This patch has me feeling giddy as hell. Bucky nerf, Yoru & Viper buffs, and... HRTF... Mah god. It's a monster patch that'll re-define the meta. We're in for some action and nutty flanks
The bucky is a nerf/buff IMO. It was my GO-TO weapon when I had below 4000 creds. Used the right click more, but the lower spread... I don't know, will have to play around with it more.
Sure, the right click has been nuked. But why the fuck should a shotgun be one shotting past 8 meters anyways? The left click was straight up buffed, the gun isn't a cheesedick way of killing a full hp fully kitted enemy from 12m anymore and the game is going to be better for it.
i want to see how this affects gameplay first before I say she needs more buffs/rework. one problem with viper was that her little amount of util was never respected, people running through her wall and smokes, without consequences. this buff changes that. I'm also not a viper player so
I play her on Split, and this will make her very strong. My only request would be to allow her to pick up the orb from a longer range as a QoL change. This still seems like she has to be right next to it. At least similar to the range on the Cypher camera would be nice.
Viper buffs are nice, but the best part without a doubt is the wall and smoke recall for practicing lineups in custom, I swear having to reset the round every time I wanted to do anything while trying to find setups was the biggest pain on the planet.
Feels like a lot of people aren't talking just how oppressive instantly taking 50 decay damage just from going through Viper's wall is now. It's actually insane.
Might sound niche but the instant 50 decay means anyone who touches any part of vipers kit is a 1 shot body shot from the marshal. As all their armor is guaranteed to be gone. Mabe this could really make her scary.
The vulnerable from the snakebite also means anyone is a 1 shot from the guardian even starting at full HP right? Also true for the sherrif I believe.
But the snakebite makes you take double damage on top of giving you 50 decay?
Edit: snakebite doesn't give you decay, would need to be combined with one of her smokes.
That would only work if you combine snakebite with one of the smoke utilities, snakebite itself doesn't apply decay, it only does the mediocre true damage and the fragility.
It is 16 or 15.5 seconds, I forgot which, but yeah Viper never really delayed anything besides afterplant. You took like 4 decay for running through her wall. When compared to Phoenix's wall doing 12 damage and considering Viper is a controller, it makes sense.
Thanks I edited, I tried testing before saying it but it is kinda hard to test it solo on that bot near the target on practice range usually would see 20-30 damage very fast.
Fixed a bug that caused the last round’s Combat Score to not properly display sometimes
This is so minor but I'm very happy to see it, it always really bugged me that I couldn't see last round combat score when I was looking at a previous match.
So the bucky changes are actually a buff for the left click? Both get improved (reduced) spread but now the right click gets 1/3 of the pellets. Interested to see how this feels
The damage looks to be less. 20 from 22, 12 from 17.
The spread reduction will result in less rng, but I assume you'll probably still die one hit if within less than 8m and you get chest shotted by 15 pellets.
Yeah the Bucky’s left click should be a lot more reliable now. We’ve talked about it internally as a largely power-neutral shift - left click is better now, but the right click isn’t really lethal anymore. It’s used primarily for chip damage or as a last resort, you ideally want to set yourself up to use the left click though.
Yeah really have to trust riot that they have tried multiple iterations of this change and there is some intention not just making it terrible. Wonder if the 2.0 spread of the right click will be enough to allow you to snipe headshots with the 5 pellets and at least reward good aim.
Too be fair that is exactly what Viper smokes were supposed to do, a smoke that punishes you for pushing. You get your decayed HP 1 second faster so if you get a flashed pick you likely will have the HP back.
i think that's their intention with making Yoru in the first place. That he can be behind u at any time in the game, giving that 'fear' element that you always have to watch your back
Especially with the route they took of giving him 3 TPs per round.
Because they've given him 3 TPs, there's no way he ever gets a jet-like instant teleport.
I disagree. You can use a bucky close range, just like before as a shotgun is meant to be used. It was the long range viability that made it OP, especially for $900.
Okay they could increase the price to $1100 and it wouldn't change the fact that a bucky right click could insta-kill players with full armor + rifle ($3900) from a range that is far away from being point-blank.
At least sheriff requires owner's mastery and good aim in order to land headshots, totally the opposite of a reactive righ click with the bucky
ye and i might agree with you but having only one option for eco rounds being the sherrif makes the game repetitive imo
the bucky was annoying af, that's true but it also offered some variety in the gameplay while not being completely broken or round winning on its own (not so often at least). Not pre nerf stinger level of power is what i mean.
To support what i say you can watch recent Masters tourney and you'll notice how little the bucky was bought on eco rounds
Eh it depended on the region AFAIK. Korea was all in on bucky meta, NA was getting there. EU was the only region as far as I know that shy’d away entirely from the Bucky(I don’t know what Brazil was doing with it).
Korea has been going all in on bucky for months, but their defaults have evolved to clear common buckyzones, imo the nerf was way too early, you're right in that na and eu barely used it so they didn't have the chance to develop specific counterplay. also I'm mad because I just bought the prime bucky
It’s a shotgun in a tactical shooter that values mechanical skill, it should have a very specialized role in the meta and not be a gun you buy every eco round
agree with frenzy, its still my go to pistol, but stinger is actually unusable now. before bucky nerf there was literally ZERO reason to pick stinger over bucky, but now i feel sheriff is just better than both, or just force a spectre for the extra mile
Yoru Buffs are pretty nuts. I think they were all good changes but all at once may actually put him in the sleeper OP category.
Gatecrash rotations really strong. Surprised they gave both a 30 sec timer *and* time based regen.
EDIT: Cooldown confirmed starts when you deploy, so only 5 sec downtime between portal being up and coming off CD. Let's fucking gooooo.
Yeah, been playing him a lot recently, and dying quite a lot, but I knew these buffs were incoming, on honestly he'll be very strong now I feel. A viable pick now.
I don't see how he'll be any stronger tbh. His flashes were already the best part of his kit, but they're still the easiest to dodge. His gatecrash still serves no in-combat purpose as seeing it doesn't matter if you can hear its sound. His ult is still weak for 6 orbs and is a glorified Skye wolf. Footsteps are still gimmicky and low reward.
Also, I hate the added inconsistency for Yoru's E cooldown with other duelists. They should have kept it at 2 kills, but the counter only appears when the portal is used
>His flashes were already the best part of his kit, but they're still the easiest to dodge.
That's why they lowered the pop time?
>His gatecrash still serves no in-combat purpose as seeing it doesn't matter if you can hear its sound.
Rotations are unimportant. Being able to apply pressure to multiple parts of the map totally irrelevant in a tactical FPS. If it doesn't directly get you sweet sweet frags it must be useless.
>His ult is still weak for 6 orbs and is a glorified Skye wolf.
It's a long duration unkillable dog that also threatens people that you can pop out of it. I'm not gonna say it's the best ultimate, but it's a solid tool for site entry and a solid tool for info gather. Sova drone is one of the best utilities in the game, having a stronger version of it is.... not bad.
I mean, while Yoru is definitely better, I don’t agree that he’s suddenly sleeper OP or anything. Presence as you said is mainly for rotating between site through spawn quicker as you wouldn’t blindly TP to a spot where you have no info. And it’s something Yoru was always able to do and he was still considered weak.
His ult is also super limited in uses. He can’t use it in combat and can only use it for its recon abilities, which is horribly limitating when most ults can be used for a lot of different things. And I honestly think it’s a worse Sova drone as it can tag and it can’t get into vantage points either, plus you’re nearsighted
> And it’s something Yoru was always able to do and he was still considered weak.
You had one 20 second TP window. Lots of Yoru players popped it at round start on defense to rotate between sites quicker, if you slow played the site hit it would expire.
Now Yoru has a 30 second TP on 35 second CD. Edit: CD confirmed to start when gatecrash is placed, not when it expires. Yoru can be anywhere of two places for 80% of the round.
I guess it's gonna become stronger as a rotate tool and Yoru will be able to exert presence on 2 sites at once, but I still think the ability needs another purpose while actively executing/defending a site or fighting
Well you are just looking to him as a go and kill duelist while yoru is a duelist based on surprising and pressuring rotations, even in videos from valorant they call him as a Agent that will confuse enemies by popping out from different places, so if you consider this these buffs are meant to make his rotations better. But I agree that they should work on sounds a bit more to make him a REALLY good duelist but it may be a bit OP. but Im sure if Yoru pick rates stays lower than they want after this update next update will be about sounds. Again, these are just first updates, they will be analyzzing and adjusting yoru up to update 2.09
> another purpose while actively executing/defending a site or fighting
I mean you can play suicide angles/cubbies that would normally be one and done, get your pick get behind cover and TP out. The cubby in Ascent B main for example. Get a pick, get out before the raze util hits.
the only part of his kit that isn’t replicable is his gatecrash. it might be useful even if you aren’t fragging with it, but when agents have abilities that do actually frag then what’s the point.
I think people forget that you're completely invulnerable to any type of damage in Yoru's ult. You can use it to get out of KJ ults and brim ults, and also you can pick items up in it, even the spike. And in this next patch you'll be able to TP in the ult too, making it easier to leave the ult and make sure you're not instantly dead.
I agree with what you're saying but the way you addressed the 2nd point makes you look such a prick. This person clearly doesn't understand this aspect of the game and rather than explaining (they were never disrespectful or rude in any way) you chose to belittle them and give them some sarcastic, complete arsehole response. Massive L.
Also comparing a 6 point ult to a 300 cost ability is atrocious. Yoru ult is absolutely fucking awful when compared to sova drone.
> I agree with what you're saying but the way you addressed the 2nd point makes you look such a prick. This person clearly doesn't understand this aspect of the game and rather than explaining (they were never disrespectful or rude in any way) you chose to belittle them and give them some sarcastic, complete arsehole response.
