. Keep the feedback coming, and we’ll keep on digging.
  15. /// ᴛᴏᴅᴀʏ ᴡᴇ ᴀʀᴇ ᴛʜʀɪʟʟᴇᴅ ᴛᴏ ᴀɴɴᴏᴜɴᴄᴇ ᴛʜᴇ ꜰɪʀꜱᴛ ᴍᴀᴊᴏʀ ᴠᴀʟᴏʀᴀɴᴛ ᴇꜱᴘᴏʀᴛꜱ ᴛᴏᴜʀɴᴀᴍᴇɴᴛ - ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ. ᴛʜɪꜱ ᴇᴠᴇɴᴛ ᴡɪʟʟ ᴄʀᴏᴡɴ ᴛʜᴇ ꜰɪʀꜱᴛ ʀᴇɢɪᴏɴᴀʟ ᴄʜᴀᴍᴘɪᴏɴꜱ ꜰᴏʀ ᴛʜᴇ ɢᴀᴍᴇ, ᴀʟʟᴏᴡɪɴɢ ᴘʟᴀʏᴇʀꜱ ᴀɴᴅ ᴛᴇᴀᴍꜱ ᴛᴏ ꜱʜᴏᴡᴄᴀꜱᴇ ᴛʜᴇɪʀ ɢʀᴇᴀᴛɴᴇꜱꜱ ᴛʜʀᴏᴜɢʜ ᴍᴇʀɪᴛ ʙᴀꜱᴇᴅ Qᴜᴀʟɪꜰɪᴇʀꜱ ᴛʜᴀᴛ ᴡɪʟʟ ᴄᴜʟᴍɪɴᴀᴛᴇ ɪɴ ᴍᴜʟᴛɪᴘʟᴇ ʀᴇɢɪᴏɴᴀʟ ꜰɪɴᴀʟꜱ ɪɴ ᴅᴇᴄᴇᴍʙᴇʀ. /// ᴠᴀʟᴏʀᴀɴᴛ ɪꜱ ᴀ ᴅᴇᴇᴘʟʏ ᴄᴏᴍᴘᴇᴛɪᴛɪᴠᴇ ᴛɪᴛʟᴇ, ᴏɴᴇ ꜰᴏʀ ᴡʜɪᴄʜ ᴇꜱᴘᴏʀᴛꜱ ɪꜱ ᴀ ᴄʀɪᴛɪᴄᴀʟ ᴇxᴛᴇɴꜱɪᴏɴ ᴏꜰ ᴛʜᴇ ᴇxᴘᴇʀɪᴇɴᴄᴇ ᴡᴇ ᴡᴀɴᴛ ᴛᴏ ᴘʀᴏᴠɪᴅᴇ ᴛᴏ ᴘʟᴀʏᴇʀꜱ. ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ ᴡɪʟʟ ʙᴇ ᴛʜᴇ ꜰɪʀꜱᴛ ᴛᴏᴜʀɴᴀᴍᴇɴᴛ ᴘʀᴏᴅᴜᴄᴇᴅ ʙʏ ʀɪᴏᴛ ɢᴀᴍᴇꜱ ᴀɴᴅ ᴀɴ ɪᴍᴘᴏʀᴛᴀɴᴛ ꜰᴏᴜɴᴅᴀᴛɪᴏɴᴀʟ ꜱᴛᴇᴘ ᴛᴏ ᴇꜱᴛᴀʙʟɪꜱʜɪɴɢ ʀᴇɢɪᴏɴᴀʟ ʟᴇɢᴀᴄʏ. ᴀꜱ ᴡᴇ ᴄᴏɴᴛɪɴᴜᴇ ᴛᴏ ᴘʟᴀɴ ᴀʜᴇᴀᴅ ꜰᴏʀ ᴛʜᴇ ꜰᴜᴛᴜʀᴇ, ᴏᴜʀ ᴀᴘᴘʀᴏᴀᴄʜ ᴡɪʟʟ ᴄᴏɴᴛɪɴᴜᴇ ᴛᴏ ʙᴇ ʜᴇᴀᴠɪʟʏ ᴅʀɪᴠᴇɴ ʙʏ ᴛʜᴇ ᴄᴏʀᴇ ᴘʀɪɴᴄɪᴘʟᴇꜱ ꜱʜᴀʀᴇᴅ ᴇᴀʀʟɪᴇʀ ᴛʜɪꜱ ʏᴇᴀʀ. ꜰᴏʀ ᴛʜᴏꜱᴇ ᴡʜᴏ ᴀʀᴇ ᴀꜱᴘɪʀɪɴɢ ᴛᴏ ᴄᴏᴍᴘᴇᴛᴇ ɪɴ ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ, ꜱᴛᴀʀᴛ ʙᴜɪʟᴅɪɴɢ ᴀɴᴅ ᴘʀᴀᴄᴛɪᴄɪɴɢ ᴡɪᴛʜ ʏᴏᴜʀ ʀᴏꜱᴛᴇʀꜱ ɴᴏᴡ. ʀᴇɢɪᴏɴᴀʟ Qᴜᴀʟɪꜰɪᴇʀꜱ ᴡɪʟʟ ʙᴇɢɪɴ ɪɴ ᴛʜᴇ ꜱᴇᴄᴏɴᴅ ʜᴀʟꜰ ᴏꜰ ᴏᴄᴛᴏʙᴇʀ ᴀɴᴅ ᴡᴇ’ʟʟ ʙᴇ ʀᴇʟᴇᴀꜱɪɴɢ ᴀᴅᴅɪᴛɪᴏɴᴀʟ ᴅᴇᴛᴀɪʟꜱ ᴀʙᴏᴜᴛ ʀᴜʟᴇꜱ, ᴘᴏʟɪᴄɪᴇꜱ, ᴀɴᴅ ʜᴏᴡ ᴛᴏ ʀᴇɢɪꜱᴛᴇʀ ɪɴ ᴛʜᴇ ɴᴇxᴛ ꜰᴇᴡ ᴡᴇᴇᴋꜱ. ᴛʜᴇ ᴇᴠᴇɴᴛ ᴡɪʟʟ ᴄᴏɴᴄʟᴜᴅᴇ ᴡɪᴛʜ ᴍᴜʟᴛɪᴘʟᴇ ʀᴇɢɪᴏɴᴀʟ ꜰɪɴᴀʟꜱ ᴛʜᴀᴛ ᴡɪʟʟ ᴏᴄᴄᴜʀ ꜰʀᴏᴍ ᴅᴇᴄᴇᴍʙᴇʀ 3ʀᴅ ᴛᴏ ᴛʜᴇ 6ᴛʜ. ᴘʟᴀʏᴇʀꜱ ꜱɪxᴛᴇᴇɴ ᴀɴᴅ ᴀʙᴏᴠᴇ ᴡʜᴏ ʜᴀᴠᴇ ᴇᴀʀɴᴇᴅ ᴀ ʀᴀɴᴋ ᴏꜰ ɪᴍᴍᴏʀᴛᴀʟ 1 ᴡɪʟʟ ɢᴇɴᴇʀᴀʟʟʏ ʙᴇ ᴇʟɪɢɪʙʟᴇ ᴛᴏ ᴄᴏᴍᴘᴇᴛᴇ ɪɴ ᴛʜᴇ Qᴜᴀʟɪꜰɪᴇʀꜱ, ʙᴜᴛ ᴡᴇ ᴀᴅᴠɪꜱᴇ ᴛᴏ ᴄʜᴇᴄᴋ ᴛʜᴇ ꜰᴜʟʟ ʀᴜʟᴇꜱ ᴀɴᴅ ᴘᴏʟɪᴄʏ ᴏɴᴄᴇ ᴛʜᴇʏ ᴀʀᴇ ʀᴇʟᴇᴀꜱᴇᴅ. ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ ᴡɪʟʟ ᴏꜰꜰᴇʀ ᴍᴜʟᴛɪᴘʟᴇ ʀᴇɢɪᴏɴᴀʟ ꜰɪɴᴀʟꜱ ᴛᴀᴋɪɴɢ ᴘʟᴀᴄᴇ ᴀᴄʀᴏꜱꜱ ɴᴏʀᴛʜ ᴀᴍᴇʀɪᴄᴀ, ᴇᴜʀᴏᴘᴇ, ᴄɪꜱ, ᴛᴜʀᴋᴇʏ, ᴀꜱɪᴀ, ᴏᴄᴇᴀɴɪᴀ, ʙʀᴀᴢɪʟ, ᴀɴᴅ ᴛʜᴇ ᴍɪᴅᴅʟᴇ ᴇᴀꜱᴛ. ꜱɪɴᴄᴇ ᴛʜᴇ ʟᴀᴜɴᴄʜ ᴡᴇ’ᴠᴇ ʙᴇᴇɴ ʙᴜꜱʏ ʟɪꜱᴛᴇɴɪɴɢ ᴛᴏ ʏᴏᴜʀ ᴇxᴘᴇᴄᴛᴀᴛɪᴏɴꜱ ᴀɴᴅ ʜᴏᴘᴇꜱ ꜰᴏʀ ᴛʜᴇ ꜰᴜᴛᴜʀᴇ ᴏꜰ ᴠᴀʟᴏʀᴀɴᴛ ᴇꜱᴘᴏʀᴛꜱ. ʙᴏᴛʜ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ɪɢɴɪᴛɪᴏɴ ꜱᴇʀɪᴇꜱ ᴀɴᴅ ʜᴜɴᴅʀᴇᴅꜱ ᴏꜰ ꜱᴍᴀʟʟᴇʀ ᴛᴏᴜʀɴᴀᴍᴇɴᴛꜱ, ᴡᴇ ʀᴇᴄᴇɪᴠᴇᴅ ᴠᴀʟᴜᴀʙʟᴇ ɪɴꜱɪɢʜᴛ ꜰʀᴏᴍ ᴛᴏᴜʀɴᴀᴍᴇɴᴛ ᴏᴘᴇʀᴀᴛᴏʀꜱ ᴀɴᴅ ꜰᴀɴꜱ ᴛʜᴀᴛ ᴡᴇ ʜᴀᴠᴇ ɪɴᴄᴏʀᴘᴏʀᴀᴛᴇᴅ ɪɴᴛᴏ ᴏᴜʀ ᴘʟᴀɴꜱ ꜰᴏʀ ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ. ᴄᴏᴍᴘᴇᴛɪᴛɪᴠᴇ ɪɴᴛᴇɢʀɪᴛʏ ʀᴇᴍᴀɪɴꜱ ᴏᴜʀ ɴᴜᴍʙᴇʀ ᴏɴᴇ ᴘʀɪᴏʀɪᴛʏ; ᴅᴜʀɪɴɢ ᴛʜᴇ ᴘᴀꜱᴛ ꜱɪx ᴍᴏɴᴛʜꜱ ᴡᴇ’ᴠᴇ ᴄᴏʟʟᴀʙᴏʀᴀᴛᴇᴅ ᴄʟᴏꜱᴇʟʏ ᴡɪᴛʜ ᴛʜᴇ ᴠᴀʟᴏʀᴀɴᴛ ᴀɴᴛɪ-ᴄʜᴇᴀᴛ ᴛᴇᴀᴍ ᴛᴏ ɪᴅᴇɴᴛɪꜰʏ, ɪɴᴠᴇꜱᴛɪɢᴀᴛᴇ, ᴀɴᴅ ʀᴇꜱᴘᴏɴᴅ ᴛᴏ ᴀɴʏ ꜱᴜꜱᴘɪᴄɪᴏᴜꜱ ʙᴇʜᴀᴠɪᴏᴜʀ ᴀɴᴅ ᴄᴏɴᴛɪɴᴜᴇ ᴛᴏ ᴅᴏ ꜱᴏ ʙᴏᴛʜ ᴅᴜʀɪɴɢ ᴛʜᴇ Qᴜᴀʟɪꜰɪᴇʀꜱ ᴀɴᴅ ᴛʜᴇ ꜰɪɴᴀʟꜱ. ᴡᴇ’ᴠᴇ ᴀʟꜱᴏ ᴇᴠᴀʟᴜᴀᴛᴇᴅ ᴡʜɪᴄʜ ꜰᴏʀᴍᴀᴛꜱ, ᴍᴀᴛᴄʜ ᴄᴀᴅᴇɴᴄᴇ, ᴀɴᴅ ꜱᴄʜᴇᴅᴜʟɪɴɢ ʙᴇꜱᴛ ᴄᴏᴍᴘʟɪᴍᴇɴᴛ ᴠᴀʟᴏʀᴀɴᴛ ᴀɴᴅ ᴇɴʜᴀɴᴄᴇ ᴛʜᴇ ꜰᴀɴ ᴇxᴘᴇʀɪᴇɴᴄᴇ. ꜰɪɴᴀʟʟʏ, ᴡᴇ’ᴠᴇ ᴘʀɪᴏʀɪᴛɪᴢᴇᴅ ᴍᴀɴʏ ᴏꜰ ᴛʜᴇ ᴏʙꜱᴇʀᴠᴇʀ ꜰᴇᴀᴛᴜʀᴇꜱ ʏᴏᴜ ʀᴇQᴜᴇꜱᴛᴇᴅ, ᴡɪᴛʜ ꜱᴇᴠᴇʀᴀʟ ʜᴀᴠɪɴɢ ꜱʜɪᴘᴘᴇᴅ ᴀʟʀᴇᴀᴅʏ ᴀɴᴅ ꜱᴇᴠᴇʀᴀʟ ᴍᴏʀᴇ ᴏɴ ᴛʜᴇ ᴡᴀʏ. ʏᴏᴜʀ ꜱᴜᴘᴘᴏʀᴛ ᴀɴᴅ ᴇɴᴛʜᴜꜱɪᴀꜱᴍ ʜᴀꜱ ʜᴇʟᴘᴇᴅ ᴛᴜʀɴ ᴠᴀʟᴏʀᴀɴᴛ ɪɴᴛᴏ ᴛᴏᴅᴀʏ'ꜱ ꜰᴀꜱᴛᴇꜱᴛ ɢʀᴏᴡɪɴɢ ᴇꜱᴘᴏʀᴛ, ᴀɴᴅ ʏᴏᴜʀ ꜰᴇᴇᴅʙᴀᴄᴋ ʀᴇᴍᴀɪɴꜱ ᴏɴᴇ ᴏꜰ ᴏᴜʀ ᴍᴏꜱᴛ ᴠᴀʟᴜᴀʙʟᴇ ʀᴇꜱᴏᴜʀᴄᴇꜱ ꜰᴏʀ ɪᴍᴘʀᴏᴠɪɴɢ ᴇꜱᴘᴏʀᴛꜱ. ᴡᴇ ʟᴏᴏᴋ ꜰᴏʀᴡᴀʀᴅ ᴛᴏ ꜱʜᴀʀɪɴɢ ꜰɪʀꜱᴛ ꜱᴛʀɪᴋᴇ ᴡɪᴛʜ ʏᴏᴜ ᴀɴᴅ ᴅɪꜱᴄᴏᴠᴇʀɪɴɢ ᴡʜɪᴄʜ ᴛᴇᴀᴍꜱ ᴡɪʟʟ ʙᴇᴄᴏᴍᴇ ᴛʜᴇ ꜰɪʀꜱᴛ ᴄʜᴀᴍᴘɪᴏɴꜱ ᴏꜰ ᴛʜᴇɪʀ ʀᴇɢɪᴏɴ!
