Valorant cover
Valorant screenshot
Genre: Shooter, Tactical

Valorant

VALORANT Patch Notes 2.08

Hello,

I will be out of the office starting (Breeze) until (Breeze). For urgent matters, you can contact (Someone Else).

Best Regards,

—Jeff

MAP UPDATES

Breeze

Introducing the newest map, Breeze, to the VALORANT map pool. Breeze is set on a remote island distinguished by its bright, playful, and colorful environment, with wide open spaces and opportunities for long range encounters.

  • Breeze will launch alongside a Breeze-only Unrated queue that will remain active for two weeks
    • More details on this queue can be found in the Competitive Updates section below.

COMPETITIVE UPDATES

  • Added a Breeze-only Unrated queue for those who want to grind our new map
    • Breeze will also be available in the standard queues for Deathmatch, Spike Rush, and Escalation as well as Custom games.
    • This queue will only be active for two weeks. During this two week period, Breeze will not be available in the standard Unrated or Competitive queues. Following this period, the Breeze-only queue will be disabled and Breeze will then become available in the existing Unrated and Competitive queues.
  • Reminder! This is the last Act to work for your Episode 2 Rank Reward, awarded after the end of Act III

GAME SYSTEM UPDATES

  • Coach slots have been added to Tournament Mode Custom Games
    • We’re very excited to introduce Coach slots to Tournament Mode games! This is only the beginning of our work on Coaches, and while functionality will be limited to start, we have plans to expand the capabilities available to coaches during a match. We look forward to evolving the role of coaches and working on this feature in partnership with coaches from the VCT ecosystem.
  • Coach slots Current Functionality:
    • Coaches can spectate Tournament Mode games and are locked to observing the team chosen in the custom game lobby.
    • Coaches cannot use Map Pings, Team Chat, or Voice Chat in-game.
    • Coaches can use All Chat and Party Chat to allow for cases where they may need to communicate with a Tournament Moderator.
    • Coaches can pause a match in cases where that functionality is allowed to players.

QUALITY OF LIFE

HRTF

  • We've heard your requests (and where they came from)! Weapon drop sounds have been added to HRTF.

SOCIAL UPDATES

  • Reporter Feedback has been added into the game
    • Those of you who make reports against disruptive players that get actioned on will now be notified.
    • Thanks for helping make VALORANT a better place for everyone and keep those reports coming :)
  • Warnings are now enabled for first-offenders who need to be reminded of the in-game code of conduct. No excuses for bad behavior now!
  • Wild Rift players will now appear on the social panel

BUGS

Agents

  • Fixed Killjoy’s Turret and Alarmbot icons disappearing when disabled
  • Fixed Astra and Brimstone’s smokes from blocking flashes even when you are not fully inside them
  • Fixed Viper’s Toxic Screen going longer than intended when it passed through the teleporter on Bind
  • Fixed Viper’s Poison Cloud pickup distance being 200 instead of the intended 400
  • Improved performance of Astra’s Nebula VFX on low settings

Modes

  • Fixed a bug where, in Spike Rush, picking up the weapon upgrade orb with the Operator equipped would cause you to lose your Operator and receive nothing to replace it
    • Now, you will keep your Operator, and will be granted a random secondary slot weapon.

Competitive

  • Fixed a bug that was causing rank icons to disappear in Match History
  • Fixed a bug that was causing Act Rank badges to show up on map loading screens in non-competitive modes

VALORANT Patch Notes 2.07

After the last two heavy patches (guess which one was fake), we’re coming at you lighter this time. That being said the Astra and Raze changes should carry some serious weight for the Spike plant/defuse window and predicting incoming attacks, respectively.

Viper is technically a bug fix not a balance, but this fix alters slightly the potential power of her recent Decay buff.

Take a look.

AGENT UPDATES

ASTRA

Astra gets a quick boost this patch focused on removing a counterintuitive rule where her Gravity Well doesn’t affect those defusing the Spike. We want to try and keep our ability interactions as consistent and easy to learn as possible and allow you to explore ways to leverage Agent abilities without running into unexpected walls. We think this update can create some interesting interactions post plant where enemies try to bait out the Gravity Well and play around its cooldown. As always, we’ll keep an eye on her new post-plant impact overall.

Gravity Well

  • Now pulls Agents that are defusing the Spike
  • If they are pulled out of defuse range, the defuse will be interrupted

RAZE

Raze mains have learned to fly (like a butterfly in the sky) so far and so fast with their Blast Packs that it’s not uncommon to hear an explosion in the distance and then suddenly have an enemy Raze fly around the corner. Similar to Jett’s Tailwind, we’re adding a sound attached to Raze as she flies through the air that should help you better track her movement, and give you some heads up that danger might be on the way. Along with that, we’ve taken a pass on some of her ability VFX, in an attempt to reduce how much they obscure combat when exploding on the battlefield.

  • Audio cues added to indicate when she’s boosted in the air from Blast Pack
  • Explosion and Showstopper launching VFX updated so they are less obscuring and clear out of the play space faster

VIPER

After digging into reports about Marshal shots not killing enemies that had taken 50 decay, we discovered a bug tied to the way the game determines if taking damage should be lethal on decayed targets with armor at specific health breakpoints. We think the bugged interaction with the Marshal was by far the most common, but we’ll watch how this bug fix affects the recently buffed Viper’s overall power.

  • Fixed a bug when calculating if damage taken while decayed should be lethal for players with armor.
    • Most noticeably, this was causing Marshal shots when the target was decayed 50 to reduce the enemy to 1 health instead of killing them.

QUALITY OF LIFE

  • Improved feel of ping wheel selection tool; this should now feel more predictable to use
  • Cypher Tripwires now display to Observers with associated team color

BUGS

  • Fixed issue where spectators and observers could sometimes see incorrect aim vectors for scoped-in sniper rifles when switching between views. The incorrect view would settle to the correct position over about 1 second. The correct view now immediately shows.