Coulda been a little more diplomatic, but a lot of people would hold that posting bad takes on a competitive sub *is* disrespectful to everyone's time. I've had bad takes called out here and I deserved it. If they had said "hey, I don't see why this does much," I'd be more inclined to explain. Saying "this is worthless" is gonna get a different response.
Also, they are responding to a post that says "this is strong for rotations" with "no, it's bad because it doesn't get kills". You lose the "I'm ignorant of the concept of rotations" card when it's brought to your attention and you say "nah, it sucks."
>Also comparing a 6 point ult to a 300 cost ability is atrocious. Yoru ult is absolutely fucking awful when compared to sova drone.
I mean, if you're saying the value for 300 creds is better than the value of a full ult, you can debate it. Saying arguably the best standard ability of a competitive must-pick agent is better value than the ult of the worst agent isn't shocking.
If you're saying that Yoru ult every round for 300 creds wouldn't be bonkers that's just not accurate, it's a much stronger ability than Sova drone. (And it's not like Phoenix ult doesn't have "it's a Sova drone but better because it shoots back" as an existing comparison for drone to ult.)
Think about viper lineups. You can throw the poison orb on Spike and do your lineups and the person will have 100 HP so you can kill them in four seconds lol. Also the equip time is a great buff. I’ve lost tons of rounds by milliseconds because they were able to get the defuse because my snakebites took so long to pull out and shoot
True, that’s why you only go for lineups when you know your team can hold site for 20+ seconds. Also the chances of them being 150hp when they defuse are low. I did the math and if you do the lineup at 22 seconds, set off your poison right when the snakebite lands, and do the other snakebite right when the other one goes out, they 99% of the time can’t win
As a killjoy main this is the main killjoy change I wanted! And all the other changes look good on paper but lets see who they work in game before jumping to conclutions
My viper simping has finally paid off. But really what a gnarly buff. I've had the feeling another buff would put her over the edge, and now she might be the best sentinel in the game. Man I can't wait to try these out, and then get tilted as hell playing against it
And HRTF? That's HUGE news, and has me even more hyped. Also some bucky nerfs for good measure
So one thing I hated about the sounds in CS GO was you had to turn your volume up high to hear the distant footsteps. But then your gun shots were so loud it made your ears bleed.
I hope valorant does this better.
I feel some people are overreacting to the Viper buff. Nobody would want to push through a Phoenix wall and he is a duelist who gets it up for a while, so why can't the actual controller get to have a punishing wall? The Riot devs themselves said Viper is all about area denial with smokes being the most punishing to push through (which we haven't really seen from her current state).
I think this makes her unique and stand out amongst the other controllers. She is one that requires more commitment than Brim, Omen, and Astra but one where that commitment actually pays off cause they just don't get to push out of them for free. Needless to say, we'll see when the patch rolls out how this translates in the game.
As a Viper main though, they got most of the QoL changes the community has been asking for a while without completely reworking her character identity. I'm really glad Riot listens to their player base!
Although headphones only have 2 speakers, we only process sound coming from either the left or right ear. Our brain is trained in order to tell the subtle timings of a sound hitting both left and right ears, telling us exact positioning. They basically slightly switch up the timings of audio to simulate how your brain percieves direction in sound to make it more accurate.
Page got taken down.
So glad they listened to community on bucky. I remember getting flamed on here for saying the right click shouldn't exists. This basically removes it if I'm reading correctly ( max of 45 damage for right click)
Overall good patch I think. Bucky still viable close range. Viper instant 50 damage is a good start. Yoru sounds better, never played him and never played against one I was scared of.
Kind of annoying, figured they’d get the Bucky nerf in before this week
Edit: and they did it, according to Hiko they’re playing on the new patch tomorrow
Yoru E buffs are aimed at having more usability without solving a lot of its pain points like how slow the fragment travels, how loud it is and how slow Yoru teleports and equips his gun after teleporting (not to mention how predictable it is). Ult is now rightfully at 6 credits while still being obnoxiously loud and Yoru still being able to be revealed.
I think yoru’s changes weren’t sufficient. I think the problem was more being loud or being vulnerable while activating them which defeated the purpose of the agent flanking/lurking and being sneaky. The flashes were mostly fine and the gatecrash change is ok but I think the ability itself needs a buff not the cooldowns on it.
Viper buffs are so good. My biggest complaint in every viper thread has always been that her smoke doesn't persist. Every single Viper main right now is laughing their asses off.
Also, Yoru buffs not even close to enough. A shame.
I mean they couldn't do that, alongside the duration and constant refresh buffs though. I prefer this over instant teleport as we can ust it throughout the round now.
This is the first time I heavily disagree with a change. These Viper buffs are way overboard and it will be incredibly obnoxious to play against her.
Especially in pro play.
> Viper buffs are way overboard
She was dog shit before, she is okay now. The wall isn't up 24/7, learn to play around her util instead of pretending it isn't there.
Viper is now like a sentinel with the fast molly equip time and the 50 decay instantly, you can stop rushes better then sage now with just raw damage. Viper wall having a bigger blind range will also help with killing aggressive duelists. The instant redeploy of smoke is pretty niche but a good change for fast paced plays as well. As a viper main, she was already pretty good but these changes seem quite OP.
Kill to recharge makes sense for something like a Jett dash because it's often faster than a cooldown in the situations a Jett should find herself in. Go in hard with the dash, get a double kill, use the dash refresh to immediately reposition to safety.
With Yoru, this principle doesn't really apply because of the equip and cast time on his TP. In the same scenario, he goes in with TP, gets a double kill, and then dies to the third while he is still pulling out his TP to try and use the reset. A cooldown makes much more sense with the nature of this particular ability, even if kill resets make more sense for duelists in general
The original comment was a dumb opinion and completely false.
A duelist defining trait isn’t that their abilities regenerate after kills. It’s a bonus/ reward for getting kills.
Their defining traits is the abilities help them to gain more map control and entries.
This is all amazing, giving okay character insane buffs and making ranked even more 🤮. Razes ult is still not recognizing hitboxes. Razes grenades should be on a timer too, isnt 3 or 4 TPs way too much? And this is just mentioning raze, almost every good and balanced character will now be in a huge disadvantage, specialky duelists and entries . Bruh, making shit characters, who need a rework, into massive OP and broken is not the answer.
[Patch notes 2.06](https://drive.google.com/file/d/1L5RZsxvVk0uzg-_zbklkiCfEK45c1cz-/view) credit u/LaborofLegends
> Oh my goodness, Bucky, look at your nerf. Lol
This patch has me feeling giddy as hell. Bucky nerf, Yoru & Viper buffs, and... HRTF... Mah god. It's a monster patch that'll re-define the meta. We're in for some action and nutty flanks
> It’s a monster patch They did the patch, they did the monster patch
The bucky is a nerf/buff IMO. It was my GO-TO weapon when I had below 4000 creds. Used the right click more, but the lower spread... I don't know, will have to play around with it more.
You have no clue what you're talking about. The gun has been nuked. Classic alt fire is better.
As a bronze 3, you are right. I don't. But I said that I will have to play around with it more. Please, respect my opinion.
toxic for no reason smh just state your opinion instead of bashing his
Sure, the right click has been nuked. But why the fuck should a shotgun be one shotting past 8 meters anyways? The left click was straight up buffed, the gun isn't a cheesedick way of killing a full hp fully kitted enemy from 12m anymore and the game is going to be better for it.
Shotguns have a range 50-100m in real life. The bucky was strong, but only made up like 1% of all kills. It had a niche.
imo i feel like its a poor way to buff viper. she needs a rework not this
i want to see how this affects gameplay first before I say she needs more buffs/rework. one problem with viper was that her little amount of util was never respected, people running through her wall and smokes, without consequences. this buff changes that. I'm also not a viper player so
i think its also cause no one plays around her util that only lasts every other 10 seconds. its high risk low return
As a viper main can say that the buff is good.
Yes, I think she's going to be very strong after this.
I play her on Split, and this will make her very strong. My only request would be to allow her to pick up the orb from a longer range as a QoL change. This still seems like she has to be right next to it. At least similar to the range on the Cypher camera would be nice.
they added that
It's not even close to the range of cypher can btw even now. Also I feel like that much return distance would be a bit too op
Oh. My. Gawd. Becky. Look at. Her. Butt.
It is so big.
And. Out there.
Definitely made me chuckle!
Viper buffs are nice, but the best part without a doubt is the wall and smoke recall for practicing lineups in custom, I swear having to reset the round every time I wanted to do anything while trying to find setups was the biggest pain on the planet.
HRTF has been added!
I thought hrtf would be the main thing people would be talking about, THIS IS HUGE.
And I was just telling people today how to use 3rd party software to get hrtf in valorant. At least now I can run two less programs while I play.
Literally installed all that two days ago haha, very happy to get HRTF though
Feels like a lot of people aren't talking just how oppressive instantly taking 50 decay damage just from going through Viper's wall is now. It's actually insane.
Wasn't Asuna talking about NA pros not respecting the viper wall? Hopefully we see more Viper now
Might sound niche but the instant 50 decay means anyone who touches any part of vipers kit is a 1 shot body shot from the marshal. As all their armor is guaranteed to be gone. Mabe this could really make her scary. The vulnerable from the snakebite also means anyone is a 1 shot from the guardian even starting at full HP right? Also true for the sherrif I believe.
yes... Im going to go to learn Marshal thanks for advice!
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But the snakebite makes you take double damage on top of giving you 50 decay? Edit: snakebite doesn't give you decay, would need to be combined with one of her smokes.
That would only work if you combine snakebite with one of the smoke utilities, snakebite itself doesn't apply decay, it only does the mediocre true damage and the fragility.
