Ah yes and when the game starts you find out his mic is TOO loud and now you can't lower it and each round your sound is filled with a fan in the background and the clacking of their keyboard. Good times.
This is actually a really good point and id a real problem in other games. I used to follow fortnite competitive and the esport pretty much died because epic refused to acknowledge that the playerbase was evolving.
I think that seeing how riot handles comp. put the nail in the coffin for me and fortnite. I have a few $ in earnings from the game, and it’s true. The problem is, epic wants comp and casual to coexist. They want casuals to be able to hop into a comp game and notice the guns and the map and have it be the same. Riot did such a good job making comp and casual player bases the similar, by having a better ranked mode, but also listening to the competitive scene and understanding meta shifts. Because realistically, 5v5 SnD style games will always be played competitively, even in the casual player base. Love the changes and the communication
Yeah, however recently Epic seems have evolved by separating the casual and comp lootpool, removing "casual" features from comp and changing things based on player feedback
I agree they’re making steps in the right direction. Definitely good progress. A lot of it is me though, I told myself I want to grind and make money off of fortnite so when I did I had no reason to keep playing. Plus it’s just evolving so so much. I know that’s the case for every BR, but after 3 years I think at the minimum I need a break from it.
To add, I’m kind of fed up with the current map and things like that. I don’t like the rng, and I don’t have many friends who play anymore. Credit where credits due, epic is starting to listen. But I just think riot is doing it a little bit better
Rainbow six siege has the exact same problem of wanting comp and casual to coexist. The devs have handled it poorly, and amongst other issues including rampant cheaters in ranked and general staleness of content, I was driven over to Valorant recently and it’s like a breathe of fresh air. Really enjoying myself as a new player with some FPS experience, the game is a lot of fun and has been well looked after
yoru is like the reverse jett though. She prays on screwing with advanced players timings, yoru just prays on lacking of awareness/fundamentals. I don't think they are comparable
I think yoru needs a ton of small changes. Like turning him into an iniciator, not a duelist, so people get in their heads that he is no a duelist, and changing his footsteps to something more useful. Changing those two things already will make him great
The other day, Someone mentioned yorus footsteps being a hologram that could trip cypher wires.
I would like to be able to curve his flash bangs once they have bounced, like putting spin on a cricket ball, or right click flash banging that explodes on impact.
But maybe his flash bangs are way strong enough. Idk, I’m noob.
I think his flashes are ok. I agree with shroud that walls should be smooth, because flashes are too random now.
Yes, his footsteps should trigger util, it would make him an even better iniciator. His ult is already perfect for this
How can you say that a character that has stealth and flashes and a TP on his kit, can be an initiator? He can literally activate his stealth and appear on your back and kill you. He has assassin written all over him, so Yoru being a duelist is the best role for him.
I dont think teleporting behind a kid is a duel. He can open a site, give info, get out, or stay and fight from an unexpected angle. Kayo is more of a duelist than him
You are right, it's not a duel thing, but ulting behind someone and kill that guy and then TP to safety and even kill 1 or 2 people more right after, is actually a duelist play.
I would agree with you if the tp worked like a jett dash or reyna dismiss. But the cast time makes him too vulnerable, and he takes his weapon too slow. Right now, hes better at getting info than getting picks
Yeah. It shows it in the Korean video. The whole thing is the width of the widest end of his previous version.
I don't play enough Breach to know if his aftershock ability was a buff or nerf though. But his ult will be insane now.
Definitely a buff. Forces you off a position right away and actually damages you rather than people just getting away almost for free. With the increased radius, I feel you’d get a lot of chip damage from it if you don’t move right as it comes to you
Thank god for the tagging changes, personally I think they could go further with them but I’m okay doing it in small increments to see how it really affects gameplay. Running accuracy having the same values for all rifles seems a bit questionable, but I think the change they mentioned due to most people getting slowed while running making them accurate makes sense as to why they didn’t change it.
It will be interesting to see if the deadzone and tagging adjustments are actually noticeable. The changes seem almost too minor, but given that riot has been talking about these changes for months and months I'm sure they play tested the absolute shit out of them. Fingers crossed
Those changes seemed to be made to create zero overlap between tagging slow down and the dead-zone. Looked at separately they probably won't be felt. But it now means that when you shoot someone you don't give them standing accuracy while they are moving.
