VALORANT PATCH NOTES 0.50

Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it.

All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations.  This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations.

Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so, you can’t go over 9,000.  And the Spike now automatically falls when it gets stuck in an elevated location (you can stop bugging your tall friend now).

You’ll notice each map got some love as well, to remove some exploits and reposition a few barriers.

GAMEPLAY AND BALANCE  

WEAPON UPDATES

  • You will no longer enter the “walking accuracy” state when transitioning from run to stop
    • We noticed many players were entering a walking accuracy state during their run-to-stop transition that made it appear as if shots they fired/landed were done at full speed.
  • Deadzone accuracy speed threshold increased: 25% >> 30%
    • Now that you can’t gain walk accuracy while transitioning from a run to a stop, we've also slightly increased the size of the deadzone (full accuracy state) to make it a bit easier to get an accurate shot out quickly

ALL RIFLES

  • Recovery times on all Rifles have been updated, which should make tap and burst firing more efficient. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.
  • Base walk accuracy: 0.6° >> 0.8°
    • We felt like walk-spraying with rifles was a little more effective than we'd like, particularly at longer ranges. We're going to pull back on this accuracy slightly and continue to monitor
    • Tap Efficiency Changes (Phantom & Vandal only)
      • Tap Efficiency determines the rate that inaccuracy is accrued when re-firing prior to waiting for the complete duration of a weapon’s respective Gun Recovery Time. The higher the Tap Efficiency, the lower the rate of inaccuracy accrual.
  • Vandal:
    • Horizontal (Yaw) Recoil reduced by 15% while crouched and stationary
      • This was intended to be the case and now properly matches the crouch benefits of other rifles
    • Gun Recovery Time: .4s >> .375s
    • Tap Efficiency: 4 >> 6
  • Phantom:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
    • Tap Efficiency: 3 >> 4
  • Bulldog Automatic Fire:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
  • Guardian
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .4s >> .35s

Machine Guns are significantly underperforming other weapons at their price points.  Machine Guns are meant to be bullet hoses—powerful once they get going. This is a difficult balance to strike in a game where a single bullet from the Vandal will put you down. Our hope here is to make Machine Guns better at what they do (shoot lots and lots of bullets) while also increasing the power of the Ares relative to weapons at a similar price point.

  • Ares
    • Price reduced from 1700 to 1600 creds
    • Firing Error (this value is a curve that has intermediate values between each bullet; bullet 2 has slightly less error than bullet 1, and so on)
      • Bullet 1: 1.0° >> 0.8°
      • Bullet 5: 0.85° >> 0.75°
      • Bullet 10: 0.75° >> 0.7°
    • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.
  • Odin
    • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets

AGENT UPDATES

SAGE

  • Slow Orb zone duration decreased from 9 seconds to 7 seconds
  • Slow Orb slowing amount decreased from 65% to 50%
    • We all know Sage is OP.  We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT.  These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.

Cypher

  • Cyber Cage no longer slows enemies that move through it
    • We’ve always envisioned Cypher as a premier sentinel gathering info on his enemies and picking them off, but the slow on the cage was allowing him to move into Sage’s territory by stalling an entire enemy team. We still think this will be a tool he uses to buy some time, but enemies will now have more options when pushing his defenses, especially when coordinated.
  • Spycam cooldown when destroyed increased 30 >> 45 seconds
    • Spycams have been flying into enemy territory like Sova darts at the start of rounds because the punishment for losing one to an enemy is so low. Hopefully this change pushes you to find a safe hiding place for your initial camera (please not inside a box).

OMEN

  • Dark Cover smoke duration increased 12 >> 15 seconds
  • Dark Cover smoke projectile speed increased
  • Dark Cover cooldown increased 30 >> 35 seconds
    • Especially at high-tier play, we’ve seen Brimstone become the dominant controller and we wanted to give his peers a boost to make them more viable while hopefully maintaining their unique playstyles.