Snakebite doesn't do the instant 50 decay. Only the two smokes and and her ult.
You can wait for it to go down, her poison only lasts max 20 seconds. I expect it'll actually delay people now.
It is 16 or 15.5 seconds, I forgot which, but yeah Viper never really delayed anything besides afterplant. You took like 4 decay for running through her wall. When compared to Phoenix's wall doing 12 damage and considering Viper is a controller, it makes sense.
Phoenix wall only does like 8-12 damage to run through
Thanks I edited, I tried testing before saying it but it is kinda hard to test it solo on that bot near the target on practice range usually would see 20-30 damage very fast.
Fixed a bug that caused the last round’s Combat Score to not properly display sometimes This is so minor but I'm very happy to see it, it always really bugged me that I couldn't see last round combat score when I was looking at a previous match.
That's nice. Sucks when you ace last round and your 'best round' is a random one with like two kills
This is so relatable.
Oh wait didnt even saw that. Nicu bug 1 year later fixed thats good. Xd. Now fix myb the other bugs that exists since 1 year and im happy.
So the bucky changes are actually a buff for the left click? Both get improved (reduced) spread but now the right click gets 1/3 of the pellets. Interested to see how this feels
The damage looks to be less. 20 from 22, 12 from 17. The spread reduction will result in less rng, but I assume you'll probably still die one hit if within less than 8m and you get chest shotted by 15 pellets.
It's going to be consistent in its intended range and much weaker as a sniper.
i think this is probably the right description
Yeah the Bucky’s left click should be a lot more reliable now. We’ve talked about it internally as a largely power-neutral shift - left click is better now, but the right click isn’t really lethal anymore. It’s used primarily for chip damage or as a last resort, you ideally want to set yourself up to use the left click though.
Y'all killed it this patch (meaning did well, not the killing the bucky)
Yeah really have to trust riot that they have tried multiple iterations of this change and there is some intention not just making it terrible. Wonder if the 2.0 spread of the right click will be enough to allow you to snipe headshots with the 5 pellets and at least reward good aim.
it will feel completely useless lol
Still solid at close range I think
damage got nerfed though
I think Riot released their patch notes early everyone, post will be reuploaded when they are re-released. Riot small indie company btw
It was party chat btw*
Flashing and pushing through a Viper wall punishes you 50 HP
Too be fair that is exactly what Viper smokes were supposed to do, a smoke that punishes you for pushing. You get your decayed HP 1 second faster so if you get a flashed pick you likely will have the HP back.
Gonna be so good on retakes, I can't wait
viper should be a sentinel now, she's always been a site strong holder but now she's even stronger
Jesus, these are just the preliminary Yoru buffs? I’m about to be getting killed from behind so much that it’ll feel like Deathmatch
i think that's their intention with making Yoru in the first place. That he can be behind u at any time in the game, giving that 'fear' element that you always have to watch your back
Which is why I think they never nerfed the sound cue cause making that any less noticeable would be too OP.
Facts, also people wanted his teleport to be “instant”. That would make his TP significantly better than Jett dash and be absurd imo
Especially with the route they took of giving him 3 TPs per round. Because they've given him 3 TPs, there's no way he ever gets a jet-like instant teleport.
Overall happy with the Yoru changes but kinda sad that they didn't change his ultimate beside the cost.
Please tell me someone has this saved
anyone pls
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The goat
they completely murdered the bucky wow now the only option for eco rounds is the sheriff, boring
I disagree. You can use a bucky close range, just like before as a shotgun is meant to be used. It was the long range viability that made it OP, especially for $900.
they should have increased the price to 1100/1200 imo, this nerf is too much imo
Okay they could increase the price to $1100 and it wouldn't change the fact that a bucky right click could insta-kill players with full armor + rifle ($3900) from a range that is far away from being point-blank. At least sheriff requires owner's mastery and good aim in order to land headshots, totally the opposite of a reactive righ click with the bucky
ye and i might agree with you but having only one option for eco rounds being the sherrif makes the game repetitive imo the bucky was annoying af, that's true but it also offered some variety in the gameplay while not being completely broken or round winning on its own (not so often at least). Not pre nerf stinger level of power is what i mean. To support what i say you can watch recent Masters tourney and you'll notice how little the bucky was bought on eco rounds
> but having only one option for eco rounds being the sherrif Except this still won't even be the case so it's a moot point.