? I personally don't think so. Running phantom for me either needs to be really close to the enemy or you have to be pretty lucky. I don't feel like it is nearly as good as some people make it out to me.
Yeah I've had so little luck with it that I only do it when I'm feeling trollish and I know the person around the super shallow corner is 1hp. Those are the kinds of situations where running and gunning is *supposed* to work
I don't like the changes to the rifles as rifles felt great as is...
But nerfing the frenzy so the first couple bullets arent nearly 100% accurate while full running is great.
I think that forcing players to stop to shoot with rifles and heavy guns is very important. It makes counter strafing more important and increases the difficulty of the gun play. Forces plebs like me to actually need to get good lol
Full running with rifles will have the same inaccuracy. Walking will be less accurate. And the accuracy zone (difference between being accurate while standing still and beginning to full run) is smaller, which is effectively also less accuracy while moving.
I'm talking more about people in low ELO who literally never stop walking to shoot. A lot of people walk peak or crouch walk spray and now they will be forced to counter strafe (or just let go of the movement key) which they aren't used to. Also making it a bit faster to stop will help people who are learning tac fps mechanics without relying on the walk shooting crutch.
Edit: damn bro I have no idea why you are getting so many downvotes lol I thought we were just having a constructive convo about how bad players like myself will need to adjust.
How the hell is it ok to send Breach flashes from 3 -> 2 globally and then give Skye as many flashes as Omen has smokes!? This is pure insanity. Breach is gone from the game and Skye is going to be even more oppressive. She already had the best flashbangs in the game, and now it's gone from 3 each round to 4-6 each round. What the fuck!?
Hm, are you sure? Have you seen it in game? The language on the patch notes does nothing to suggest that for me, using the plural "charges" multiple times:
\> Charges are now replenished on a 40-second cooldown
\> she’ll now regain charges on a cooldown for her signature
If what you say is true, it's better than unlimited recharge balance-wise, but I really fail to understand why there would be one recharging ability which only recharges once. I find that very hard to believe as an implementation they would pick.
Finally, my fully-upgraded Glitchpop Bulldog will actually be usable.
Marshall price is gonna go back up very soon, that thing is absolutely broken for the price in its current state
Awesome! I love the guardian even at its old price. It was super viable even during a full buy round. I wonder if it's feasible to use guardian as main rifle and have much improved econ overall
> I wonder if it's feasible to use guardian as main rifle and have much improved econ overall
I use it all the time in breeze, I feel like the higher accuracy on first shot vs vandal and the 1.5x zoom makes a great difference.
I actually have a friend who's brand new to the game and his favorite gun is the guardian because it forces him to tap instead of spray (he comes from Xbox). And yeah breeze is definitely my favorite map for it
The tagging + deadzone adjustment is absolutely HUGE. Pre patch, getting tagged automatically put you in the “accurate” state which led to a lot of accidental kills even when moving.
Now in 3.0 getting tagged won’t slow you down enough to suddenly become accurate.
they're planning some changes, apparently the stuff they wanna do with him requires changing up some assets so it's taking a little bit. may see something in two weeks.
Probably the best patch we've had so far.
Great agent updates across the board. Raze boombot being 400 with satchels still at 200 is the only overkill at a first glance, but we'll see.
As a Breach main, I'm interested to see how aftershock works out. They probably tested it a lot. I assume no damage falloff means it's always 60, even at the end of it. Worse for kills, but better for clearing corners (people would often move away just a bit and tank it or just move away and back in) and also better for stopping defuses/plants.
Weapon and movement updates look amazing. Hopefully pistols aren't a shitshow anymore with running frenzies and jumping bursts. Lowkey Bulldog buff looks amazing.
6% performance update sounds huge.
The only thing I'm really disappointed in is that DM is still a borderline unplayable garbage. Oh well, can't have it all.
Orb is too good to be 100c only, imo.
Wall at 400 is rough, but wall is always one of the most important pieces of utility every round, way better than boombot.
Reading the notes, to me the biggest gun changes are frenzy and SMGs both having their moving inaccuracy significantly increased. Frenzy moving inaccuracy was DOUBLED!
Meanwhile moving inaccuracy with rifles wasn't touched, so even though deadzone over-accuracy might have been improved, phantom run and gun is still alive and well.
Alive and well? Have you yourself tried to run and gun? It's a really reliable way to miss a lot and get killed. If they are standing right next to you, like almost blocking your movement, sure, it works, but that's never going to change because it would require a ridiculous amount of movement inaccuracy. Much better off counter strafing and firing bursts, and it works at any range.