  16. After a heavy duty patch last time, this one will be a little light. Raze mains should study the Blast Pack changes, guardians of the Guardian might appreciate the buff, and you'll soon have a lower chance of going back to back on the same map in any queue. This intro is brought to you by Orcane, with the big picture: This patch is quite a bit lighter than the last but we want to take some time to better understand the impact of our changes. We have already seen some shifts to the meta: Sage and Killjoy are seeing a bit less play, Breach and Viper are making a strong showing, and the Vandal is performing more reliably (especially at close ranges). While these major Agent changes settle, we have turned our eye on a more pressing issue: the Operator. We know that this weapon can feel very oppressive to play against, often leaving players feeling like there is no hope when attacking. We agree that the Operator is likely having an outsized impact on match outcomes and are testing a suite of changes to address this issue. For how important the Operator is to the game, we want to make sure we are making the right call, so we’re giving these changes a bit more time to soak internally to make sure we get them just right. AGENT UPDATES RAZE Blast Pack Initial damage reduced to 15 with a .2 meter inner radius, falling off to 5 minimum damage Once the satchel lands, it arms after .5 seconds, increasing it’s max damage to 50 Shooting the blast pack causes it to detonate, dealing its current damage amount Satchel no longer does damage to allies WEAPON UPDATES Guardian buff Price reduced from 2500 >>> 2400 Improved Rate of fire from 4.75 >>> 5.25 RPS (rounds per second) Improved weapon recovery from .35 after 3 bullets to .2925 after 3 bullets We don’t think the Guardian can (or should) compete directly with the Phantom or Vandal but we’d like it to have a place where players can feel good opting into the gun at the new price, is a competitive purchase in certain economic circumstances or map scenarios, and isn’t as punishing when an enemy gets close! MAP ROTATION CHANGES It’s happening! The possible pool of maps you can get placed on is now ‘pseudo-random’ rather than pure random. What that means is if you just played, say, Haven, the matchmaker will deprioritize that map in your next game.Matchmaking queue for all modes has been updated to measure all your recently played maps, throughout all modes, so that for any given queue you: Have a better chance of playing on a map you haven’t played recently Are much less likely to play on the same map several games in a row QUALITY OF LIFE Observers will now see a timer rather than their screen being obscured when observing a player who is blinded Full screen blind for observers can be turned back on in the options, for all you masochists Minimap performance improvements The social panel will now pause sorting while you’re hovering or interacting with it Updated verbiage in the All Ranks modal in the Career page to be more consistent with Competitive overtime rules
  17. VALORANT Patch Notes 1.07 Alright, a full patch this time. Killjoy gets her first major update, which should empower more counterplay against her Nanoswarm, as well as reduce its damage. Viper, Breach, Sova, and Sage also get some worthy changes.All shotguns get their aimpunch and tagging tuned, you can choose to remake a match (under certain conditions), lots of tweaks to the observer tool, and you get some new features that should help keep your identity private in-game. This patch is also part of an ongoing follow through on a promise to improve hit registration clarity, with several changes coming to the VFX of hit impact markers. AGENT UPDATES SAGE Heal Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds Our goal is to reduce the amount of healing done throughout the round. Disincentivize Sage from self healing and make it more expensive to do so. Slow Orb Size reduced by 30% This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should be if aimed properly. Barrier Orb Cost reduced from 400 >>> 300 Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP Our hope is to increase counterplay on Barrier and reduce the strength of the wall during reactive use. KILLJOY Nanoswarm Added a brief windup before damage begins DPS reduced from 60 >>> 40 Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased Killjoy’s Nanoswarm has been a terror to play against. It’s meant to be a strong stalling and post plant tool—but we feel it’s currently dealing far too much damage and players aren’t able to engage in the desired counterplay. Turret No longer revealed by Sova’s Recon Bolt More effectively shoots at an enemy’s last known location Sursa : playvalorant.com
  18. Salut, acest topic este destinat jucatorilor / playerilor de VALORANT Dragii mei, sunt curios ce ideei si ce sugestii aveti pentru un " Valorant pe placul vostru " asa ca, astept replay-urile voastre Nume : Rank : Sugestia ta : De ce crezi ca sugestia ta ar fi buna ? : Alte obiectii ? : Pentru un topic cat mai frumos am sa va impun cateva reguli : - Nu este permis limbajul licentios / vulgar - Nu este permisa batjocora de model cat si de topic / alti membrii - Fiecare isi poate expune opinia fara ca nimeni sa ii reproseze nimic - Nu repostati sugestia / ideea unuia din membrii ( repost ) - Este permis cate 3 sugestii de fiecare ( adica 3 post-uri diferite nu 3 sugestii intr-un singur model ) - Este permisa critica constructiva de ex Y a avut sugestia : ar fi ok sa se adauge in valorant grenazi iar tu X ii poti da quote cu " Uite, grenazile ar fi inutile deoarece skill-urile agentilor au deja grenazi, i-ar face inutili "
  19. Aici vorbim despre VALORANT ! Incep eu : Ce parere aveti despre jocul Valorant in sine, ce plusuri si ce minusuri are ? Ce ati adauga ? Eu vad Valorant-ul in sine ca un joc cartoony battle 5v5, un Cs:GO cu asa zisele " puteri ", skill-uri unice pe fiecare agent Un minus ar fii jucatorii toxici / cei care stau afk As adauga mai multe lucruri la battlepass free pentru cei care nu il cumpara / nu le dau parintii bani sa il cumpere . Astept mai jos si sa vad parerile voastre !