Agents

  • Yoru can no longer plant the Spike after using Gatecrash while his Dimensional Shift is active
  • Fixed an unintended dome in the sky that Astra saw if she came out of Astral form while Omen is ulting
  • Fixed a bug where placing Killjoy’s turret next to Sage’s Barrier Orb would sometimes break it
  • Cypher can no longer place Spycam in Cyber Cage projectiles
  • Fixed issue where Killjoy’s disbabled Alarmbots would chase far away targets that ran by them when it was re-enabled
  • Fixed issue where Skye’s Guiding Light appeared to go underground when thrown directly down

Competitive

  • Fixed various localization issues with the server selector and the promotion screen
  • Fixed a bug that was causing the Match History filter to function incorrectly
    • When viewing a friend’s Match History, it’s possible to get an error message as the result of viewing too many filters too quickly. This limit is in place to help with performance, but should only happen when viewing a friend’s career.

Social

  • Fixed a bug where players would have to restart client to rid themselves of their competitive queue restriction after their restriction ended
  • Fixed a bug where some players were not penalized for being AFK after a match ended during remakes
  • Fixed a bug where players using a Russian keyboard were having issues with party push to talk
  • Fixed a bug where players who swapped to Thai keyboard had their voice chat settings reset

VALORANT Patch Notes 33 ⅓: The Final Patch

Today is the start of our annual hotfix schedule. We decided it’s only fair that we listen to you at least once a year, every April 1.

Today is also the last time we’ll deliver patch notes in this format. Soon, you’ll have to follow each developer’s individual Clubhouse account in order to learn about the latest changes. Good luck.

AGENT UPDATES

BRIMSTONE

Sky Smoke (E)

Duration increased 20 seconds >>> 100 seconds

Players loved the changes to Brimstone’s smoke duration and we wanted to double down on the potency of the output.

BREACH

Flashpoint (Q)

Charges are now replenished on cooldown

Charges reduced 3 >>> 1

Charges cooldown: 5 seconds

We felt Breach was getting too much value out of consequent flashes and wanted to create windows of opportunity for players to peek between flashes

PHOENIX

Curveball (Q)

Mouse3 now throws a flash upwards

Mouse4 now throws a flash downwards

Mouse5 now throws a flash backwards

Mouse6 now throws a flash between his legs

Phoenix’s flashes have felt a bit underwhelming against the roster and we wanted to find more creative ways for him to flash

SPYCAM (formerly known as Cypher)

Cypher now replaced by a Spycam

If the Spycam is going to inadvertently use pistols, we thought, might as well go all the way.

Cypher (E)

Spycam’s new signature is Cypher

Pressing E now possesses a Cypher that can run around as a normal player

WEAPON UPDATES

  • Melee weapons replaced with toothpicks to better represent their hitbox

MAP UPDATES

Split

  • Added support for reflections using real time Raytracing in Split's sewer puddles

COMPETITIVE UPDATES

  • Rank Reset
    • We realized our Competitive mode could get somewhat stressful at times, so we’ve set everyone to the same rank <3
  • Removed skill-based matchmaking

QUALITY OF LIFE

  • Revised minimum specs
    • OS: Windows ME

CPU: Intel Pentium III
GPU: 3dfx Voodoo 2 or Nvidia Riva TNT
RAM: 64 MB (PC-100)
Internet: 28k modem (56k recommended)

  • To better support low bandwidth minspec players, we will mail players 10,586 floppy disks for the initial game install (shipping not included)
  • We want as many players to enjoy the premier VALORANT experience as possible. With that in mind, we’ve worked hard to make the game run on our new min spec. Due to extensive optimizations, you can expect 1–5 FPS on this spec!
  • Riot Vanguard will now automatically capture your thoughts for pre-thought cheat detection
  • Moving accuracy updated to match ideal VALORANT gameplay, and weapons are now 100% accurate all the time
  • Movement speed increased by 250%
  • Minimap removed to prevent ghosting on streams
  • Server FPS has been capped at 15 to save on server costs
  • Client FPS has been capped at 15 to match server FPS
  • Removed all settings
  • Crosshair customization has been removed, and replaced with crosshair randomization
    • You cannot opt out of crosshair randomization, and this new and improved setting will set random values for each of the old crosshair settings every 10 seconds
  • In order to improve fairness, 10% of all headshots are dropped and no damage will be dealt
  • Normalized ping for all players in game
    • Ping will be added to all players to match the player with the highest ping
  • To combat Input/Networking latency, all gunfire will be predicted by the server, rather than requiring players to press any buttons
    • The accuracy of your shots will be determined by your Rank
  • Tactical VO will now loudly report on every person, place, or object visible to the player
  • Additionally, Tactical VO will now also call out positions of objects and people in your home

COSMETIC UPDATES

SOCIAL UPDATES

  • The weapons updates team doesn’t know this, but we’re going to go into the code and remove Operators and Marshals from the game.
  • Despite what you read above, we are revamping the ping system.
    • All existing options will be replaced with “Going P.”
  • Bow and arrow users from that other game have been preemptively banned.
    • Spamming “I need healing” in chat will not be tolerated, so we’re trying to prevent them from happening early on.
  • As you wait for your queue, we will play “Sandstorm” to pump you up.

BUGS

  • Fixed bug that made some abilities cause damage
  • Fixed a bug that was allowing players to climb out of their current rank

VALORANT Patch Notes 2.06

With Masters behind us, it’s time to get to work on those promised Viper and Yoru changes. Details are below, but remember that we’ll keep a close eye on how these play out once they’re live.

Slide on those headphones and enjoy HRTF, which helps pinpoint enemy footsteps, reloads, and Deathmatch respawns using a simulated surround sound space. Also, your love of Escalation means we’re returning the favor with some ability updates and loadout variations for the mode.

Oh my goodness, Bucky, look at your nerf.

AGENT UPDATES

VIPER

In the wake of Masters we’re introducing some bigger updates to our Agents, with Viper first in line. We looked at a lot of possible changes for her, but ultimately landed on changes that pushed what makes Viper’s play pattern unique and still resonate with her theme. When compared to other Controllers, we want Viper to make big, committed decisions that truly alter the map and how both sides plan around her influence. She should claim ground with force and dare opponents to challenge her. The updates to Toxin should also project more threat on enemies who consider pushing her smoke and will hopefully add a significant bite to her marque Toxic Screen. Paired with a couple other buffs and some new tools for learning and practicing lineups, we’re excited to see if Viper can deliver on the deadly impact she promises while solidifying her spot on our roster.

Toxin (passive)

Enemies that cross through Viper's Poison Cloud, Toxic Screen, or Viper's Pit are instantly inflicted with at least 50 decay. Their decay level increases the longer they remain in contact with toxin.

