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Valorant Patch 1.11 Adds Skye & Balancing Updates
Riot Games has released theÂ official patch notesÂ forÂ ValorantÂ Update 1.11, which is part ofÂ ValorantÂ Act III.
In Valorant patch 1.11, Skye enters the fray, Initiators and most Sentinel Agents get balanced, and the Economy ruleset is tuned. All Sentinels and Initiators are getting role and abilities-specific tuning, with the start of First Strike in mind.
In addition, updates to the match economy ruleset (the way credits are distributed after a round) should alter decision-making when the round or your loadout is on the line.
However, the update has since been delayed until further notice due to problems and issues.
Check out the full patch notes below:
SKYE joins the VALORANT roster!
With First Strike on the horizon, the balance team has been hard at work making our last round of major balance changes before teams start duking it out. We want to ensure that the top teams donâ€™t have to constantly adapt to a changing game while theyâ€™re playing in the tournament. Minor balance changes may occur during the span of First Strike, but we wonâ€™t deploy changes like the ones in this patch that heavily impact a teamâ€™s strategies.
One of the major trends weâ€™ve observed over the last few months is that matches have become increasingly defender-sided (especially at higher ranks). Although every piece of the game can influence this type of trend (move speed, weapon tuning, map design, Agent balance), we think there are a few targeted character changes that can help give attackers more opportunities to break entrenched defenders. Each is listed below.
â€”Max Grossman, Lead Character Designer
Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start
Initiators create concentrated windows of extremely high threat to help their teams break onto sites. To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). Our goal here is to increase the opportunity window that Initiatorâ€™s teammates have to capitalize on their utility and further differentiate Initiators from Duelists.
Full flash time increased from 1.75 >>> 2
Similar to some of the changes we made with Sage, we want to increase the depth of decision making when playing Sentinels while also providing enemies with more counterplay to â€œtrapâ€ abilities. To reduce the total potential impact of these abilities, autonomous traps are now disabled when the deployer dies (e.g., Cypherâ€™s Trapwire disables when Cypher dies). We want to encourage Sentinel players to play more thoughtfully and carefully around their traps while increasing the reward for taking out the Sentinel player.
Disabled and revealed upon death
Cost reduced from 200 >>> 100
Disabled and revealed upon death
Killjoy is most effective when locking down a single site. Killjoy has to stay near her Turret and Alarmbot for them to remain active. Her global recon should be hit pretty hard here but we have slightly boosted her stalling power to counterbalance that nerf. All in all, we hope to keep Killjoy in a very similar place power wise but give her a stronger identity as the premiere on-site defender.
Alarmbot and Turret now deactivate if she is more than 40m away from themâ€”reentering the 40m range reactivates her little friends.
Cooldown after pickup reduced from 20 seconds >>> 10 seconds
Range at which Alarmbot can be detected decreased from 9m >>> 7m
Cooldown after pickup reduced from 20 seconds >>> 7 seconds
Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
Damage increased from 40/s >>> 45/s
Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every Â¼ of a second
GAME MODE UPDATES
Updates to Economy Ruleset
Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss.
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