VIPER

  • Snake Bite radius increased 350 >> 450
    • We’re increasing Snake Bite’s radius to match other area denial abilities

BRIMSTONE/PHOENIX/VIPER 

  • We see you b-hoppers out there, jumping through Incendiary, Fireball, and Snake Bite while taking no damage. We don’t want to completely negate this skill but we also don’t want it to trivialize a whole set of character abilities.
    • Height required to jump out of all damaging area denial abilities 80 >> 120
    • Snake Bite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged)

AGENT ABILITY CREDIT COST TUNING

  • We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection
    • Sage Barrier Orb increased from 300 to 400 credits
    • Raze Blast Pack increased from 100 to 200 credits
    • Phoenix Curveball increased from 100 to 200 credits
    • Brimstone’s Incendiary increased from 200 to 300 credits
    • Jett’s Updraft reduced from 200 to 100 credits

AGENT ARMOR

  • Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor)

MAX CREDIT CAP

  • Total credit cap is is reduced from 12,000 to 9,000
    • We’re noticing that players/teams who manage to bank a high amount of credits are maintaining a rich economic state for too long, and it becomes a monumental challenge for the opposing team to dethrone their economy

CHARACTER UPDATES

  • Sova's Owl Drone now includes a layer of sound for engine rotors
    • Audio should better reflect thematics, while maintaining how noticeable the previous version of Owl Drone audio was for allies and enemies, as heard in 3rd-person

MAP UPDATES 

SPLIT 

Attacking teams have been having difficulty finding a foothold in territory control across the map. We’ve made a few changes that should allow attackers better opportunities to contest A Main, Mid Top, and B Tower.

  • Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map
    • Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower
    • Defender barrier has been pulled back at A Ramps
    • Attacker barrier has been pushed forward at A Main
    • Attacker barrier has been pushed forward slightly at B Main
  • Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
    • This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower
  • Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike
  • Revised art to improve performance throughout the map

HAVEN

  • A new map exploit system is in effect which will have negative effects on anyone trying to escape the playspace
  • Updated several floor sections so that they now have appropriate material sounds

SPLIT/HAVEN/BIND

  • Added fixes for Cypher Spy Camera exploits to all three maps— a huge thanks to everyone who has helped us track these down, including clutch stream’s we lurked in for two days, writing down every camera placement and fixing them in real time
  • Backside of spawn barriers are now opaque to prevent some abuse cases
  • Added ability for Spike to automatically fall from elevated boost positions
  • Fixed multiple spots where Sova’s Recon Dart could over-penetrate map geometry—another shout out to everyone that helped with these as well!

HUD & UI

  • Teammate armor is now shown on the scoreboard
  • When the Spike is planted, the Spike icon in the upper middle UI now pulses with the audio beeps
  • New artwork for pings to increase readability in the world
  • Portraits
    • Re-enabled portrait for player’s minimap icon
    • Reduced size of portraits and icons by several pixels
    • Added color to the player’s own minimap icon with a slightly thicker border to aid in finding oneself (on the minimap, not in life)
  • Added regulation of chat messages when using the radio menu or radio wheel
  • Slight increase to broken armor text size to make it easier to notice
  • Relocated flyout menu for Titles dropdown so it opens in a more sensible location
  • Moved Leave Match button closer to the other “Exit” buttons in the menu
  • Made Logout button red to match Exit button, since they both exit
  • Shifted location of Skip button on MVP screen so players do not accidentally press Play Again button when slamming the Skip button
  • Adjusted radio wheel behavior so that mouse wheel up and down always select the other wheels regardless of other keybinds
  • Icon for Need Help changed from the little bug thing to a flag
  • Enabled attack/defend icons in the upper middle game info UI for all players, not just observers
  • Hooked up “Ult Almost Ready” VO when character uses the Ult Status radio command and are within 1 ult point of being fully charged
5/12/2020

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