While in cloud, Decay over time decreased 15 >>> 10

When out of Viper’s cloud, delay before health regen decreased 2.5 >>> 1.5

Poison Cloud (Q)

Can now immediately be redeployed when picked up, but grants a temporary charge instead of a permanent charge

If active when Viper dies, Poison Cloud now remains up for an additional 2 seconds, or until Viper runs out of fuel.

Pickup distance increased 200 >>> 400

Toxic Screen (E)

If active when Viper dies, Toxic Screen now remains up for an additional 2 seconds before deactivating

Full blind distance from the wall increased to better match the blind distance from the edge of smokes

Snakebite (C)
Equip time decreased 1.1 >>> .8
Practice Tools

In custom games with cheats and infinite abilities enabled, Viper can hold down “activate” on Poison Cloud and Toxic Screen to recall them

In custom games with cheats and infinite abilities enabled, Poison Cloud’s landing location is shown on the minimap while equipped

YORU

Yoru carries a fantasy that you’ve been excited to see through, but we believe a few restrictions have made it harder to access. Although Yoru is a unique duelist on the roster, both in pace and in playstyle, we think he should still be a strong contender for good compositions and want to ensure the value he offers to his team is more consistent throughout a match.

Blindside (Q)

Flash activation time decreased 0.8>>> 0.6 seconds

Flash duration increased from 1.1>>>1.5

Gatecrash (E)

Gatecrash is no longer refreshed on kills and is instead replenished every 35 seconds

Lifetime of the Gatecrash fragment increased 20 seconds >>> 30 seconds

The range at which the Gatecrash fragment is revealed from stealth decreased 7m >>> 4m

Visuals for visibility range added to the moving fragment

Dimensional Drift (X)
Ult Points reduced 7 >>> 6
Yoru can now reactivate Gatecrash while in Dimensional Drift

KILLJOY

Nanoswarm (C)
Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back

WEAPON UPDATES

BUCKY

We want to focus the Bucky more on it's actual primary firing mode (left click) and make that the strength you try to optimize when choosing a bucky vs its alternate firing mode (right-click). The right click should be more of a tool you can use when you can't get into that effective left-click range, or you just need some reliable chip damage. The spreads are reduced on both to increase reliability and smooth the damage curve. The alt-fire's significant reduction in pellet count is a trade off to being able to extend the range as much as it does for a shotgun.

  • Primary fire (left-click) bullet spread decreased 3.4 >>> 2.6
  • Decreased spread on Alt-fire (right-click) 3.4 >>> 2.0
  • Updated damage curve for both primary and alt-fire
    • 0m–8m is 20dmg per pellet
    • 8m–12m is 12dmg per pellet
    • Beyond 12m is 9dmg per pellet
  • Reduced amount of pellets in a right click shot from 15 >>> 5

MODES UPDATES

ESCALATION

We’ve taken a pass on a couple abilities to add depth to their gameplay and create some more dynamic combat situations, as well as added some spicy loadout variations to the mix.

Abilities

  • Raze’s Showstopper now comes with two Blast Pack Charges which refill when you touch the ground. Practice those boosts!
  • Snowball Launcher now comes with Skates—the increased mobility should give you an edge against the generally more lethal weapons.
  • Big Knife now comes with one Tailwind (Jett Dash) charge which refills on kill. Close all the gaps!
  • Loadout variations will be a bit of a surprise, and they’ll show up rarely. Let us know which ones you like!

COMPETITIVE UPDATES

  • You can now view a person's career from the in-game Leaderboard
    • We heard some of you asking for the ability to view more info around how the best of the best were doing in their games. So you can now right click on a leaderboard entry and view their career to check out their Match History, see details of their games, and look at their Act Rank progress.
    • If you are on the the Leaderboard, but don’t want to give away who you are, you can leverage our in-client toggle to label yourself a ‘Secret Agent’.

QUALITY OF LIFE

  • To improve legibility, the megamap now consistently uses a mouse pointer instead of a crosshair for map pings

Head Related Transfer Function (HRTF)

What direction did those Raze footsteps come from? Is she moving from in front or behind you? With HRTF on and a pair of headphones, you’ll be able to better pinpoint other players based on certain sounds.

HRTF processing relies on a profile that contains measurements such as head size and ear shape, among other things. This implementation uses a profile based on a single set of measurements, and may not feel natural at first to all listeners depending on how closely the profile matches their own measurements. We encourage users to give HRTF a few tries as it may take some getting used to. Focused ear training outside a high pressure game environment may pay off in better ability to interpret the HRTF processing. We suggest a custom game or training for this! Watch our video demo below.

  • Added an audio toggle located in the Audio settings panel to enable HRTF
    • HRTF allows players wearing headphones to play audio in a simulated surround sound audio space.
    • Currently, only footsteps, reloads, and Deathmatch respawns will be rendered in 3D with HRTF enabled.
    • It’s recommended that players please turn off any other “3D Audio” processing while using this feature.

VALORANT Patch Notes 2.05

This one’s about putting you on your best behavior. Our Social and Player Dynamics team is out here making sure we can better detect AFK and promote better behaviour with penalties for chat-based and AFK offenses.

This also includes keeping comms-restricted players from jumping into the Competitive queue (you can stop asking now, Lothar).

Enjoy the bug fixes, too!

AGENT UPDATES

Sova

Added unique keybinds to the option menu for flying up and down when using Owl Drone

Astra

Added unique keybinds to the option menu for flying up and down in Astral Form

COMPETITIVE UPDATES

  • The Career: Act Rank tab now has a toggle which allows you to choose to enable or disable your Act Rank
    • The default is on, but if you don’t want to flex your skills, you can always turn it off
  • The Match History tab now allows you to filter your matches per mode
    • We know sometimes you just want to look at your Competitive matches
  • Players will receive a small rank rating penalty for dodging Competitive games.
  • Tuned Radiant Rank Rating gains and losses to be more consistent with Immortal rank rating behavior
  • Custom Games layout and visuals have been updated

SOCIAL UPDATES

  • Improved AFK Detection
  • Updated Penalties for AFK offenses
    • This includes warnings, queue restrictions, XP denial, Competitive queue bans, and game bans
  • Updated Penalties for chat-based offenses
    • This includes warnings, chat restrictions, Competitive queue restrictions, and game bans
  • Reminder that zero tolerance offenses will result in game bans automatically
  • You can read more about our work to address issues and opportunities with player behavior in our past breakdown.