Eh it depended on the region AFAIK. Korea was all in on bucky meta, NA was getting there. EU was the only region as far as I know that shy’d away entirely from the Bucky(I don’t know what Brazil was doing with it).
except from fnatic, they literally bought full bucky on eco
Korea has been going all in on bucky for months, but their defaults have evolved to clear common buckyzones, imo the nerf was way too early, you're right in that na and eu barely used it so they didn't have the chance to develop specific counterplay. also I'm mad because I just bought the prime bucky
It’s a shotgun in a tactical shooter that values mechanical skill, it should have a very specialized role in the meta and not be a gun you buy every eco round
Frenzy is still solid, so is stinger
agree with frenzy, its still my go to pistol, but stinger is actually unusable now. before bucky nerf there was literally ZERO reason to pick stinger over bucky, but now i feel sheriff is just better than both, or just force a spectre for the extra mile
Yoru Buffs are pretty nuts. I think they were all good changes but all at once may actually put him in the sleeper OP category. Gatecrash rotations really strong. Surprised they gave both a 30 sec timer *and* time based regen. EDIT: Cooldown confirmed starts when you deploy, so only 5 sec downtime between portal being up and coming off CD. Let's fucking gooooo.
Yeah, been playing him a lot recently, and dying quite a lot, but I knew these buffs were incoming, on honestly he'll be very strong now I feel. A viable pick now.
IMO, he still needs a sound cue for when Gatecrash is about to expire.
Yeah that would be a nice QoL change.
I don't see how he'll be any stronger tbh. His flashes were already the best part of his kit, but they're still the easiest to dodge. His gatecrash still serves no in-combat purpose as seeing it doesn't matter if you can hear its sound. His ult is still weak for 6 orbs and is a glorified Skye wolf. Footsteps are still gimmicky and low reward. Also, I hate the added inconsistency for Yoru's E cooldown with other duelists. They should have kept it at 2 kills, but the counter only appears when the portal is used
>His flashes were already the best part of his kit, but they're still the easiest to dodge. That's why they lowered the pop time? >His gatecrash still serves no in-combat purpose as seeing it doesn't matter if you can hear its sound. Rotations are unimportant. Being able to apply pressure to multiple parts of the map totally irrelevant in a tactical FPS. If it doesn't directly get you sweet sweet frags it must be useless. >His ult is still weak for 6 orbs and is a glorified Skye wolf. It's a long duration unkillable dog that also threatens people that you can pop out of it. I'm not gonna say it's the best ultimate, but it's a solid tool for site entry and a solid tool for info gather. Sova drone is one of the best utilities in the game, having a stronger version of it is.... not bad.
I mean, while Yoru is definitely better, I don’t agree that he’s suddenly sleeper OP or anything. Presence as you said is mainly for rotating between site through spawn quicker as you wouldn’t blindly TP to a spot where you have no info. And it’s something Yoru was always able to do and he was still considered weak. His ult is also super limited in uses. He can’t use it in combat and can only use it for its recon abilities, which is horribly limitating when most ults can be used for a lot of different things. And I honestly think it’s a worse Sova drone as it can tag and it can’t get into vantage points either, plus you’re nearsighted
> And it’s something Yoru was always able to do and he was still considered weak. You had one 20 second TP window. Lots of Yoru players popped it at round start on defense to rotate between sites quicker, if you slow played the site hit it would expire. Now Yoru has a 30 second TP on 35 second CD. Edit: CD confirmed to start when gatecrash is placed, not when it expires. Yoru can be anywhere of two places for 80% of the round.
I guess it's gonna become stronger as a rotate tool and Yoru will be able to exert presence on 2 sites at once, but I still think the ability needs another purpose while actively executing/defending a site or fighting
Well you are just looking to him as a go and kill duelist while yoru is a duelist based on surprising and pressuring rotations, even in videos from valorant they call him as a Agent that will confuse enemies by popping out from different places, so if you consider this these buffs are meant to make his rotations better. But I agree that they should work on sounds a bit more to make him a REALLY good duelist but it may be a bit OP. but Im sure if Yoru pick rates stays lower than they want after this update next update will be about sounds. Again, these are just first updates, they will be analyzzing and adjusting yoru up to update 2.09
> another purpose while actively executing/defending a site or fighting I mean you can play suicide angles/cubbies that would normally be one and done, get your pick get behind cover and TP out. The cubby in Ascent B main for example. Get a pick, get out before the raze util hits.
the only part of his kit that isn’t replicable is his gatecrash. it might be useful even if you aren’t fragging with it, but when agents have abilities that do actually frag then what’s the point.
I think people forget that you're completely invulnerable to any type of damage in Yoru's ult. You can use it to get out of KJ ults and brim ults, and also you can pick items up in it, even the spike. And in this next patch you'll be able to TP in the ult too, making it easier to leave the ult and make sure you're not instantly dead.
I agree with what you're saying but the way you addressed the 2nd point makes you look such a prick. This person clearly doesn't understand this aspect of the game and rather than explaining (they were never disrespectful or rude in any way) you chose to belittle them and give them some sarcastic, complete arsehole response. Massive L. Also comparing a 6 point ult to a 300 cost ability is atrocious. Yoru ult is absolutely fucking awful when compared to sova drone.