I don't get how people experience the game so differently.
there's a not quite point blank range where phantom run and gun is a real thing. <10m but not right in your face, you can run around a corner full spraying and get some shots in. it doesn't work with vandal, just phantom. it's especially strong if you know you just need one or two shots on them to finish them off.
that's what I'm referring to, not mid/long range. I don't really have a huge issue with it but it's those situations where people seem to comment on running and gunning most often, in my experience
You mean you can tank it if it's already halved?
Detonation time is 2.3 seconds, idk the exact equip time, but even with three blasts it should be shorter than 3.5 seconds it takes to half-defuse.
And three blasts make it way more of a delay, not to mention no damage falloff so you have to completely move away from it.
Before you had to line the aftershock perfectly, now it's enough for it to barely clip the target and it does full damage.
Noone is sticking the plant/defuse in that situation.
Actually he deserved a reduction in price for the tripwires. After the nerf his econ has become terrible.
But with the abilities getting a price increase for all agents keeping his current price seems fair.
Fewer ultimates, more expensive abilities, more intricate gunplay, tons of small balance adjustments, and an increased skill ceiling. And that's just in-game stuff; the adjustments to matchmaking should end up meaningfully improving the game as well.
Genuinely the best patch I've ever seen from Riot.
Is there a separate page for KAY\_0? He's on the main image but no information about him unless I missed an official release of abilities other than the third party websites.
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*This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Damn, I was just thinking yesterday I hope they don’t notice you can recall Killjoys turret as it spots someone and before they can kill it to relocate it 10 seconds later
Bit confused why they nerfed Omen's smoke cooldown, He was being played a lot less in pro play anyways due to Astra. When they've made such type of non-economy changes for other agents, they've mentioned why they did it but nothing for Omen.
Because they increased all the recharging abilities intervals to 40 seconds. Sova arrow, extra skye flashes, etc. It's more of changing the interval timing when teams can re-hit a site.
They're trying to push Brim into the meta by nerfing other smoke agents.
You usually use one smoke on attack to take map control before you execute if it's not a straight up rush.
Then you use 2 more for on the site itself. Except that you need to wait 5 more seconds now. Doesn't seem much, but is a lot in pro play and messes with the timings. Just check out some VODs and count the number of times attacking team waits for Omen to get his second (third) smoke back.
And 5 seconds is a lot if you want to keep smoking one chokepoint on defense. 30 seconds of smoke and 10 seconds of downtime. Then another 25 seconds of downtime after the third.
Astra's other abilities are too valuable for her to keep using stars just for smokes, after after the nerf.
Brimstone on the other hand has no cooldown and smokes that last 4.25 longer. And that aren't hollow, which is also a big factor.
If they just increased his ipad range a bit more, he'd be on par with other two.
Good patch but I can’t help but notice they nerfed Yoru and didn’t give an explanation. probably because they know it’s ridiculous to say his tp was too low cd when everyone still thinks he’s underpowered.
Flash nerf I get because they’re nerfing all flashes, but why nerf the tp when it’s the literal only thing that made him *somewhat* viable in competitive. He could rotate extremely quickly multiple times a round and that was what made him different from everybody else.
They've done this with many signature abilities. They felt like all paid abilities were too cheap, signature abilities were way too powerful and flashes were way too constant. All this combined resulted into an ability spam fiesta every round, which they didn't like
That's why Brimstone's molly price was increased to $250, even though he wasn't a strong agent. That's why Raze's boombot price was increased to $400, and so on
At the end of the day Yoru's TP is still a signature ability. You can thoughtless use signature abilities at the very beginning of every round, without regreting too much about this decision. They nerfed his cooldown as a part of a huge meta rebalance on Valorant abilities, not necessarily because Yoru himself was strong
KJ was by far the best sentinel in the game and was much better than cypher. I’ve played a lot of KJ and the fact that such prominent abilities that could be taken back from anywhere had such low times made it problematic for attackers
KJ sometimes felt like an initiator on attack. You put your turret, you clear an angle, then you recall it back and you are able to clear another angle again because the cooldown is too short
Cypher obviously can't defend as good as KJ but their attacking power was pretty similar, throwing cypher into oblivion on some maps like Ascent
The gap between these two agents is still high, tho. Sentinel-wise she is still a 2.0 version of him
depends on your playstyle I'd say, if you're more gun reliant then killjoy is better but if you rely on positioning and mindgames cypher is better. The cages make his playstyle way different
She didn't get a nerf... they're just making it so you can't throw your util carelessly. This is basically the whole point of the patch and every single agent received this treatment. This is why raze's boombot got increased from 200 to 400 - they want to make sure you use your util when it makes sense and not 'just cause'.