BUGS

  • Fixed a bug where Ranked game icons were misaligned in Match History
  • Astra now starts Spike Rush games with all 5 star charges
  • Killjoy can’t place Lockdown off the ground by jumping and placing it on cosmetic pieces of geo on the walls anymore
  • Fixed issue where Cypher’s Spycam dart could sometimes hit players that were on the other side of a wall
  • Fixed Killjoy not getting charges from her Alarmbot and Turret back if they are recalled after she is resurrected
  • Fixed dead enemies being counted as flashed enemies in the combat report
  • Fixed Astra’s “Out of charges” VO not playing for her abilities while in Astral Form
  • Fixed the deafening effect on nearsights not playing if Astra is in the game
  • Fixed Cypher’s Spycam targeting going through Sage’s wall
  • Fixed Astra having trouble placing Stars on the defender side boxes of Icebox mid from the A site
  • Sova Drone and Astra ascend/descend binds now properly respect changed jump/crouch keybinds
  • The defuse range circle indicator that shows after planting the Spike again displays properly.
  • Fixed a rare bug that could leave players unable to move or process inputs until they died when entering or returning from Astra's astral form, Sova's drone, Skye's scout, or Cypher's Spy Camera.
    • We previously addressed some causes of this bug last patch, this fix should address the remaining known causes.
  • Fixed an issue where the Stinger’s stock would appear detached on the ground
  • Improved readability of player names in Observer
  • Fixed an issue where Skye’s seekers did not visibly move on Brimstone’s tactical map
  • Fixed an issue where scoreboard color doesn’t appropriately swap at side swap for Observers
  • Fixed a bug that would cause the "Network Problem" icon to appear when no network issues were present

VALORANT Patch Notes 2.04

Don’t let the lighter notes fool you, this is the start of Episode 2: Act II, that drops our newest Agent, a fresh Battlepass, and the Prime//2.0 weapon skin line.

As our friend Max Grossman will tell you, this patch cycle is also to allow time for us to evaluate our recent changes while still getting the game in a good state for VALORANT Challengers moving forward.

Competitive matchmaking gets some fairly comprehensive adjustments to not only let you queue with more friends at different levels in the lower ranks, but make sure the highest levels are for the ones who can continue to prove they are VALORANT’s best.

Tactical VO is an addition that should help, not replace, in-game communication, and we shove a wrench in the works to jam the Bind TP doors for Escalation.

AGENT UPDATES

Astra goes live!

MODES UPDATES

Escalation

  • Bind Teleporter exit doors are now permanently jammed open—if you want to camp it, get ready to fight for it!
    • There was a frustrating strategy going around where a team would gain mid TP control and then...never leave. The opposite team couldn’t reliably contest it without doing a highly coordinated “5-person YOLO TP,” or by getting lucky and advancing to nade level and blasting away. We like the focus in this area (you'll always find a fight here!), but it can feel unfair if you’re not the team inside the TP. With this change, we’re looking to give you an avenue to contest the teleporter by preventing others from being able to stall a game.
  • Bind’s pickrate is again evenly weighted
    • During Patch 2.03 we reduced Bind’s pick rate for Escalation. We’re returning it to normal levels, but if Bind continues to be frustrating to play, we’ll look into changing its pickrate again and go back to the drawing board.

COMPETITIVE UPDATES

This patch marks the start of Competitive Episode 2: Act 2!

Placements have changed for the start of an Act. Now, if you have already placed this Episode, then:

  • Your rank will no longer be lowered at the start of an Act
    • If you were Radiant or Immortal rank you will keep your position on the leaderboard, but your Rank Rating(RR) will be reduced by 90% and all Radiant players will be bumped down to Immortal, because you will need to again prove that you are the best of the best in the new Act.
    • Achieving Radiant now requires both being in the top 500 players in your region, as well as having a minimum amount of RR (See below for details).
    • You must finish your placement game to display on the Leaderboard again for the new Act
  • You’re only required to play 1 placement match to display your rank
    • Your RR (and potentially rank) may change based on how you perform in your placement game, but the maximum change will be based solely off of that game.
  • Players who have not previously placed in Competitive this Episode will still need to play 5 placement games to earn their initial rank.

Radiant will be more challenging to earn. You must achieve a certain level of RR before being able to ascend to Radiant. This is adjusted per region based on rank population size and RR distribution.

  • Regional requirements for Radiant cut off:
    • LATAM & KR: 100 RR
    • BR: 200 Rank Rating
    • NA & APAC: 300 RR
    • EU: 400 RR
  • The web leaderboard will be disabled briefly for maintenance at the start of this patch, expect it to be re-enabled within 24–48 hours
  • Later this patch, we’ll reduce the total amount of average RR per win/loss by 5
    • This is focused on reducing how often a player's Rank gets above their MMR and leads to inconsistent RR games and a wider delta between their displayed rank and MMR. These small math tweaks will be common as we try to find the correct balance for RR based on issues we are seeing in the community.
  • During this patch we will change demotion logic for players to start at 70RR(Previously 80RR).
    • See context above
  • Ranks will no longer be displayed in Agent select or in-game. You will still be able to see ranks on the end of the game screen.
  • You can now queue with a wider group of friends and teammates if you are at the lower ranks (see below image)
    • At the lower ranks we have a very large number of you in our matchmaking pool, so we’re confident we can make balanced matches. As you rank up, you’ll find a tighter disparity to ensure we continue to maintain balanced matches and protect the competitive integrity of the higher ranks.
    • We also hope this helps combat smurfing by reducing the incentive to make a new account to play with lower rank friends.

QUALITY OF LIFE

  • Added Tactical Voice Over
    • In service of improving team coordination and information sharing, we've added more context to some of the automated Agent VO lines that play during the round.
    • Agent lines like "Spike spotted" or “Enemies spotted” will also say a map “Super Region” afterwards. (e.g., “Spike spotted C” or “Enemies spotted B”).
    • We hope to provide richer information to the player with these changes. Tactical VO is not meant to be a full replacement for voice comms, so callouts will be ducked in volume when a teammate is speaking over VOIP.
    • Overall, we hope this helps improve the quality of information that teams not heavily using voice comms are able to expect. We also believe this will improve the experience for those players who have muted another player for any reason.

