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Valorant screenshot
Genre: Shooter, Tactical

Valorant

VALORANT Patch Notes 3.07

I hope the last patch was enough excitement for one patch cycle. Patch 3.07 is all about fixing a number of common crashes some of you may have experienced in the past.

Slight changes to Deathmatch will remove penalties for leaving Deathmatch early, and Agents who frequently get high can no longer escape the upper most portion of Viper’s wall decay.

Read it below!

AGENT UPDATES

VIPER

  • Passing through the highest portion of Viper’s wall now correctly applies instant decay to high-flying Agents
  • Updated the visuals for the dissolving effect seen while inside Viper’s smoke to better match the visuals seen from the outside, in an attempt to remove any type of peeker’s advantage when playing from within the smoke.

JETT

  • Jett’s Blade Storm kunai will now recharge after killing a training dummy or defuse practice bot

SOCIAL UPDATES

  • Penalties removed for leaving Deathmatch early
    • Full game participation is required to earn XP.

PERFORMANCE UPDATES

  • New setting, in Beta, “Raw Input Buffer” improves performance of input device processing
    • VALORANT has used Raw Input for devices since launch. Enabling “Raw Input Buffer” will adjust which APIs are used for processing Raw Input.
    • Should result in minor performance improvement and identical input latency when used with standard input devices and gaming mice.
    • Major performance improvement when used with 8000hz polling rate mice.
    • 8000hz polling rate mice are supported with this feature enabled.

GAME SYSTEM UPDATES

  • A slew of fixes for some common crashes as reported by players

BUGS

Social

  • Fixed a bug where the text cursor would relocate to the right when editing text in the Report A Player menu

Game System

  • Fixed a bug where Team Ace could be awarded in scenarios where it wasn’t earned by the team (we still respect teamwork!).

VALORANT Patch Notes 3.06

This round of balance changes targets two Initiators: Skye and KAY/O. Skye’s benefitted from some quick movement shortly after her flashes and frequent Seekers, so we’ve slowed her down a tad and bumped the cost of her ult. For KAY/O, he should be better at hiding his FLASH/drive pitches.

And then there’s Jett. Simply put, these changes are about getting the most out of Blade Storm’s primary fire and creating matching damage rules for the alternate fire. In the same vein, there is one less smoke to work with, so choose wisely.

Five of the maps now come with sturdier crates, offering more protection for attackers on some planting sites, or safer positioning for defenders.

AGENT UPDATES

SKYE

We’ve liked that Skye has been able to play off her own flash more and more. But lately, there's a sense that it's become too effective and optimal to play off of herself in some situations. An increase to the unequip time should make it slightly more difficult for Skye to capitalize on Guiding Light bird flashes as quickly as before—making coordinated play or different styles of flashes more competitive.

The increased activation time aims to give prepared enemies a slightly larger window to react, without trivializing her main Initiator tool. Also, we’ve seen both the frequency of Skye’s ult and its effectiveness increase as players have become more skilled with the Agent. Looking at the recon and impact it can provide, it now seems more appropriate amongst the ults that cost seven points.

  • Guiding Light (E)
    • Unequip time after casting or bending Guiding Light’s projectile increased .5 >>> .75
    • Windup time after activation before the flash goes off increased .25 >>> .3
  • Seekers (X)
    • Cost increased 6 >>> 7

KAY/O

When we first launched KAY/O, we had two big questions: “How strong is Suppression for initiation?” and “Can regular flashbangs exist against other flashes in VALORANT?” Although we believed the ability to lab out flashes was where the power could come in, we over-indexed on telegraphing the projectile, which is holding back its success.

These changes should help reward those of you that put in additional effort to throw clever pop flashes. As far as the ultimate goes, we wanted to increase the baseline value of the ultimate by ensuring a longer suppression window for those explosive site takes.

  • FLASH/drive
    • Duration of windup telegraph reduced 0.5s >>> 0.3s
    • Duration of windup telegraph reduced on Right Click 1s >>> 0.3s
    • The audio attached to the in-flight projectile has been removed
  • NULL/cmd
    • Does not stop pulsing after being downed

JETT

  • Cloudburstcharges reduced 3 >>> 2
    • Our feeling here is that Jett has one too many smokes, and it’s contributed to a sense that she could get away with using them at any time, have more to spare, or spam them without much thought.
    • The reduced charges for her smoke should hopefully make the choice on whether to smoke a choke point, smoke a path for a dash, or make a one-way, a more tactical one.
  • Bladestorm Right-click/Alternate Fire kills no longer recharge Jett’s kunai
    • By removing the recharge, we hope Jett mains will optimize for the single kunai kills in order to keep the Bladestorm going and really play into the high precision fantasy Jett is all about.
    • We want to incentivize the high skill primary fire kills while still allowing the low-risk-low-reward burst fire option.
  • Bladestorm Right-click/Alt. Fire damage changes are reverted, damage and multipliers will mirror the left-click
    • We’ve seen Jett’s right-click be very unpredictable and feel that it’s confusing to have different damage rules than the left-click. This change should unify how both modes of fire work and provide a little more predictability if Jett decides to go for the single kill as opposed to chaining.

MAP UPDATES

Fracture

  • Tunnel to Generator/Canteen areas can no longer be bullet penned (a.k.a. wallbang)
  • One crate on B site is no longer pennable
    • This should create a safer planting option for attackers, while retaining a riskier, but more powerful option.