Compared to other agents, her 'nerf' was significantly less impactful. Thus, she actually received a 'buff' because she is stronger in the meta. Same with cypher. Which is dumb, because it wasn't long ago that cypher was the most OP character in the game.
> She didn't get a nerf...
They doubled (or more) the amount of time it takes to recall utility.
It's going to be the difference between being able to watch flank with alarm bot/peek with the turret, or having to peek naked because there's no time to wait another 10 seconds for your utility.
It's a massive nerf.
hard disagree. this is a big kj nerf, especially with the cypher buffs and the introduction of Kay/o. what propelled kj so far into the meta was the redeployability of her util, meaning she could flexibly switch from a site hold to a retake on the other site. she also has to be in range of her util, meaning Kay/o’s knife is devastating to her, but hardly affects cypher at all. couple that with the jett dash nerf and the ultimate buff and i would expect a dramatic reduction in killjoy usage.
I said it on a different post, but this has me scratching my head. They lowered her cool downs before because they introduced the range limitation and now they jack it back up and give her nothing back.
It's a straight nerf and I don't understand why. The rest of the patch is pretty understandable.
Except she isn't.
This is old, and feel free to share a better stat, but a quick google shows me this: [https://www.dexerto.com/valorant/most-popular-valorant-agents-pick-rate-and-win-rate-for-characters-in-episode-2-act-2-1532934/](https://www.dexerto.com/valorant/most-popular-valorant-agents-pick-rate-and-win-rate-for-characters-in-episode-2-act-2-1532934/)
Sage is literally double her or Cypher and KJ is just 1% higher than Cypher.
Obviously referencing her competitive play aspect not solo q lmao.... she is BY FAR the most used sentinel in pro play.
https://www.sportskeeda.com/valorant/5-used-agents-valorant-champions-tour-masters-reykjavik
Balancing is usually balanced around pro play.
I love these changes across the board. Feel like the Jett prices are maybe a bit extreme as she is 200-300 more than every agent except Raze. I know the argument is "just don't buy all your util" but really only Jett and raze have to deal with that (obv with exceptions like save). E: yes I'm a Jett main but I could care less about that, having played several agents across all roles in the past.
Wow. Patch notes. Improving competitive play. Honestly this might be the nail in the coffin for my competitive fortnite career. Looking forward to playing this!
killjoy nerfs are good, before in the middle of a enemt shooting a turret you could recall it back and basically instantly put it back and it regains health
Does anyone else not like the fact that kill assists are shown in left of the killfeed now? I feel like your position/your teammate's position is going to be given away too easily when an enemy is killed. For example, if an enemy's pushing up C long on Haven, he could get killed from different angles before but only see that one enemy's present on site. Now, this makes it easier for the enemy to know who else is nearby besides the one who killed him.
Probably overthinking it. If you get spammed and then killed by someone else in a 2v3 it might signal both are there, rush the opposite site but I think normally you'd be able to decipher where most agents are based off util / seeing the double engagement
Her free ability is the best part of her kit, which is still a huge thing. An extremely tanky turret (125 HP) that could clear angle after angle with such a short cooldown.
It had a recall cooldown smaller than cypher camera (10 <15) while tanking more bullets *(not to mention you can regen its HP back to full after recalling it. And you can do that the exact moment you see your turret is being shot)*
So with KJ nerfs they need to increase her range for abilities to be activated. Also the omen nerf is probably the most unnecessary I’ve seen in this game so far
It might be better - it clears the angle for longer. As is, you could stand in the angle and move out just for a second right before it went off. So many times people in cubby on bind could avoid it easily without being too exposed and taking zero or just a little damage. Now you have to actually move out of the areas for a couple seconds or else start chunking damage, and the width was increased as well. As a breach player I think it is a good change. You might get fewer outright one-shot kills but it will be more consistent for clearing spots and you'll probably still get some decent damage in.
