VALORANT PATCH NOTES 1.0

If you’re reading this, it’s too late—VALORANT is launching.

What’s new? Reyna is the latest Agent to join VALORANT—straight from the heart of Mexico. Ascent, an open playground for small wars of position and attrition, enters the map pool. Spike Rush (beta) also arrives to deliver a fresh and more hectic flavor of VALORANT.

Sage, Omen, Phoenix, Raze and Jett all received a decent share of buffs and nerfs respectively to get them ready for launch. This patch also targeted the framerate drops some of you were getting during combat. The devil’s in the details, but know that getting performance where we want for all players is an ongoing process we hope to nail down in the next few patches.

Improvements to hit registration, and a rework of Split’s mid chokepoint joins the healthy list of fixes and updates below.

Good game, mad patch notes.

VAL_patchnotes1_graphic.jpg

GAMEPLAY AND BALANCE

AGENT UPDATES

SAGE

  • Healing Orb cooldown increased 35 >>> 45 seconds
    • We like how much Sage is able to heal in a single heal, but felt she was able to use it too frequently during a round.
  • Barrier Orb segment health reduced 1000 >>> 800
  • Barrier Orb duration reduced 40 >>> 30 seconds
  • Friendly Barrier Orb walls now show on the minimap
    • Previous changes to Sage’s Barrier Orb helped give it more counterplay options in pistol/early round but it’s still having too much impact in any given round. Our hope is that the wall stays a powerful stalling tool, but asks you to think more about when in the round you want to use it.

RAZE

  • Blast Pack maximum damage radius reduced 2 >>> 1 meters
    • The Blast Pack has proven to be quite strong, especially when chained back-to-back. By reducing the inner maximum damage radius, we hope to reduce the average damage output of this ability while still keeping it powerful.

JETT

  • Cloud Burst smoke duration increased 4 >>> 7 seconds
    • We feel like Jett has a strong, irreplaceable value in terms of her ability to deny trades. But we think her team-oriented output is a little too low. This should give her and her team a little more time to work off of her smokes.
  • Tailwind automatically breaks Cypher’s Trapwires after being briefly revealed
    • Tailwind force is powerful enough that Jett should easily be able to break free of any leash. This should allow her a little more freedom to make that aggressive, but risky play that creates space for her team.

PHOENIX

6/2/2020

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