Below is an example of the Tactical VO super regions on Ascent.

  • Additionally, we’ve added an option to place Tactical VO messaging into the Chat window
    • The toggle for this option is available under Accessibility options. With this enabled, when Tac VO lines are triggered, a Chat message will be sent relaying the information. The text lines are modified to best communicate who said what. For example, instead of Sova verbally saying “Enemy spotted B”, the chat message will read “Sova spotted an ENEMY in B”.
  • Tactical VO FAQ
    • Tactical VO will not be enabled in modes
    • Tactical VO can be disabled via toggle
    • Tactical VO being ducked by VOIP can be disabled via toggle
    • Tactical VO Chat messages can be enabled via toggle
  • Improved Client framerate by 3% on average for medium to high spec machines in 10-player games, by optimizing inventory management

BUG FIXES

  • Fixed jitteriness when using the ghost mode modifier in custom games—the character now moves more smoothly without constant movement corrections
  • Fixed an issue where casting Brimstone’s Sky Smoke right after picking up an Ultimate orb would result in ability charges lost, and smokes not deployed
  • Fixed a bug that caused the Custom game server dropdown to loop infinitely
  • Fixed parts of Reyna’s Soul Orb feedback triggering when assisting kills on non-players
  • Fixed Reyna’s Soul Orb timer not properly syncing with its actual duration
  • Fixed issues where teleporting into narrow areas created by Sage’s wall with Omen’s Shrouded Step pushed him into a wall
  • Fixed ult active indicators not working for Killjoy, Cypher, Brimstone, Sage, Breach, Jett and Viper

VALORANT Patch Notes 2.03

This is the patch where we humble the Stinger by adding a degree of mastery to the weapon, rather than leave it potent in one too many areas. The Marshal and Frenzy also get respective price adjustments.

As forecasted in our State of the Agents, Yoru gets his first set of balance changes with the hopes of getting him closer to his intended impact and performance. Reyna’s Devour and Dismiss was running wild round-over-round, so those charges have been reduced. Don’t worry Reyna-maniacs, she’ll now get Soul Orbs from anyone she’s recently damaged, even if she didn’t land the kill shot.

Don’t forget the newest game mode, Escalation, goes live. You can read more about how it all works in our story.

AGENT UPDATES

REYNA

Reyna gets a dual nerf and buff in hopes of reigning in some of her “pubstomp” potential, while still keeping her viable in balanced and coordinated play. The charge reduction should limit how much impact she can have round over round when she’s heavily out-gunning her opponents—but allow enough room for the 1v5 dream when Empress(X) is active.

The price increase of Devour and Dismiss in tandem with the Frenzy price increase (see below) should also push some tougher economic decisions during pistol round. Now, she’ll no longer be able to buy a charge or Leer(C), her Soul Orb abilities, and upgrade her pistol. On the flip side, Reyna getting Soul Orbs from recently damaged enemies should help her reliability when playing around teammates, and reduce the animosity when an ally lands the final blow and Reyna goes empty handed.

  • Maximum Devour(Q) and Dismiss(E) charges reduced 4 >>> 2
  • Slain enemies that Reyna has damaged in the last 3 seconds now drop Soul Orbs, even if Reyna does not land the killing shot
  • Cost of Devour and Dismiss charges increased 100 >>> 200

YORU

While we investigate future changes to Yoru that target his power and ability to achieve his core promise, we wanted to make a few changes that we felt would improve his use today. Gatecrash wasn’t providing much information about when enemies could see or hear his teleport fragment, so we added a few pieces to make that easier. As far as the ultimate, we’ve noticed a burden on Yoru having to communicate threats between his allies and his destination and wanted to make it easier for him and his team to understand the state of the round when they set up the ultimate pincer.

Gatecrash(E)

  • Gatecrash now displays the range at which the tether can be seen by enemies while moving on the minimap
  • The range that enemies are able to hear the audio of a Gatecrash teleport is now displayed on the minimap

Dimensional Drift(X)

  • While in Dimensional Drift, Yoru’s minimap is now visible
  • Enemies within Yoru’s vision range, while in Dimensional Drift, are now revealed to ally minimaps, as well
  • Dimensional Drift can no longer body block enemies

BRIMSTONE

Incendiary(Q)

  • The audio of the Incendiary’s lingering fire zone will be easier to hear when other actions and sounds occur nearby.

PHOENIX

Hot Hands(E)

  • The audio of the Hot Hands lingering fire zone will be easier to hear when other actions and sounds occur nearby.

WEAPON UPDATES

MARSHAL

We wanted to sharpen the Marshal’s strength as a sniper with a movement speed buff when zoomed. The intent is to carve out a strong, agile, hit-and-run identity for the weapon. There’s a price buff too, because the weapon is not as versatile as others in its range.

  • Movement speed when zoomed is now at 90% of unzoomed movement speed (previously, zoomed movement speed was 76% of unzoomed)
  • Price decrease 1100 >>> 1000
  • Zoom magnification increased 2.5x >>> 3.5x

STINGER (full auto fire)

The Stinger’s been strong for some time and while we like that it is threatening at any stage of the game, it’s proved to be too potent in too many areas. We’re taking a swing at raw DPS with the fire rate reduction (full auto only) and made spread and/or recoil adjustments to both firing modes. The intent is to better designate optimal ranges for the respective firing modes as well as introduce degrees of mastery to the weapon. The price increase is meant to bump the premium a bit on the Stinger’s now nerfed, but still potent, versatility.

  • Price increased from 1000 >>> 1100
  • Full auto fire rate reduced from 18 >>> 16
  • Full auto fire now reaches max spread at bullet 4, instead of bullet 6
  • Adjusted pitch (vertical) recoil curve for full auto, recoil climbs more aggressively past the 3rd bullet

STINGER (burst fire)

  • Adjusted pitch (vertical) recoil to be more aggressive after the first burst
  • Added more error on bursts after the first one
  • Improved recovery time on burst mode from .45 >>> .4

FRENZY

Frenzy has surged into popularity recently and while we’ve enjoyed to see that, it feels like it’s pushed out a lot of other options on pistol rounds. We’re interested in seeing what a price bump does to purchase rates. As usual, we’ll monitor this weapon for any follow up tuning.