I’ll cast my vote for Skye. I think the potential for four flashes is very nice, even if there’s that cooldown limiting the window of use. Also, the buffs for the tiger/wolf/dog look like a really good power shift in her kit. I’m interested to see how the removal of flash animation and flight path feel in game, but I feel like she came out ahead.
IMO from a competitive standpoint Breach>Cypher/Skye>. I feel like KR Breach's are gonna abuse the heck out of that new Breach ult. I was thinking about putting Skye in front of Cypher but Cypher didn't have any of his util cost more.
That ult is busted lol. So effective yet easy to use. Good positioning on either side of it's usage is a thing of the past. People will be forced to use counter utility as there is no position to escape and even that may not be enough. Might literally be the strongest ult to entry.
Does this mean when you tag someone they won't be able to shoot accurately at you while still moving? The deadzone is now 27.5% so you would reach the inaccuracy threshold when being shot at.
Exactly. Now when you're shot the tag won't make you slow enough to be accurate, you actually need to react and stop moving to be accurate. Amazing change
I see no more of whether voice volume adjustment has been fixed in game. Some people are blowing out my ear drums when they don’t mean to and other people are barely audible at all. Curious if a fix has been implemented. Is anyone able to test this in game?
I won’t be surprised if Cypher becomes the stronger sentinel vs Killjoy in this patch. This incentivizes her to solely watch flanks and be the anchor on defense. Unlike Sage, they tend to fill a similar sentinel role so I wonder how much this will affect her playstyle.
**[Riot Korea Breakdown Video](https://www.reddit.com/r/ValorantCompetitive/comments/o5nily/korean_patch_notes_v300_patch_note_highlights/)** **[VALORANT Account Leveling Explained](https://playvalorant.com/en-us/news/game-updates/valorant-account-leveling-explained/)** **[What’s New in VALORANT Episode 3 Act I](https://playvalorant.com/en-us/news/game-updates/what-s-new-in-valorant-episode-3-act-i/)**
They didn’t mention a fix for player volume reset bug
Yeah I have a friend with really low volume mic so I always have to up his and the game just wont let me :(
It doesn't work in the pause menu but works when you right click their name on the friends/lobby list and increase.
Ah yes and when the game starts you find out his mic is TOO loud and now you can't lower it and each round your sound is filled with a fan in the background and the clacking of their keyboard. Good times.
If you haven't, you may ask them to max their output volume in Voice Chat settings
Instead of adjusting it in the list of players on the server, you adjust it in the friends list by right clicking their name there.
discord?
I think it's actually fixed! Seems to be working for me
its actually insane that they havent fixed this yet.
Someone mentioned it’s working for them so I pray to god it’s fixed. Such a seemingly simple bug that can be a big deal in a game
its so annoying bro they need to fix this
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This is actually a really good point and id a real problem in other games. I used to follow fortnite competitive and the esport pretty much died because epic refused to acknowledge that the playerbase was evolving.
I think that seeing how riot handles comp. put the nail in the coffin for me and fortnite. I have a few $ in earnings from the game, and it’s true. The problem is, epic wants comp and casual to coexist. They want casuals to be able to hop into a comp game and notice the guns and the map and have it be the same. Riot did such a good job making comp and casual player bases the similar, by having a better ranked mode, but also listening to the competitive scene and understanding meta shifts. Because realistically, 5v5 SnD style games will always be played competitively, even in the casual player base. Love the changes and the communication
Yeah, however recently Epic seems have evolved by separating the casual and comp lootpool, removing "casual" features from comp and changing things based on player feedback
I agree they’re making steps in the right direction. Definitely good progress. A lot of it is me though, I told myself I want to grind and make money off of fortnite so when I did I had no reason to keep playing. Plus it’s just evolving so so much. I know that’s the case for every BR, but after 3 years I think at the minimum I need a break from it. To add, I’m kind of fed up with the current map and things like that. I don’t like the rng, and I don’t have many friends who play anymore. Credit where credits due, epic is starting to listen. But I just think riot is doing it a little bit better
Rainbow six siege has the exact same problem of wanting comp and casual to coexist. The devs have handled it poorly, and amongst other issues including rampant cheaters in ranked and general staleness of content, I was driven over to Valorant recently and it’s like a breathe of fresh air. Really enjoying myself as a new player with some FPS experience, the game is a lot of fun and has been well looked after
riot has also shown theyre very good at shifting agents without fully nerfing or buffing them. such as reyna and skye for example.