Icebox

  • The crate stack on B site is no longer pennable, this is to create a safer planting option for attackers

Haven

  • One stack of crates on C site is no longer pennable, this is to create a safer planting option for attackers

Ascent

  • One crate on A site is no longer pennable, this is to create a safer position on site for defenders

Bind

  • One stack of crates on A site is no longer pennable, this is to create a safer planting option for attackers

GAME SYSTEM UPDATES

  • For users of the Public Beta Environment (PBE), your settings for Live and PBE have been split, and your setting should no longer be wiped when going between the two environments

ESPORTS FEATURES

  • Coaches now default into all-chat rather than team chat where they're muted for competitive integrity reasons
    • This should fix some issues where calling timeouts did not work via text methods (/timeout or /to)

BUGS

Map

Social

  • Deathmatch penalties will no longer prevent you from getting banned for AFK-ing
    • Sorry about this bug! Penalties should have been reverted.

VALORANT Patch Notes 3.05

VALORANT Episode 3 continues with Act II, with new features all collected in this article for easy reading (Fracture map, fresh Battlepass, Spectrum skinline!).

This patch adds more consistency to the damage that abilities deal to opposing abilities, tweaks to everyone’s favorite two robots, and a follow through on our attempt to adjust our rank distribution mentioned in a previous Ask VALORANT.

Don’t skip the Fracture-only queue and new XP Boost for Premium Battlepass owners.

AGENT UPDATES

Brimstone, Sova, and Breach are all receiving consistency changes to ability damage. We want to reward those of you who are creative with the ability sandbox, using your tools to solve the obstacles other Agents are creating. To ensure this, physical objects across VALORANT need to interact in a reliable and consistent manner, so you can properly plan and execute without knowing ability-specific interactions.

BREACH

Aftershock (C)

  • Now deals damage to the following:
    • Killjoy Alarm Bot
    • Killjoy Nanoswarm
    • Killjoy Lockdown
    • Cypher Tripwire
    • Reyna Leer
    • Sage Barrier Orb
    • Sova Recon Bolt
    • KAY/O Zero/Point

BRIMSTONE

Orbital Strike (X)

  • Now deals damage to the following:
    • Killjoy Nanoswarm
    • Cypher Trapwire
    • Sage Barrier Orb
    • Sova Recon Bolt
    • KAY/O Zero/Point

SOVA

Hunter’s Fury (X)

  • Now deals damage to the following:
    • Killjoy Nanoswarm
    • Cypher Trapwire
    • Sage Barrier Orb
    • Sova Recon Bolt
    • KAY/O Zero/Point

KILLJOY

Killjoy’s Turret is a versatile ability that provides information, chip damage, and a powerful slow. While manageable during mid to later rounds, the Turret can be especially oppressive on pistol rounds down longer sightlines, where the tagging intensity combined with weapon spread makes it challenging to press forward. These changes aim to slightly tone down the Turret’s ability to impede rushes, and give opponents more counterplay options.

Turret (E)

  • Bullet tagging reduced 72.5% slow >>> 29.5% slow

RAZE

The Boom Bots' ability to clear space, spot, and track opponents, as well as one-shot enemies with Light Shields, left you with limited options on how to counterplay—especially during low economy rounds. So, we’re trading off reduced damage output for an ability cost reduction in order to introduce more Boom Bot counterplay options. This should also increase the frequency that Raze mains can use Boom Bot to create space.

Boom Bot (C)

  • Max damage reduced 125 >>> 80
  • Min damage reduced 50 >>> 30
  • Cost reduced 400 >>> 300

MAP UPDATES

  • NEW MAP: Fracture is live!
    • See below for more info on the Fracture map rotation

COMPETITIVE UPDATES

  • Immortal 1/2/3 rank tiers are back!
    • The Leaderboard will update to distinguish between those of you in each Immortal tier.
  • Updated Ranked grouping restrictions to accommodate return of Immortal 1/2/3:
    • Diamond 1 → Immortal 1
    • Diamond 2 → Immortal 2
    • Diamond 3 → Immortal 3
  • Adjusted Competitive ranked distribution as detailed in a previous article
  • Fracture only queue!
    • This queue is a standard, Unrated mode that will give players a chance to practice the new map before they see it in Competitive play.
    • Fracture-only queue will be available for 2 weeks, afterwards Fracture will enter Competitive.

PROGRESSION UPDATES

Premium Battlepass Bonus XP

  • Upgrading to the Premium Battlepass will grant a 3% XP boost toward Battlepass tier progression for all matchmade games until the end of Act II
    • We believe the Battlepass experience is at its best when you’re able to earn hype rewards as you unlock tiers, hitting major milestones and feeling good about what you’ve earned.
  • This is not retroactive, so upgrading early will give you access to the most amount of XP
  • The XP boost does not apply toward Daily or Weekly Missions

SOCIAL UPDATES

  • Updated AFK detection logic to deter players from farming Battlepass/Account Levels by AFKing in game modes like Deathmatch and Snowball Fight

PERFORMANCE UPDATES

  • Updated the ping calculation to exclude the server frame time.
  • Updated markers used by NVIDIA Reflex
    • NVIDIA Reflex is used to reduce and measure rendering latency. This update should allow Reflex to better pace frames by adding present markers as well as fixes on some older markers.