  • Price Increased from 400 >>> 500

MODE UPDATES

Escalation goes live! (read our full game mode rundown)

  • This is a quick (approx. 7–9 min.) and fast-paced 5v5 game mode where you must race through progressively less lethal loadouts with your team. The loadout gamut varies from match to match, but always features a mix of both weapons and abilities. The same list of loadouts is always used by both teams throughout the match.
    • Our biggest goal for Escalation is to offer a quick, fun mode that encourages social play and provides a chance for you to practice using new weapons in a lower-stakes environment. We’re also excited to offer a uniquely short and kinda crazy mode to round out what we have!
    • This was one of our more highly requested game modes, so we’re especially excited to bring this one to you.
  • TBD on exactly how long this will be live, but we’d like to keep this one out for as long as it makes sense, depending on your engagement

COMPETITIVE UPDATES

  • AFK-ing in Competitive games for a prolonged period (currently defined as 6 or more rounds) will now result in a penalty of 8 rank rating points
    • We understand that sometimes your computer, ISP, etc. may have some issues during a game, so we won’t punish you for missing some rounds—but we want to encourage players to come back from those AFKs and play through their Competitive matches.
  • Act Rank Badges will now be based on your highest rank win, instead of your ninth best win

For more context around these changes, read our overall E2: A2 rank plans.

QUALITY OF LIFE

  • All sprays will now be destroyed on round start.

DEATH SEQUENCE IMPROVEMENTS AND UPDATES

Two changes have been made specific to the death sequence, that is, all the stuff that happens once you are killed and before you become a spectator from beyond. We hope these changes improve the experience and game feel by addressing the smoothness of camera movement and general timing of the sequence. We cannot, however, bring you back to life. That’s Jett’s job.

  • Timing
    • Fade to black start time decreased 1.75 seconds after death >>> 1.5 seconds after death
    • Time spent on a full black screen increased ~0 seconds >>> 0.25 seconds.
    • The total time of the death sequence has not changed, it remains at 2.75 seconds
  • Camera movement smoothed significantly , especially for those under poor network conditions
    • Prior to patch 2.03, any of you (but especially those with high ping or packet loss) could experience camera jitter during the death sequence.
    • Based on our investigations of this issue, you can rest assured this camera jitter did not impact combat performance—anyone experiencing this issue was already dead during the unsmooth movement.
    • Now everyone, regardless of network conditions, will have smooth camera movement during the death sequence.

BUGS

  • Fixed issue where Yoru’s decoy had slightly different sounding footsteps than Yoru himself
  • Fixed issue where the in-world indicator for Cypher’s Cyber Cage disappeared if it took damage
  • Fixed issue where Sova’s Owl Drone could clip through specific map geo and view the other side
  • Fixed issue where players already affected by nearsight would momentarily see inside smokes that should instead nearsight them
  • Fixed issue where Skye’s Seekers would no longer work if she was killed at a very specific moment while casting them
  • Fixed issue where Yoru was unable to equip a weapon or ability if he cancelled out of Dimensional Drift right as its buffs activated
  • Killjoy’s Lockdown can no longer be placed inside Sage’s Barrier Orb in some instances
    • If Barrier Orb is placed on top of Killjoy’s ult, the section of the wall covering the ult will now be destroyed.
  • Fixed issue where teleporting to Yoru’s Gatecrash right as it expires caused him to fall through the map to his death (rip)
  • Fixed issue where Yoru’s Bait could sometimes fall through the floor when the stationary version was placed
  • Fixed issue where Sova could sometimes get the voice over for Hunter’s Fury to play, even though it isn’t used, by trying to equip the Owl Drone at the same time
  • The End of Game screen will no longer display “Average Abilities Cast per Round” as 0
  • Fixed a couple input bugs around possessing and unpossessing objects (Cypher camera, Sova drone, etc.) in the same frame which lead to locking all inputs or locking view direction
    • Sorry Cypher mains—thanks for all the reports!
  • Fixed an issue where certain settings would not display while in game
  • Your player icon color on the minimap is now white if you turn on any color blind settings
  • Fixed a few input issues that were causing players to get stuck using orbs or planting the Spike

VALORANT Patch Notes 2.02

This is the patch where we start to tackle the feeling that running accuracy isn’t where it should be. As we’ve mentioned, we’re taking this on in increments and are ready to jump in if you’re not comfortable with the changes.

There are also a few shifts to the Competitive system that together should go a long way to getting you to your proper rank faster and stabilize the battle for rank at the top. We recommend you check out our deep dive (there’s some Act II info too!).

WEAPON UPDATES

Rifle Movement Accuracy update (Bulldog/Guardian/Phantom/Vandal)

We've significantly increased the amount of error that all Rifles get when moving and shooting to help combat the sensation of running kills with rifles. These changes will make kills while moving with rifles more rare, especially at longer ranges—but still possible up close. We'll be monitoring this closely and will continue to fine-tune as necessary.

  • Running Error across rifles increased 3.75 >>> 5.0
  • Walking Error across rifles increased .8 >>> 1.1
  • Crouch-moving Error across rifles increased .3 >>> .8

COMPETITIVE UPDATES

[Editor’s Note: Please read our full 2.02 Competitive changes rundown, which also goes into what’s next for Episode 2]

  • Increased the effectiveness of Rank Rating convergence: players will now converge to their match making rating (MMR) faster, requiring less games to prove their rank
    • This will make it so players get to the rank they deserve in fewer matches.
    • This will help everyone get to a rank/Leaderboard Rank that best illustrates their skill more quickly. We wanted to be a little conservative launching the new ranked system, but believe in some cases you were having to play too many games to reach your intended rank. By doubling the effectiveness of convergence, players on the extreme ends might see 40+ Ranked Rating gains, pushing them to their proper rank faster.
  • Players Iron through Diamond who perform exceptionally well in a match (weighed against their own average performance) will gain bonus Rank Rating
    • We want to reward players that “pop-off” in a match, performing above expectations.
    • This will help highlight those matches where you “outclassed” your average performance. In turn, you will rank up just a little faster, and be rewarded for games where you kill it. Remember, this is you doing better than your average, not you doing better than your teammates or opponents.
    • Consider this another system that helps combat the smurfs who do real well in a game. They will now more quickly rank up so that their rank better reflects their skill (along with getting put into higher skilled matches).
  • Changed Diamond 3 to a premade size capped at 2 players
    • We needed “proving grounds” before getting into Immortal, and this should prepare players for the leaderboard and create a 5-stack buffer before Immortal.
    • While we value and want to support those of you able to play and compete with your friends as much as possible, we also want to ensure there is a high degree of trust and competitive integrity for players who make it onto the Leaderboard.
    • We want to maintain the prestige of Immortal+, and believe we need a small buffer to ensure players are proving their skill before getting into Immortal. This will prevent 5-stacking just before Immortal, and prepare Diamond 3 players for what they are about to get into. Diamond 3 will essentially become the final proving grounds for Immortal+.
  • Your current leaderboard rank will now display on your Career: Act Rank tab. At the end of an Act, your final leaderboard rank will be preserved and displayed on the Act Rank Badge you earned.