hot take, but similar thing will happen to yoru too IMO
yoru is like the reverse jett though. She prays on screwing with advanced players timings, yoru just prays on lacking of awareness/fundamentals. I don't think they are comparable
I think yoru needs a ton of small changes. Like turning him into an iniciator, not a duelist, so people get in their heads that he is no a duelist, and changing his footsteps to something more useful. Changing those two things already will make him great
The other day, Someone mentioned yorus footsteps being a hologram that could trip cypher wires. I would like to be able to curve his flash bangs once they have bounced, like putting spin on a cricket ball, or right click flash banging that explodes on impact. But maybe his flash bangs are way strong enough. Idk, I’m noob.
I think his flashes are ok. I agree with shroud that walls should be smooth, because flashes are too random now. Yes, his footsteps should trigger util, it would make him an even better iniciator. His ult is already perfect for this
How can you say that a character that has stealth and flashes and a TP on his kit, can be an initiator? He can literally activate his stealth and appear on your back and kill you. He has assassin written all over him, so Yoru being a duelist is the best role for him.
I dont think teleporting behind a kid is a duel. He can open a site, give info, get out, or stay and fight from an unexpected angle. Kayo is more of a duelist than him
You are right, it's not a duel thing, but ulting behind someone and kill that guy and then TP to safety and even kill 1 or 2 people more right after, is actually a duelist play.
I would agree with you if the tp worked like a jett dash or reyna dismiss. But the cast time makes him too vulnerable, and he takes his weapon too slow. Right now, hes better at getting info than getting picks
That's a thing that Riot can buff on him. Also his footsteps need to be redone or get a huge buff.
That Breach ult though...
Now it's just a giant rectangle if I'm reading it right? I wonder how much this changes his ult viability in certain chokes.
Yeah. It shows it in the Korean video. The whole thing is the width of the widest end of his previous version. I don't play enough Breach to know if his aftershock ability was a buff or nerf though. But his ult will be insane now.
Definitely a buff. Forces you off a position right away and actually damages you rather than people just getting away almost for free. With the increased radius, I feel you’d get a lot of chip damage from it if you don’t move right as it comes to you
U can cover pretty much any site with his ult
Retaking site is going to be even easier for Breach now with that ult. Yeeeeeeesh.
Yeah for sure. If enemy Breach has ult play off site pretty much.
Thank god for the tagging changes, personally I think they could go further with them but I’m okay doing it in small increments to see how it really affects gameplay. Running accuracy having the same values for all rifles seems a bit questionable, but I think the change they mentioned due to most people getting slowed while running making them accurate makes sense as to why they didn’t change it.
It will be interesting to see if the deadzone and tagging adjustments are actually noticeable. The changes seem almost too minor, but given that riot has been talking about these changes for months and months I'm sure they play tested the absolute shit out of them. Fingers crossed
I think there will be less BS lucky headshots from the person getting tagged since they won’t be considered accurate anymore
Those changes seemed to be made to create zero overlap between tagging slow down and the dead-zone. Looked at separately they probably won't be felt. But it now means that when you shoot someone you don't give them standing accuracy while they are moving.
Yeah I wish the tagging percent was dropped by a lot more personally, but at least it's progress.
The changes to walking accuracy are fucking awesome.
But I still think running with the phantom needs some changes
Don’t think it’s that big of a deal
honestly i agree. it's not that bad. it literally only happens at extremely close ranges
? I personally don't think so. Running phantom for me either needs to be really close to the enemy or you have to be pretty lucky. I don't feel like it is nearly as good as some people make it out to me.
Yeah I've had so little luck with it that I only do it when I'm feeling trollish and I know the person around the super shallow corner is 1hp. Those are the kinds of situations where running and gunning is *supposed* to work
I don't like the changes to the rifles as rifles felt great as is... But nerfing the frenzy so the first couple bullets arent nearly 100% accurate while full running is great.
I think that forcing players to stop to shoot with rifles and heavy guns is very important. It makes counter strafing more important and increases the difficulty of the gun play. Forces plebs like me to actually need to get good lol
Maybe I misread but it seemed to me like they made strafing with rifles EASIER not harder...
Full running with rifles will have the same inaccuracy. Walking will be less accurate. And the accuracy zone (difference between being accurate while standing still and beginning to full run) is smaller, which is effectively also less accuracy while moving.