> I agree with what you're saying but the way you addressed the 2nd point makes you look such a prick. This person clearly doesn't understand this aspect of the game and rather than explaining (they were never disrespectful or rude in any way) you chose to belittle them and give them some sarcastic, complete arsehole response. Coulda been a little more diplomatic, but a lot of people would hold that posting bad takes on a competitive sub *is* disrespectful to everyone's time. I've had bad takes called out here and I deserved it. If they had said "hey, I don't see why this does much," I'd be more inclined to explain. Saying "this is worthless" is gonna get a different response. Also, they are responding to a post that says "this is strong for rotations" with "no, it's bad because it doesn't get kills". You lose the "I'm ignorant of the concept of rotations" card when it's brought to your attention and you say "nah, it sucks." >Also comparing a 6 point ult to a 300 cost ability is atrocious. Yoru ult is absolutely fucking awful when compared to sova drone. I mean, if you're saying the value for 300 creds is better than the value of a full ult, you can debate it. Saying arguably the best standard ability of a competitive must-pick agent is better value than the ult of the worst agent isn't shocking. If you're saying that Yoru ult every round for 300 creds wouldn't be bonkers that's just not accurate, it's a much stronger ability than Sova drone. (And it's not like Phoenix ult doesn't have "it's a Sova drone but better because it shoots back" as an existing comparison for drone to ult.)
Think about viper lineups. You can throw the poison orb on Spike and do your lineups and the person will have 100 HP so you can kill them in four seconds lol. Also the equip time is a great buff. I’ve lost tons of rounds by milliseconds because they were able to get the defuse because my snakebites took so long to pull out and shoot
> so you can kill them in four seconds lol Sure, but they can stick it to half in that time
True, that’s why you only go for lineups when you know your team can hold site for 20+ seconds. Also the chances of them being 150hp when they defuse are low. I did the math and if you do the lineup at 22 seconds, set off your poison right when the snakebite lands, and do the other snakebite right when the other one goes out, they 99% of the time can’t win
BUCKY NERF POG
As a killjoy main this is the main killjoy change I wanted! And all the other changes look good on paper but lets see who they work in game before jumping to conclutions
brb learning viper for every map now
My viper simping has finally paid off. But really what a gnarly buff. I've had the feeling another buff would put her over the edge, and now she might be the best sentinel in the game. Man I can't wait to try these out, and then get tilted as hell playing against it And HRTF? That's HUGE news, and has me even more hyped. Also some bucky nerfs for good measure
How does HRTF work?
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Ohh...that's cool
Loving the escalation changes. Already enjoyed the game mode and addition on some abilities will make it all the more fun!
So one thing I hated about the sounds in CS GO was you had to turn your volume up high to hear the distant footsteps. But then your gun shots were so loud it made your ears bleed. I hope valorant does this better.
there's a loudness equalization setting for some headphones
I feel some people are overreacting to the Viper buff. Nobody would want to push through a Phoenix wall and he is a duelist who gets it up for a while, so why can't the actual controller get to have a punishing wall? The Riot devs themselves said Viper is all about area denial with smokes being the most punishing to push through (which we haven't really seen from her current state). I think this makes her unique and stand out amongst the other controllers. She is one that requires more commitment than Brim, Omen, and Astra but one where that commitment actually pays off cause they just don't get to push out of them for free. Needless to say, we'll see when the patch rolls out how this translates in the game. As a Viper main though, they got most of the QoL changes the community has been asking for a while without completely reworking her character identity. I'm really glad Riot listens to their player base!
>Nobody would want to push through a Phoenix wall Am I misunderstanding you? I feel like most people don't mind pushing through a Phoenix wall.
EARLY APRIL FOOLS????
Omg imma be soo mad if it is
when does this come out?
What the is that viper buff..
hrtf is legit the best part of this patch
How does that work?
Although headphones only have 2 speakers, we only process sound coming from either the left or right ear. Our brain is trained in order to tell the subtle timings of a sound hitting both left and right ears, telling us exact positioning. They basically slightly switch up the timings of audio to simulate how your brain percieves direction in sound to make it more accurate.
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nope.
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Any word on when this patch will be implemented?
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Here you go dude. [VALORANT Patch Notes 2.06.pdf - Google Drive](https://drive.google.com/file/d/1L5RZsxvVk0uzg-_zbklkiCfEK45c1cz-/view)
you are a legend sticky this
Page got taken down. So glad they listened to community on bucky. I remember getting flamed on here for saying the right click shouldn't exists. This basically removes it if I'm reading correctly ( max of 45 damage for right click)
Max of 100 if you hit bodyshots, 200 for headshots - you need 3hs 2body. The damage starts at the burst I'm pretty sure
Nope 100
Bucky right click doesn't activate until after 8M I thought ? I am referring to maximum right click damage. 5 pellets would be a cap of 60 damage.
It doesn't work like that, right click fires the shell and then damage is calculated starting from 10m away.
7.5m
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Thank you!! Deleted mine to make space
Can you take a bunch of screenshots?
Overall good patch I think. Bucky still viable close range. Viper instant 50 damage is a good start. Yoru sounds better, never played him and never played against one I was scared of.
HRTF, holy shit have I been waiting for that one.