BUGS

Agents

  • Fixed a bug where concurrent, overlapping ally and enemy Viper smoke could cause the nearsight and decay to never remove
  • Fixed a bug where Omen could become stuck in other objects if they were blocking the return location of From the Shadows
  • Omen will no longer equip his weapon slower than intended after casting Dark Cover
  • Astra will no longer equip her weapon slower than intended after exiting Astral Form
  • Fixed KAY/O’s NULL/cmd waves from destroying the glass on Ascent

Competitive

  • Fixed a bug that would cause the Leaderboard to infinitely load when searching for a specific player.

Esports Features

  • For Coaches, the Loading screen should now properly display all of the Agent select information (Agent compositions of both teams, etc)
  • Fixed an issue where Observer Moderators could not see the pause match timer option if they disconnected and then reconnected during a round

VALORANT Patch Notes 3.04

Patch 3.04 rolls deep with the gameplay tech and esports features updates along with copious amounts of bug fixes among Agents and other areas.

Read them below.

AGENT UPDATES

OMEN

  • Fixed an issue where Omen’s Dark Cover could travel in unintended ways
    • This Dark Cover bug caused the ability to settle slightly off from where it was aimed. You may notice a slight change in how the smoke behaves while travelling and settling, but it will now land exactly where the targeting preview shows.

GAMEPLAY TECH UPDATES

  • Improvements to Performance Stats and Graphs (Settings > Video > Stats)
    • Added these stats:
      • Packet loss breakdowns (separate tracking for in/out and packet counts)
      • Upload data usage and average packet sizes
      • Packet send/receive rate
      • Used/Available Memory
    • Changed display to moving average for some of the noisier stats where instantaneous values aren't as relevant
    • Added support for showing both average and max values for some stats
    • Reduced performance cost for tracking and displaying these stats

ESPORTS FEATURES

The Esports team wanted to add a Special thank you to the legendary observers and our partners in crime: Heather “sapphiRe” Garozzo and DJ “prius” Kuntz. You’ve helped us from the shadows over the last year in building up our observing toolkit and we appreciate y’all very much!

  • Custom Lobby player order will now persist into Agent select screens and into the game for observers.
  • Tactical Timeouts will now display in the color corresponding to the team that called the timeout (Teal for Defenders, Red for Attackers)
  • Observers will now correctly see Cypher’s equipped utility in his hand
  • The white dot above a player’s head in 3rd-person no longer displays for observers
  • Viper ult will properly display on the observer minimap
  • There will no longer be a brief flash for observers when swapping player targets or swapping to players after projectile follow
  • You can no longer interact with the shop during a timeout to avoid spooky vanishing weapons
  • Observers with minimal HUD enabled will properly follow minimap toggle settings when they are following another observer
  • Player nameplates no longer persist on the screen for projectile-follow observers

QUALITY OF LIFE

  • Improved model viewer
    • We’ve improved how some items appear in the store so you can preview weapons in their full glory! You should be able to see the guns with all of their various parts and effects properly.

SOCIAL UPDATES

  • Fixed a bug where, in some cases, player invites would not disappear after being rejected
  • Fixed a bug where Loopback test was not functioning, so you should be able to test out your voice settings once again

BUG FIXES

Agents

  • Fixed a bug where the Nearsight effect is removed when you’re killed inside smokes
  • Fixed Viper’s fuel will no longer continue to drain after her smokes go down if she is suppressed right as she activates Toxic Screen or Poison Cloud.
  • KAY/O will no longer equip abilities that have no charges if they were equipped and used right after activating NULL/cmd
  • Other abilities can no longer be placed on Cypher’s Cyber Cage projectile while it’s in mid-air
  • Fixed a bug where the buff/debuff timers did not show up for spectators or observers
  • Fixed a bug where ability UI would show you the suppressed effect visuals if an ally they were spectating at the end of the last round was suppressed.

Gameplay Tech

  • Fixed an issue that caused attackers to win if all living players died simultaneously before the Spike was planted (e.g., from the same Raze Showstopper)
    • The defending team will now win in these rare cases, since they successfully prevented the attackers from planting.
    • Behavior is unchanged if either team outlives the other—an elimination victory is awarded to the team that survives longer.
  • Fixed an issue where turning off “Show Bullet Tracers” turned off everyone’s tracers, including your own.
    • Toggling the feature off will only hide your tracers but enemy/ally tracers will still be visible.
  • Fixed an issue where some settings were not saved properly
    • This affected Perf Stats & Graphs, as well as some Shooting Range settings.

VALORANT Patch Notes 3.03

Hey! Let’s start with a quick note on Yoru from our Character Producer, John Goscicki:

Hey all, wanna touch on the Yoru changes we were hoping to get out by 3.02. Due to some unforeseen circumstances, the team is going to have to indefinitely delay the Yoru updates. We’re in a situation at the moment where certain resources needed to do this work are unavailable to us. As soon as we get a clearer picture of when we can ship these changes, you’ll be the first to know. Sincere apologies to everyone who has been looking forward to these.

What we do have is a lineup of new crosshair settings, the ability to shoot through Radianite crates, and a system to make it easier to revert AFK penalties due to server issues on our end.

There’s also the following Viper bug fix:

AGENT UPDATES

VIPER

  • Fixed a bug where Viper’s Pit started forming at the cursor placement point instead of around Viper
    • OK so this is technically a bug fix, but it alters the way Viper’s Pit is deployed. We accidentally shipped a bug in 3.01 that caused her ultimate to spawn at her placement reticle instead of around her. We know a lot of Viper mains thought this was an intentional buff and might not be happy about this revert—we’re very sorry to cause pain for you all.
    • We think that Viper’s Pit can be a very potent tool for holding an area. Given that impact, it’s important that her team pays the cost of securing ground before she can place her ult, as opposed to being able to cast it forward into areas without giving up her position.