  20. 1. REYNA // ROLE DUELIST // BIOGRAPHY Forged in the heart of Mexico, Reyna dominates single combat, popping off with each kill she scores. Her capability is only limited by her raw skill, making her highly dependent on performance. SPECIAL ABILITIES Q - DEVOUR Enemies killed by Reyna leave behind Soul Orbs that last 3 seconds. INSTANTLY consume a nearby soul orb, rapidly healing for a short duration. Health gained through this skill exceeding 100 will decay over time. If EMPRESS is active, this skill will automatically cast and not consume the orb. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltb216220f42c804e2/5ecad85d4a28e119db5622a8/Reyna_Q_v001_web.mp4 E - DISMISS INSTANTLY consume a nearby soul orb, becoming intangible for a short duration. If EMPRESS is active, also become invisible. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt77e99ec99ef3a839/5ecad85e2f5c725928765503/Reyna_E_v002_web.mp4 C - LEER EQUIP an ethereal destructible eye. ACTIVATE to cast the eye a short distance forward. The eye will Nearsight all enemies who look at it. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltf6109b8be97e8d96/5ecad85db42d3333c95dd1b2/Reyna_C_v002_web.mp4 X - EMPRESS INSTANTLY enter a frenzy, increasing firing speed, equip and reload speed dramatically. Scoring a kill renews the duration. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltadf53a38e449cb4d/5ecad85cbab1845d392dfd0f/Reyna_X_v001_web.mp4
  21. 1. CYPER // ROLE SENTINEL // BIOGRAPHY The Moroccan information broker, Cypher is a one-man surveillance network who keeps tabs on the enemy's every move. No secret is safe. No maneuver goes unseen. Cypher is always watching. SPECIAL ABILITIES Q - CYBER CAGE INSTANTLY toss the cyber cage in front of Cypher. Activate to create a zone that blocks vision and slows enemies who pass through it. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt019fa05d6b7fddef/5ecad7e597b46c1911ad186c/Cypher_Q_v001_web.mp4 E - SPYCAM EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera’s view. While in control of the camera, FIRE to shoot a marking dart. This dart will reveal the location of any player struck by the dart. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt47c03800823ce304/5ecad7e64a28e119db562296/Cypher_E_v001_web.mp4 C - TRAPWIRE EQUIP a trapwire. FIRE to place a destructible and covert tripwire at the targeted location creating a line that spans between the placed location and the wall opposite. Enemy players who cross a tripwire will be tethered, revealed, and dazed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt9b7d004dc573791c/5ecad7e85e73766852c8ed8c/Cypher_C_v001_web.mp4 X - NEURAL THEFT INSTANTLY use on a dead enemy player in your crosshairs to reveal the location of all living enemy players. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt29f3571576a3937f/5ecad7e5e2a559592eb0c1b0/Cypher_X_v001_web.mp4
  22. 1. VIPER // ROLE CONTROLLER // BIOGRAPHY The American chemist, Viper deploys an array of poisonous chemical devices to control the battlefield and cripple the enemy's vision. If the toxins don't kill her prey, her mind games surely will. SPECIAL ABILITIES Q - POISON CLOUD EQUIP a gas emitter. FIRE to throw the emitter that perpetually remains throughout the round. RE-USE the ability to create a toxic gas cloud at the cost of fuel. This ability can be RE-USED more than once and can be picked up to be REDEPLOYED. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blte5200bab40679f96/5ecad8935e73766852c8ed94/Viper_Q_v001_web.mp4 E - TOXIC SCREEN EQUIP a gas emitter launcher. FIRE to deploy a long line of gas emitters. RE-USE the ability to create a tall wall of toxic gas at the cost of fuel. This ability can be RE-USED more than once. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt66a45c1fe76ca647/5ecad893957e405e0990575d/Viper_E_v001_web.mp4 C - SNAKE BITE EQUIP a chemical launcher. FIRE to launch a canister that shatters upon hitting the floor, creating a lingering chemical zone that damages and slows enemies. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt5e70987e8ac2f2d6/5ecad893722d20585b2f4a4c/Viper_C_v001_web.mp4 X - VIPER’S PIT EQUIP a chemical sprayer. FIRE to spray a chemical cloud in all directions around Viper, creating a large cloud that reduces the vision range and maximum health of players inside of it. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt41c75111b2eac6b5/5ecad8923a450a58554b7078/Viper_X_v001_web.mp4
  23. 1. SOVA // ROLE INITIATOR // BIOGRAPHY Born from the eternal winter of Russia's tundra, Sova tracks, finds, and eliminates enemies with ruthless efficiency and precision. His custom bow and incredible scouting abilities ensure that even if you run, you cannot hide. SPECIAL ABILITIES Q - SHOCK BOLT EQUIP a bow with a shock bolt. FIRE to send the explosive forward, detonating upon collision and damaging players nearby. HOLD FIRE to extend the range of the projectile. ALTERNATE FIRE to add up to two bounces to this arrow. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt7af29765c99f807d/5ecad882722d20585b2f4a48/Sova_Q_v001_web.mp4 E - RECON BOLT EQUIP a bow with a recon bolt. FIRE to send the recon bolt forward, activating upon collision and revealing the location of nearby enemies caught in the line of sight of the bolt. HOLD FIRE to extend the range of the projectile. ALTERNATE FIRE to add up to two bounces to this arrow. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt44b27c0d688217db/5ecad88398f79d6925dbee21/Sova_E_v001_web.mp4 C - OWL DRONE EQUIP an owl drone. FIRE to deploy and take control of movement of the drone. While in control of the drone, FIRE to shoot a marking dart. This dart will reveal the location of any player struck by the dart. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt07d2025ac5dcd792/5ecad883f5bd13348a6cac89/Sova_C_v001_web.mp4 X - HUNTER’S FURY EQUIP a bow with three long-range wall-piercing energy blasts. FIRE to release an energy blast in a line in front of Sova, dealing damage and revealing the location of enemies caught in the line. This ability can be RE-USED up to two more times while the ability timer is active. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltf9fc34106a23479c/5ecad88397b46c1911ad1872/Sova_X_v001_web.mp4
  24. 1. SAGE // ROLE SENTINEL // BIOGRAPHY The stronghold of China, Sage creates safety for herself and her team wherever she goes. Able to revive fallen friends and stave off aggressive pushes, she provides a calm center to a hellish fight. SPECIAL ABILITIES Q - SLOW ORB EQUIP a slowing orb. FIRE to throw a slowing orb forward that detonates upon landing, creating a lingering field that slows players caught inside of it. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt4f4fdcc86da69972/5ecad872722d20585b2f4a44/Sage_Q_v001_web.mp4 E - HEALING ORB EQUIP a healing orb. FIRE with your crosshairs over a damaged ally to activate a heal-over-time on them. ALT FIRE while Sage is damaged to activate a self heal-over-time. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltf1d16edc36ba3386/5ecad87152c5395e0f2dd0ea/Sage_E_v001_web.mp4 C - BARRIER ORB EQUIP a barrier orb. FIRE places a solid wall. ALT FIRE rotates the targeter. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/blt5a0edb670c30fbdc/5ecad8732f5c725928765507/Sage_C_v001_web.mp4 X - RESURRECTION EQUIP a resurrection ability. FIRE with your crosshairs placed over a dead ally to begin resurrecting them. After a brief channel, the ally will be brought back to life with full health. https://assets.contentstack.io/v3/assets/bltb6530b271fddd0b1/bltef1820f276fbaa0c/5ecad871957e405e09905755/Sage_X_v001_web.mp4
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