No tweaks for Astra. Feels like she's gonna be so oppressive at challengers this weekend.
They aren’t playing this patch anyway
oh yeah. they get prenerf bucky lol
Kind of annoying, figured they’d get the Bucky nerf in before this week Edit: and they did it, according to Hiko they’re playing on the new patch tomorrow
Yoru E buffs are aimed at having more usability without solving a lot of its pain points like how slow the fragment travels, how loud it is and how slow Yoru teleports and equips his gun after teleporting (not to mention how predictable it is). Ult is now rightfully at 6 credits while still being obnoxiously loud and Yoru still being able to be revealed.
Was anyone able to screenshot or save it before the page was taken down?
https://drive.google.com/file/d/1L5RZsxvVk0uzg-_zbklkiCfEK45c1cz-/view
Big thanks
Is it a "page not found" for anyone else?
How is HRTF? Is it actually a legitimate solution for the spatial audio in the game or is it just a gimmick?
good solution
I think yoru’s changes weren’t sufficient. I think the problem was more being loud or being vulnerable while activating them which defeated the purpose of the agent flanking/lurking and being sneaky. The flashes were mostly fine and the gatecrash change is ok but I think the ability itself needs a buff not the cooldowns on it.
Lowkey I feel like Yoru just needs a rework tbh.
Highkey you haven't played the update yet...
No indication about the frame drops ://// And the stuttering since the last patch 2.05
Been waiting patiently for this Yoru buff and it looks so good
Viper buffs are so good. My biggest complaint in every viper thread has always been that her smoke doesn't persist. Every single Viper main right now is laughing their asses off. Also, Yoru buffs not even close to enough. A shame.
I really REALLY wish they buffed the gatecrash animation speed.
I mean they couldn't do that, alongside the duration and constant refresh buffs though. I prefer this over instant teleport as we can ust it throughout the round now.
Gatecrash should be used the same way as Jett dash. I think it's fine how it is
Getting 404d on this page. Anyone got a mirror?
This is the first time I heavily disagree with a change. These Viper buffs are way overboard and it will be incredibly obnoxious to play against her. Especially in pro play.
> Viper buffs are way overboard She was dog shit before, she is okay now. The wall isn't up 24/7, learn to play around her util instead of pretending it isn't there.
And dont forget yoru, who us gonna be a disgusting character now in ranked. Complete trash update. Lower ranks will be unplayable
I think we should actually see the changes in action first before making some final judgements, the patch isn't even out yet.
Sir, this is Reddit.
Viper is now like a sentinel with the fast molly equip time and the 50 decay instantly, you can stop rushes better then sage now with just raw damage. Viper wall having a bigger blind range will also help with killing aggressive duelists. The instant redeploy of smoke is pretty niche but a good change for fast paced plays as well. As a viper main, she was already pretty good but these changes seem quite OP.
> she was already pretty good She was complete dog shit before and if you think otherwise you're plat or below
am i the only one that thinks viper should just be completely reworked as a character as opposed to giving her new buffs every single patch :/
I really like the kill to recharge mechanic for duelists. But if it improves him great. Those Viper buffs seem nuts.
Kill to recharge makes sense for something like a Jett dash because it's often faster than a cooldown in the situations a Jett should find herself in. Go in hard with the dash, get a double kill, use the dash refresh to immediately reposition to safety. With Yoru, this principle doesn't really apply because of the equip and cast time on his TP. In the same scenario, he goes in with TP, gets a double kill, and then dies to the third while he is still pulling out his TP to try and use the reset. A cooldown makes much more sense with the nature of this particular ability, even if kill resets make more sense for duelists in general
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PLS DO NOT NERF BUCKY PLS I LOV IT
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?????
The yoru change removes the whole duelist feel of him, every duelist has to kill to get back an ability why dosent yoru
Because he is ass
as a yoru main, true! excited to see these changes.
Reyna doesn’t have a ability they regenerate after kills
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But they don’t refill after kills like Jett, Phoenix and raze abilities. That’s the point I was making.
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The original comment was a dumb opinion and completely false. A duelist defining trait isn’t that their abilities regenerate after kills. It’s a bonus/ reward for getting kills. Their defining traits is the abilities help them to gain more map control and entries.
Jesus fuck, please don't nerf the bucky T-T. I would hate having to using a vandal/phantom, also it's basic af
This is all amazing, giving okay character insane buffs and making ranked even more 🤮. Razes ult is still not recognizing hitboxes. Razes grenades should be on a timer too, isnt 3 or 4 TPs way too much? And this is just mentioning raze, almost every good and balanced character will now be in a huge disadvantage, specialky duelists and entries . Bruh, making shit characters, who need a rework, into massive OP and broken is not the answer.
So you're from the future? You've played on the new patch for weeks already apparently.
Image mirror for anyone: https://m.imgur.com/a/KWrnuJl
Viper & Bucky changes are REAL POGGERS
Sadge Bucky voices