GAMEPLAY TECHNOLOGY UPDATES

Crosshair Settings

  • Turn on "Use Advanced Options" to additionally customize your ADS crosshair and sniper scope center dot!
  • Added the ability to save and switch between multiple crosshair profiles
    • We hear y'all on wanting the ability to share your crosshair settings, and we agree! We don't have an exact time frame on when that will be coming, but it is definitely on our radar.
  • Added a setting to set a minimum firing error across all weapons
  • Added a setting to use the primary crosshair with shotguns

MAP UPDATES

  • You can now shoot through Radianite crates,with appropriate weapons, from all angles
    • Previously, you could shoot through some crates from limited directions, but not others.
  • Updated ziplines to allow the 'Use' key so you can detach at any point

SOCIAL UPDATES

  • Added a system that enables us to automatically revert any AFK penalties applied to you in the event of unexpected server instability

COMPETITIVE UPDATES

  • Autobalance button added for custom games with > 6 players based on players' MMR

NETWORK UPDATES

  • Improved the accuracy and responsiveness for the ping calculation
  • Ping stats now show both the average and the max ping values to help you better understand your networking conditions
    • The average value is calculated from multiple samples collected over a small interval of time—the max value is the largest value within that sample.

BUG FIXES

  • Fixed a big where Killjoy’s turret was not affected by concuss
  • Fixed Astra’s Gravity Well from pulling people while they were attached to ascenders
  • Fixed a bug where Astra could activate Dissipate while attached to ascenders
  • Fixed Boombot, Owl Drone, and Fakeout from destroying Sage’s Barrier Orb if placed in a way that overlapped a segment of the barrier wall

VALORANT Patch Notes 3.02

More bug fixes in this patch while we continue to evaluate those large Episode 3 changes—especially KAY/O’s overall impact.

Hey look, we fixed the volume slider!

GAME SYSTEM UPDATES

  • Changes made to how clipping is calculated, which should result in less clipping overall in your gameplay
    • Yes, things are still going to clip, but you will see a noticeable lack of hands, melees, abilities, and general effects poking through thin walls.

SOCIAL UPDATES

  • Added a space between the Match Rank and Leaderboard Ranking for Immortal+ rankings in the Hover Card UI

BUG FIXES

Agents

  • Sage can no longer place her Barrier Orb between the pyramids on Breeze to create a sliver peek
    • “Sliver peek” refers to a very small gap created by sandwiching two things and creating an advantageous line of sight.
  • Fixed KAY/O’s textures applying themselves to weapons when he is re-stabilized during NULL/cmd(X)
  • Removed the ability to place Raze’s Boombot through some walls

Social

  • Fixed a bug where the Team-voice volume sliders would always reset to 50
    • Hooray! That’s the sound of us thanking you for your patience.
  • Fixed a bug where the scrollbar in the Social Panel would sometimes display incorrectly
  • Fixed the pixelated border surrounding the Unranked icon in the Hover Card UI
  • Fixed an issue where the blurred background would sometimes make friend notes illegible in the Hover Card UI
  • Fixed a bug where the VCT Masters Reykjavik Winner Title would get overlapped by the Player Card in the Hover Card UI

VALORANT Patch Notes 3.01

Patch 3.0 was like an over-sized meal, where now we sit and let the food settle.

As we hope you can tell from the bug fixes below, we’re still tackling a few issues, and letting the major Patch 3.0 changes play out while we spot some potential future changes.

BUG FIXES

Agents

  • Sage’s can no longer place Barrier Orb on some projectiles while they’re in the air
  • Fixed bug where Skye was able to activate the flash of Guiding Light while suppressed
  • Fixed the ability to heal KAY/O while downed in NULL/CMD
  • Fixed Sova’s Recon Bolt projectile from looking deployed for enemies when flying through the air

Social

  • Fixed a bug where you were able to abuse text chat colors to impersonate system messages
  • Fixed a bug where the invite button UI overlapped with Defender Coach UI in Custom Games
  • Fixed bug where names were appearing as question marks if you had the “Use Generic Names for Players Outside my Party” setting turned on

Progression

  • Fixed alignment issues in Observer view
  • Fixed Account Leveling issue where some of you got a lower level than intended
    • If impacted, you will receive your correct Account Level and will keep the AP gained while playing at the incorrect level.
  • Fixed visual issues affecting Account Leveling at the End of Game screen

VALORANT Patch Notes 3.0

Aside from the below, don’t forget the rest that is coming as part of Episode 3 Act I, which you can read about in our summary. Now a word from our design leads:

While there are a lot of changes with this patch, they are focused around refining two critical components of the game: Increasing the importance of precise gunplay and expanding the tactical sandbox.

When we think of VALORANT, we consider every map, weapon, and character to be a part of an ever-changing sandbox where you can use your skill and creativity to overcome any challenge you face. We believe VALORANT is at its best when you face a wide variety of unique challenges and are forced to make hard choices about tools and strategies you’ll use to overcome them. To that end, we have taken a pass at the entire economy of the game, changing weapon and ability prices so they better suit their impact on a match and allow players to create more dynamic, varied loadouts, and strategies.

Game-spanning changes like these can be painful as we are asking you all to relearn many things that you’re now comfortable with. There will be times when you are forced to make harder choices about what you bring into battle each round or forced to engage with an opponent differently—but just know that your enemies are facing the same challenges.

