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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
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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