MODE UPDATES

  • Added a rate limiter to the in-game weapon store to keep players from spamming purchases in quick succession, which caused a potential performance issue
    • The rate limiting is lenient in most modes, but more strict in deathmatch.

BUG FIXES

  • Fixed a bug where players could silently plant the spike (credit here)
  • Fixed an issue where picking up weapons stacked on top of each other, resulted in attempts to pick up both
  • Fixed a bug where the Chat Box would remain open in-game
  • Fixed a bug where enemy messages would still appear in Deathmatch while the Mute All Enemies setting was enabled
  • Fixed a bug where the queue restriction penalty did not always scale properly for players who queue dodged repeatedly
  • Fixed a bug that was causing the Promotion screen to show for a shorter amount of time than intended
  • Fixed a bug that was showing the wrong Immortal icon in some places
  • Fixed various localization issues that made it hard to read text in End of Game screen, Lobby, and Match History for some languages
  • Fixed issue where various abilities did not work inside Brimstone and Jett’s smoke, even when they were visible to their target
  • Fixed issue with Omen’s Shrouded Step targeting that caused it to get stuck on corners at a much greater distance
  • Fixed issue where throwing Yoru’s Fakeout through a teleporter caused another projectile thrown afterward to play the Agent audio instead of the object audio
  • Fixed Skye’s Seeker’s not being able to find enemies on the zipline platform on B-Site of Split
  • Fixed Yoru getting stuck in various spots on maps when using Gatecrash
  • Fixed Sova not playing a proper walk animation right after his Owl Drone ends
  • Fixed issue where Omen could swap equipables right after selecting a map location for From the Shadows
  • Fixed issue where Omen’s camera could become detached when using Dark Cover in poor networking conditions
  • Fixed issue where the Spike could be planted on Sage’s wall on the sites on Icebox
  • Reduced brightness on initial visuals when blinded from flashes

VALORANT Patch Notes 2.01

Didn’t think we’d patch again so soon?

Consider this the Split overhaul patch, and part 2 of the continued Controller role balance.

We also added two oft-requested features: the ability to hide custom matches from your Match History, and an adjustment of queue restrictions, which hope to forgive the unintentional AFK, while still punishing the habitual AFKer.

AGENT UPDATES

Jett

Smoke duration decreased 7 >>> 4.5

In a continuation of the Controller changes from Patch 2.0, we felt it was important to consider Jett’s smokes as well. In Patch 1.0, we increased Jett’s smoke duration to 7 seconds (from the then 4 seconds), and we are partially undoing that now. We’ve found that the result of that change was that Jett became a substitute for the Controller role, and reasonably aggressive teams could make use of her Cloudburst smokes to quickly take space without relying on a dedicated Controller. This is part of a pattern of Duelists superseding more utility-focused Agents that we will continue to look at in the future. It’s important that Jett can use her smokes to create temporary windows for the high action plays that define her style, but those windows need to be brief enough to ensure that Controllers are where teams look for team-focused vision blocking.

MAP UPDATES

Split

This Split update is focused around improving attacker options on the map, as well as reducing 50/50 checks, the depth of certain corners, and opening specific areas on the map by increasing chokepoint widths.

Increased the width of the B Main doorway

  • This should make the space easier to navigate for attackers, and make it more difficult for defenders to stall Attackers in the choke point. There is a crate for attackers to utilize on the other side of the doorways as cover, which allows for utility to be thrown into the site from a new angle.

On top of the changes to B Main, there is an additional trash pile placed in the corner to prevent defenders from hiding in too deep a nook

  • This creates a new angle into B Main when standing on the new object.

Increased Spike plant zone boundary

  • This allows a new Spike plant location for attackers to defend from within B Main.

New material stack for cover in B Site that allows you to isolate angles more effectively

  • This also breaks up a vertical 50/50 angle when peeking into the site from B Main.

Reduced depth of this corner to allow pushing into defender spawn with more safety

Removed this cubby near defender spawn to allow pushing through this area more safely

Increased the width of the Vent Room entrance

Added a sloped wall in the Vent Room, which removes a 50/50 check when entering Vents from Mid

  • The new sloped wall also protects you from wall penetration coming from Mid.

Simplified the Ramen/Scuttle Crab area

  • This should make the map feel more open and allow you to push through and clear this area without having to rely as heavily on utility.

Reduce depth of cubby in Sewer to allow pushing through this space more safely

Increased the width of the doorway to A Tower and reduced safety of defenders in A Tower

  • This change should increase the value of controlling A Ramps.

Adjusted angle of sloped wall

  • This allows the back corner to be cleared slightly earlier from attackers. This angle is still safe from the A Tower, however you can now successfully clear this spot by stepping out onto the Rafters without having to drop down towards site.

Adjusted wall depth near Screens, which allows you to move out of Screens more safely without the use of utility

COMPETITIVE UPDATES

  • Added ability to hide custom game results from Match History
    • Many of you, especially pros, have asked for the ability to not show custom game Match History results, so that they can practice without other players scouting their strategies. We wanted to ship this feature ahead of Challengers so you can practice without this concern.

SOCIAL UPDATES

  • The Add Friend button now exists for teammates only, and the option of adding enemy players has been removed
    • Any teammates with privacy/streamer mode enabled will not have the Add Friend button near their name.
  • Queue restrictions for AFK-ing in-game and during pre-game have changed
    • We want to make sure that folks having connectivity issues aren’t harshly penalized, but those who are purposefully AFK-ing receive harsher penalties.
    • With that, we will be adding AFK forgiveness for a certain number of rounds, but repeated/extended occurrences will be penalized with higher queue restrictions.