—Max Grossman and Sal Garozzo, Co-Lead Designers

AGENT UPDATES

To hit our goal of creating a more dynamic sandbox, we have adjusted ability pricing, cooldown rates, and ultimate costs on every Agent. Generally, we noticed that certain agents were able to have too much impact with their abilities without making any significant tradeoffs. Our goal here is to create a healthier pace of abilities throughout a round and force you to think more critically about your purchase decisions.

ALL AGENTS

  • Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
    • For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
  • Charges gained from cooldowns are now always temporary
  • Visibility returns faster during the fadeout period of all flashes

ASTRA

Astra is incredibly popular at higher levels of play and we felt that a few of her play patterns are difficult to respond to round over round. We want Astra to be potent at applying map-wide pressure, but she’s able to do that much too frequently and without much counterplay or cost. These changes aim to add more counterplay on barrier drop, and provide much longer and clearer cooldown windows after Astra uses or recalls her Stars.

Nova Pulse (Q)

  • Cooldown time increased 12 >>> 25

Gravity Well (C)

  • Cooldown time increased 12 >>> 25

Stars/Astral Form (X)

  • Stars are now inactive when placed during the buy phase
    • When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.
  • On Attack, Astra can now see the Spike’s location in Astral form
    • This representation does not animate so it will not provide additional info on the status of the Spike.
  • Recall cooldown increased 8 >>> 15
  • Granted signature charges decreased 2 >>> 1
  • Star cost decreased 200 >>>150

BREACH

The introduction of KAY/O, warrants a tuning pass on our other Initiators.

For Breach, we’re removing his third flash charge and attempting to spread impact across his kit. The updates to his other abilities should provide more reliable outputs for Breach and his allies. Along with this, some abilities are getting shorter cast commitments and the speed of his Flashpoint projectile is being slowed to give Breach a chance to re-equip his weapon and work off his tools.

Flashpoint (Q)

  • Total charges reduced 3 >>> 2
  • Cost increased 200 >>> 250
  • Projectile speed decreased 2500 >>>2000

Fault Line (E)

  • Full charge time decreased 1.5 >>> 1 second
  • Width increased 600 >>> 750
  • Telegraph windup time decreased 1.3 >>> 1
  • Concussion duration increased 3 >>> 3.5
  • Unequip time after firing decreased 1 >>> .7
  • Cooldown time increased 35 >>> 40

After Shock (C)

  • Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
  • Explosion radius increased 260 >>> 300
  • Unequip time after firing decreased 1.1 >>> .9 seconds
  • Cost increased 100 >>> 200

Rolling Thunder (X)

  • Width of all explosions increased to 2300, which was the previous width of the final explosion

BRIMSTONE

Incendiary (Q)

  • Cost increased 200 >>> 250

CYPHER

Neural Theft (X)

  • Ultimate points required decreased 7 >>> 6

JETT

We’ve reverted the Jett/Cypher trapwire interaction. When we initially made this change, there was a strong sentiment about Jett feeling weak and Cypher feeling oppressive to play against.As players have gotten better at dealing with Cypher’s traps and Jett has carved out strong value in the game, we think that Jett should have to play and plan around Cypher's deliberate setup instead of being able to bust through it without thought.

Updraft (Q)

  • Cost increased 100 >>> 150

Tailwind (E)

  • No longer breaks Cypher’s Trapwire

Cloudburst (C)

  • Cost increased 100 >>> 200

Bladestorm (X)

  • Ultimate points required increased 6 >>> 7

KILLJOY

Alarmbot (Q)

  • Cooldown after pickup increased 7 >>> 20

Turret (E)

  • Cooldown after pickup increased 10 >>> 20

OMEN

Paranoia (Q)

  • Cost decreased 400 >>> 300

Dark Cover (E)

  • Granted signature charges reduced 2 >>> 1
  • Omen now must buy his second smoke for 100
  • Cooldown time increased 35 >>> 40

Shrouded Step (C)

  • Cost increased 100 >>> 150

PHOENIX

Curveball (Q)

  • Cost increased 200 >>> 250

RAZE

Model Update

  • Model has been updated with a polish pass

Boombot (C)

  • Cost increased 200 >>> 400

Showstopper (X)

  • Ultimate points required increased 7 >>> 8

REYNA

Leer (C)

  • Cost increased 200 >>> 250

SAGE

Slow Orb (Q)

  • Cost increased 100 >>> 200

Barrier Orb (C)

  • Cost increased 300 >>> 400

Resurrection (X)

  • Ultimate points required increased 7 >>> 8

SKYE

Skye will lose her third flash charge, but she’ll now regain charges on a cooldown for her signature. We’ve made it so Skye no longer needs to put her gun down to activate Guiding Light and made some quality of life improvements when guiding the projectile or letting it fly free. We’ve felt Trailblazer’s vision radius has been slightly too small to clear the medium size rooms—where it should excel—and that the concuss could use a little more bite given how difficult it is to land. We hope these changes will help push Skye’s viability in solo queue and help her carve out a competitive spot in organized play.

Trailblazer (Q)

  • Vision radius increased 1750 >>> 2250
  • Max concussion duration increased 3 >>> 4
  • Cost increased 200 >>> 250

Guiding Light (E)

  • Charges reduced 3 >>> 2
  • Charges are now replenished on a 40-second cooldown
  • Skye no longer needs to re-equip to trigger her flash
  • Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
  • Audio attenuation when cast reduced 3250 >>> 1250
  • Cost of charges increased 100 >>> 250

SOVA

Shock Dart (Q)

  • Cost increased 100 >>> 150

Recon Bolt (E)

  • Cooldown time increased 35 >>> 40

Owl Drone (C)

  • Cost increased 300 >>> 400

Hunter’s Fury (X)

  • Ultimate points required increased 7 >>> 8

VIPER

Snakebite (C)

  • Duration reduced 8 >>> 6.5
  • Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
  • Cost increased 100 >>> 200
    • We’ve seen a massive resurgence in Viper’s popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.

YORU

Blindside (Q)

  • Cost increased 200 >>> 250

Gatecrash (E)

  • Cooldown time increased 35 >>> 40

WEAPON UPDATES

Since launch, run-and-gun has been a hot topic. While we believe that there are certain situations that moving and shooting should be powerful, it is currently more potent than we’d like. This patch targets a piece of the puzzle that we haven’t touched before which is what we call “tag into accuracy.”

“Tag into accuracy” is our internal name for a phenomenon where a fully running player starts firing at you without slowing down; then, you shoot and hit them, applying the tagging debuff and slowing them down. This inadvertently drops their speed enough to make their bullets more accurate, even if they aren’t trying to come to a stop. This behavior is a root cause of a lot of the run and gun clips we see and the changes this patch should mitigate the effectiveness of this, particularly at longer ranges. All in all, our aim is to better reward proactive and precise movement.

With slightly reduced tagging, tighter deadzones and overall less accuracy in movement states, we aim to tighten up combat while trying to maintain as much intuition and muscle memory as possible.

Walk Shooting (not Run Shooting) has been reasonably accurate in VALORANT, allowing players to get off semi-accurate shots even at mid-range. With the changes to walk accuracy, shooting while walking will be significantly less effective at medium ranges, rewarding players who proactively stop before they shoot.

We’ve also reduced the running accuracy of Sidearms and SMGs in an attempt to tighten up engagements with those weapons while maintaining some of their identity in terms of mobility by being able to to move and shoot somewhat accurately at shorter ranges.

ALL WEAPONS

  • Bullet tagging changed from 75% slow >>> 72.5% slow
    • “Tagging” is the slowing effect you feel when hit by bullets
  • Weapon Deadzones changed from 30% >>> 27.5%
    • “Deadzone” in VALORANT refers to the movement speed a player becomes inaccurate

ALL RIFLES

  • Walking inaccuracy changed from 1.3 >>> 2.0
  • Running unchanged at 5.0

ALL HEAVIES

  • Walking Inaccuracy changed from .5 >>> 2.4
  • Running unchanged at 6.0

ALL SMGs

  • Walking inaccuracy changed from .3 >>> 1.0
  • Running inaccuracy changed from 2.0 >>> 2.5

CLASSIC

  • Walking inaccuracy changed from .25 >>> .84
  • Running inaccuracy changed from 1.5 >>> 2.1

FRENZY

  • Price decreased 500 >>> 450
  • Walking inaccuracy changed from .25 >>> .8
  • Running inaccuracy changed from 1.0 >>> 2.0

GHOST

  • Walking inaccuracy changed from .25 >>> .92
  • Running Inaccuracy changed from 1.85 >>> 2.3

SHERIFF

  • Walking inaccuracy changed from .25 >>> 1.2
  • Running inaccuracy changed from 2.0 >>> 3.0

JUDGE

  • Price increased 1600 >>> 1850
  • Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
  • Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
    • We want the Judge to be a devastating, multi-fragging, close range option and believe it’s a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we’re taking that down a notch.

BULLDOG

  • Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
  • Price decreased 2100 >>> 2050
    • The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we’re giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.

SHORTY

  • Price decreased 200 >>> 150

STINGER

  • Price decreased 1100 >>> 950

BUCKY

  • Price decreased 900 >>> 850

MARSHAL

  • Price decreased 1000 >>> 950

ARES

  • Price decreased 1600 >>> 1550

OPERATOR

  • Price decreased from 5000 >>> 4700

GUARDIAN

  • Price decreased 2400 >>> 2250

    COMPETITIVE UPDATES

    For Episode 3, our major focus for Ranked is matchmaking accuracy and fairness. We’ve evaluated our system and have made a few significant changes that should improve these key areas across a wide range of players. Without getting too much into the secret sauce of things, we want to share some of what you can expect in Episode 3.

    Here’s our primary player experience goals:

    • We want winning games to matter most—at all skill levels.
    • We want to improve individual performance evaluation because we believe it helps identify more fair and balanced matches.
    • We want you to see your rank as an accurate representation of your current skill level.
    • We want you to have fewer motivations for playing on different accounts and to get to your proper rank faster.

    Here’s some of what you can expect from our changes:

    • Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
    • Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
    • While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
      • This should result in better matches at the highest levels.
    • Close games will have a smaller effect on rank rating gains and losses
    • Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
    • Updated Rank distribution
    • Placements raised to Diamond 1
      • This should help reduce the grind for our players at the top

    Our plan is to continue to monitor these changes after they’ve reached our live servers, and we’ll certainly make more adjustments where appropriate. We’re looking forward to getting these changes into your hands, and please continue to provide us with feedback on your experiences throughout Episode 3!