BUGS

  • Fixed an issue with rank promotion and demotion indicators overlapping players rank on the Career page
  • Fixed a bug that would cause either a Radiant icon or an error message to show during the End of Game screen instead of the correct rank details
  • Fixed a bug where Reyna’s Leer would not display on the minimap correctly
  • Fixed a bug where credits wouldn’t be properly refunded after selling a gun that a teammate bought
  • Fixed a bug where offscreen flash VFX would display incorrectly
  • Fixed a bug where Phoenix’s starting location would briefly be displayed on the minimap after being killed in Run it Back
  • Fixed issue where Omen’s reforming VFX didn’t line up with where he actually appeared when using Shrouded Step
  • Fixed Jett being able to trigger the defuse sound while dashing
  • Fixed Omen being able to trigger the defuse sound while teleporting
  • Fixed issue that caused Yoru’s Fakeout decoy to persist in the world after his death
  • Fixed issue where Raze’s Boom Bot could be placed through some walls
  • Fixed issue where Omen could have his gun equipped while forming during From the Shadows
  • Resolved Regrowth’s number UI not updating as Skye used the ability
  • Fixed fire rate stacking issue when a player is in one Brimstone Stim Pack while another ends
  • Fixed Skye not properly showing the callout region she’s in

VALORANT Patch Notes 2.0

Just because you’ve seen some of it, doesn’t mean you know all of it.

The start of Episode 2 adds Yoru to the roster as well as small but important tweaks to two of our Controllers, Brimstone and Omen (Viper is on the way).

Competitive is aiming for the quality of life award with substantial updates that we’ve summarized here, but laid out in detail in a dedicated article separately. This includes regional leaderboards, more granular rank progress info, ranked rewards, and a ton more.

Read about that and more below.

AGENT UPDATES

Yoru

YORU JOINS THE VALORANT ROSTER

Controllers

  • This patch we have a small update that should clarify and differentiate the strengths of our Controllers. Omen and Brimstone have been in competition since beta and usually only one of them is considered viable. By giving each more clear strengths, we hope to make both Agents strong in different situations. Viper is on our radar as well, we believe she is underperforming and are looking at ways to help her out in the future.

Brimstone

Happy New Year Brimstone players! We know you’ve been hoping for some buffs this holiday season and we have them just in time. Brimstone is all about the big site execute moment. In that spirit, we’ve increased the duration of his smokes and given him more flexibility in where he can position to drop smokes exactly where he wants them. While at it, we didn’t feel Stim Beacon was fitting smoothly into his execution pattern, or into the situations where you might want to use it. Too often Brimstone would pull out Stim Beacon only to see his allies disappearing around a corner, or correctly recognize a fight was coming, pull out stim to get buffed up for it, and get blown up before he could get his gun back up. We think this is a much smoother, more explosive version of Brimstone that we hope you enjoy.

Stim Beacon

  • Will now quick cast (no equip time)

Molotov

  • Cost reduced: $300 >>> $200

Sky Smokes

  • Cast range increased: 4200 >>> 5000
  • Smoke duration increased:14.25 >>> 19.25

Sound

  • Brimstone no longer makes a sound that enemies can hear when confirming the location of his smokes

Omen

Omen’s role as a Controller is to bring consistent pressure. We needed to introduce some tradeoffs in exchange for the consistent pressure his recharging smokes provide. The projectile speed decrease here is meant to give Omen more pressure and responsiveness when smoking nearby targets, while taking a bit longer to get smokes to far away parts of the map that he isn’t actively covering. Paranoia has been quite strong for a while, and rather than reduce its effectiveness and take away some of the most exciting plays Omen can make, we decided to up the cost. On the whole, this brings Omen’s full utility price up to a level that's more comparable with other Agents as well as making it more important to get value out of Paranoia when you cast it, so that big $400 chunk of cash isn’t wasted.

Paranoia

  • Cost increased: $200 >>> $400

Dark Cover

  • Projectile speed decreased: 4000 >>> 2800

Viper

No updates just yet, but we’re taking this opportunity to say we’ve got our eye on her. We still believe she is underperforming as a whole and we’re looking at changes for her in the new year.

WEAPON UPDATES

Classic (Alt. Fire)

  • Jumping error increased: .4 >>> 1.0
  • Increased input queue on right-click: 0.065 >>> .225
  • Firing consecutively now jumps in error, starting at 1.9 for the first burst, 2.5 for the second, and then the third/fourth burst will be at a 6.0
  • Right-click now has a recovery curve starting at .1s
    • The Classic is proving to be a master-of-none choice in pistol rounds, with the exception of jump right-clicks and spamming right-clicks. The spread changes aim to pull the effective range of the jump bursts and the firing error/recovery aim to put some more finesse into how effective you can be while spamming it out. Input queue will help shots between bursts come out more smoothly.

COMPETITIVE UPDATES

  • New Competitive regional leaderboards (Jan. 12)
  • Rank system updated, including rank progress bar, numerical progress, and further distribution changes to make it easier to climb out of the lower ranks
  • Immortal and Radiant ranks are now capped at a premade size of two
  • New ranked rewards for Episode 1 (pair of Gun Buddies based on your highest Act Rank achieved during Episode 1)
  • Many more changes! Read our rank changes summary article for the complete breakdown.

SOCIAL UPDATES

  • The “Add Friend” button has been removed from the in-game player list

BUGS

  • Fixed an issue where Omen could sometimes teleport past the buy phase barriers
  • Fixed an issue where Omen could plant the Spike while elevated on a Sage wall
  • Fixed an issue where players on the opposing team could be seen on the minimap long after leaving line of sight
  • Fixed an issue where the desktop resolution was not restored after alt-tabbing from the game when playing in fullscreen mode, at lower-than-native resolution. Thank you to player fl0m for bringing this to our attention!
  • Fixed an issue introduced in the 1.14 patch that incorrectly calculated client ping by including client frametime in the calculation

KNOWN ISSUES

  • Preview videos for weapon levels currently don’t have audio.
    • Rest assured, the skins still have respective audio in-game, we just have some issues with audio for preview videos found in the Store and Collections.