    AFK Penalties

    • Increased maximum AFK penalty to -12 RR
    • Minimum AFK penalty at -8RR
    • AFK Rank Rating penalty can still go above the -30 RR Loss barrier, allowing you to lose over -30 RR if you AFK and lose a match
    • AFK penalties start at 3 rounds and escalate for each round you are AFK, for up to 6 rounds
    • If you are AFK for 6 or more rounds, and your team wins, you gain no RR for the win and are penalized the maximum -12 RR
      • We agree, it feels bad to carry an AFK player and have them gain RR. We want to incentivize those who disconnect to return to the match. Yes, you will not be able to gain RR from a game where you were AFK for 6+ rounds, but if you return and help win the match, you will only get hit with -12RR instead of -12RR on top of the RR decrease for the loss.

    PERFORMANCE UPDATES

    We’re excited to deliver major improvements with 3.0! This work is the culmination of significant effort and collaboration over the last several months involving many teams across VALORANT. Performance is a war won in the margins, and we’re generally able to provide small, incremental changes. This time, however, many of our smaller items came together all at once.

    Players with medium to high spec machines (CPU bound systems) may see up to 6% performance improvements as a result of the following work:

    • Improved clipping plane calculations using multithreading
    • Improved thread utilization across multiple cores for distributed tasks
    • Optimized camera calculations
    • Optimized ambient audio for each map
    • Fix for Character Ability HUD invalidation box
    • General optimizations for all ability animations

    SOCIAL UPDATES

    • Hover Cards have been added to the social panel
      • Hover over your friends list to quickly learn more about the players you have added.
    • You can now invite to party with Riot ID in custom game

    GAMEPLAY TECHNOLOGY

    Killfeed

    • Your kills will get an additional highlighted border to make them stand out

    • Kill assists will also be shown to the left of the killfeed entries

    • The killfeed will also display a highlighted border for your assist portrait

    • The killfeed will display certain ultimate abilities when players on either team are killed in a second-life state or revived
      • For example: Sage’s player resurrection or Phoenix’s death during his Run It Back ability.

    • Added multi-colored killfeeds in cases where kills would result in the same team color appearing side by side

    “Round Rollback” feature for Tournament Mode Custom Games

    • This feature allows you to set the game back to the start of a previous round and re-play the game starting from there
    • To enable the feature, go to “Options” while setting up a Custom Game and toggle “On” Tournament Mode
      • Moderators can activate a rollback
      • If Cheats are enabled as a Custom Game option, all players can activate a rollback.
    • During the match, the Round Rollback feature can be found in the “Cheats” section of the Menu.

    • Added the ability to toggle on and off the outer crosshair lines!
    • Adjusted assist timings and thresholds for utility-based assists to make them more consistent across different Agent abilities.

    PROGRESSION UPDATES

    • Happy anniversary VALORANT! To celebrate we have added a new Year One Event Pass—this is similar to a Battlepass but it's completely free and has some really cool goodies.
      • This will be active for the duration of Patch 3.0 and will only last till 3.01 goes live. So remember to get your goodie bag before the party ends.
    • What's a party without friends? We’ve also added a Squad Boost: You will get extra XP when you play in a premade group.
      • +8% boost for one additional player, +12% for two, +16% for three, and +20% for a full squad.
      • This will also be active for the duration of 3.0.
    • We’re also permanently adding Account Leveling: A new way to recognize and reward you for your time playing in all VALORANT game modes.
      • Your account Player Card will now display a numeric level based on how much you play.
      • In addition to that, you will also be boosted to a certain level based on how many games you’ve played before Patch 3.0.
      • For more details, check out our full breakdown.

    BUGS

    Agents

    • Characters blocked by Sage’s Barrier Orb when resurrected now break the wall to ensure they don’t get pushed inside map geo
    • Fixed Skye’s Seekers showing up on the minimap even when they aren’t visible to an enemy
    • Fixed Viper’s ultimate not showing as active on the team UI when Viper’s Pit is up
    • Fixed bug where Cypher’s Spy Camera could be placed inside the map on mid Icebox
    • Fixed a bug where Reyna’s Dismiss ability could not be rebought if the Buy Menu is closed and reopened during the same Buy Phase
    • Fixed a bug where cancelling Sova’s Hunter’s Fury while charging the shot allows player to skip unequip animation by equipping a weapon, ability, or Spike
    • Fixed a bug where picking up Cypher’s TrapWires/Cages and Killjoy’s Nano Swarms during the Buy phase would prevent you from purchasing a second charge

    Competitive

    • Fixed a bug that was causing a delay in recent Competitive game’s Ranked Rating updates in Match History
    • Fixed a Career screen visual bug that would show up for those who dropped out of Immortal
    • Fixed a bug that caused a friend’s career to infinitely load

    Social

    Fixed a bug where friends' names were merging together in the social panel when interacting with them, jumbling them together at times. Word scramble no longer!

    Content Support

    • Fixed an issue causing a hitch when viewing skins in the Collection

    Gameplay Technology

    • Fixed a bug where the inner crosshair toggle feature wasn't working
    • Fixed a bug where AOE kills were not rewarding the appropriate character if the enemy was in a debuffed state
    • Fixed a bug where the Spike icon pulse and beeping sound were not in sync
    • Fixed a bug where Ally defuse progress bar sometimes fails to appear
    • Fixed a bug where Observer’s Killfeed has no team colors
    • Reverted our fix for the “swirly arms” in the last patch, since it was causing significant animation snapping

    VALORANT Patch Notes 2.11

    I know, after skipping Patch 2.10 you expected fireworks. Just look at this patch as the quiet before the Episode 3 storm.

    Not for nothing, Patch 2.11 should improve your framerate by 1% on average if you’re on a medium–high spec machine.

    COMPETITIVE UPDATES

    • Added a Leaderboard search bar to help you find players by name

    MODES UPDATES

    • Replication is back as part of our modes rotation and will replace Escalation for now

    PERFORMANCE UPDATES

    • Improved Client framerate by 1% on average for medium to high spec machines by optimizing abilities, equipment, and weapons in your inventory
    • Optimized Agent and Environment mesh clipping calculations

    GAME SYSTEM UPDATES

    • Fixed fonts for various regional languages to improve readability
    • Updated ping wheel and radio wheel to ignore non-movement inputs while the wheel is displayed
    • Fixed an animation issue with abnormal hand positions while equipping weapons

    BUGS

    Agents

    • Fixed an issue where Reyna couldn’t sell then rebuy Dismiss ability during Buy Phase

    Competitive

    • Fixed a bug that was causing an infinite load symbol while viewing a friend’s career.
    • Fixed several Leaderboard UI bugs.

    KNOWN ISSUES

    • In the model viewer, a hitch is caused by the Sharpening setting interacting with MSAA
      • If you encounter this, we advise that you toggle off the Sharpening setting until we can ship a fix.

    VALORANT Patch Notes 2.09


    With VCT Masters Stage 2 on the horizon, it’s important we don’t get too crazy with balance changes and focus on getting VALORANT in a healthy state just in time for Reykjavík.

    Still, the Viper instant decay adjustment, Breeze tweaks, and Game System improvements should be welcome updates.

    Oh and go play Replication, it’s live, for a limited time!

    AGENT UPDATES

    VIPER

    As we tune the numbers on Toxin, we’re hoping to maximize the depth of gameplay around her smoke while maintaining the overall advantage it provides Viper. Before the last change, enemies tended to disregard and simply push through the smoke, but with instant decay at 50, we’ve seen it swing too far in the other direction—where her possible victims avoid it at all cost.

    With the below change, we’re hoping to find a balance point where opponents feel that—with the proper coordination and utility usage—they can break through her smoke. Likewise, Viper players will now attempt to stay a step ahead, and counter the enemy’s plans to capitalize on the opening her debuffs apply.

    We believe this tuning, along with the bullet damage breakpoints of our guns, we are maximizing her decay’s power when both sides are on full buys. But we remove some of the more outsized effects it had at 50, such as it’s one shot kill combination with the Marshal and its impact in pistol-versus-pistol.

    Toxin (Passive)

    • The instant decay inflicted when entering Viper’s smoke or crossing her wall, reduced 50 >>> 30

    MODE UPDATES

    Replication goes live! (please read our complete game mode breakdown)

    MAP UPDATES

    Breeze

    • Blocked vision of the gaps above Mid-Wood Doors and A Metal Doors
    • Smoothed player collision in various locations

    COMPETITIVE UPDATES

    • The Breeze-only queue will end and Breeze will enter the standard Unrated and Competitive queue

    GAME SYSTEM UPDATES

    • Added tactical timeouts to Tournament Mode Custom Games
      • 2 tactical timeouts can be called per game, per team.
      • Tactical timeouts last 60 seconds.
      • Tactical timeouts freeze all player movements for the duration of the timeout.
      • For technical pauses, the standard Pause Match Timer option is still available.
    • Improved the visual synchronization of bullet tracers and impact effects for Observers
      • This should fix most cases where it looks like a player is killed before a bullet reaches them in our esports viewing experience.
    • Adjusted color of placeable utility on the minimap to match team color for Observers
    • Adjusted color of names in player loadout HUD to match team color
    • Spaced the End Game Phase and Pause Match Timer options in Custom Games to prevent misclicks
    • Improved feel on rope ascenders in high latency situations
    • Minor performance optimizations to UI in matches

    SOCIAL UPDATES

    • You can now invite people to your party with Riot ID
      • Want to test out new teammates without the commitment of adding them? Boy do we have an update for you!

    BUGS

    Agents

    • Added team colors for placed Agent abilities, for observers
    • Fixed issue where Astra’s Nebula was slightly offset once fully formed
    • Fixed bullet impacts on Sova’s Owl Drone wings appearing in the wrong locations
    • Fixed issues across multiple Agents with incorrect damage icons for abilities showing up in the killfeed
    • Fixed issue where Killjoy’s Nanoswarm audio would cut off if it was destroyed right after activation
    • Fixed an issue where Skye’s Seekers did not show how many enemies were affected in the combat report
    • Omen can no longer drop the Spike or weapons while casting From the Shadows
    • Fixed an issue where Killjoy’s Alarmbot would display flashed visual effects while invisible

    Game Systems

    Weapons

    • Fixed 1P snow impacts that occurred rarely in gun fights

    Breeze Map

    • Fixed a number of exploits around the map
    • Fixed an issue where players could sandwich themselves in between Sage’s wall and the Mechanical Doors on Breeze (or Ascent)

    Competitive

    • Fixed a bug that was causing a player’s leaderboard rank to not show up on their Act Rank badge
    • Fixed a bug that was showing the ranked rating threshold on the leaderboard for previous Acts
      • Only the current Act should show a ranked rating threshold bar from now on.

    Social

    • Fixed a bug where Wild Rift players on the social panel were showing up as pink/default VALORANT logo
      • Now you can tell which one of your friends is online playing Wild Rift!