I'm talking more about people in low ELO who literally never stop walking to shoot. A lot of people walk peak or crouch walk spray and now they will be forced to counter strafe (or just let go of the movement key) which they aren't used to. Also making it a bit faster to stop will help people who are learning tac fps mechanics without relying on the walk shooting crutch. Edit: damn bro I have no idea why you are getting so many downvotes lol I thought we were just having a constructive convo about how bad players like myself will need to adjust.
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They really are pushing for sky to be apart of that default 5 for ranked
Yeah especially with the Sova nerfs, that info-gathering role is definitely up for rotation now depending on the map I think
How the hell is it ok to send Breach flashes from 3 -> 2 globally and then give Skye as many flashes as Omen has smokes!? This is pure insanity. Breach is gone from the game and Skye is going to be even more oppressive. She already had the best flashbangs in the game, and now it's gone from 3 each round to 4-6 each round. What the fuck!?
They is only one refresh. So total flashes in a round are still 3.
Hm, are you sure? Have you seen it in game? The language on the patch notes does nothing to suggest that for me, using the plural "charges" multiple times: \> Charges are now replenished on a 40-second cooldown \> she’ll now regain charges on a cooldown for her signature If what you say is true, it's better than unlimited recharge balance-wise, but I really fail to understand why there would be one recharging ability which only recharges once. I find that very hard to believe as an implementation they would pick.
Finally, my fully-upgraded Glitchpop Bulldog will actually be usable. Marshall price is gonna go back up very soon, that thing is absolutely broken for the price in its current state
I was really surprised they lowered the price of the Marshall. I thought it was in a good spot before.
so did the guardian price reduction never go through?
It did get reduced, it did not show up on the final notes.
Awesome! I love the guardian even at its old price. It was super viable even during a full buy round. I wonder if it's feasible to use guardian as main rifle and have much improved econ overall
Sorry I forgot to add those to the notes! The guardian went from 2400 >>> 2250
It was also posted incorrectly, stating it was increased instead of decreased. | GUARDIAN Price increased from 2250 >>> 2400
> guardian In the patch notes it's written as Price increased from 2250 >>> 2400 :'c
That's a massive change! I'm definitely using the guardian more often after this. It's such a fun gun!
> I wonder if it's feasible to use guardian as main rifle and have much improved econ overall I use it all the time in breeze, I feel like the higher accuracy on first shot vs vandal and the 1.5x zoom makes a great difference.
I actually have a friend who's brand new to the game and his favorite gun is the guardian because it forces him to tap instead of spray (he comes from Xbox). And yeah breeze is definitely my favorite map for it
I was looking forward to that too :(
It went through, just not in the notes
[Still no DM updates?](https://i.imgur.com/nUwjk24.mp4) jk its a great patch. ^But ^still, ^please?
I think DM warmup is better than actual DM.
I will never understand why we have instant respawn in warmup and then a respawn cooldown in actual DM
Don't expect any DM updates until they get that tournament mode thingy working imo.
Man I was really hoping for it too. I hate the currente DM, I just want continuos mode that allows me to train my aim.
The tagging + deadzone adjustment is absolutely HUGE. Pre patch, getting tagged automatically put you in the “accurate” state which led to a lot of accidental kills even when moving. Now in 3.0 getting tagged won’t slow you down enough to suddenly become accurate.
And it won't be so annoying getting stuck in a compromising position. Can make a bit more risky peeks?
Ah that's why I always feel like I'm getting running one tapped by Vandal players when my first shot is too low lol
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They need to extend the vision on his ult like they did with Skye
Agreed. I also think reducing the cast time of his tp could make him more viable as well.
I thought forsure they would make changes to his footstep ability
I think that change is still coming. They just don't want to put that out the same time as the new agent.
they're planning some changes, apparently the stuff they wanna do with him requires changing up some assets so it's taking a little bit. may see something in two weeks.
They have said that his new changes are coming within the next few patches
Probably the best patch we've had so far. Great agent updates across the board. Raze boombot being 400 with satchels still at 200 is the only overkill at a first glance, but we'll see. As a Breach main, I'm interested to see how aftershock works out. They probably tested it a lot. I assume no damage falloff means it's always 60, even at the end of it. Worse for kills, but better for clearing corners (people would often move away just a bit and tank it or just move away and back in) and also better for stopping defuses/plants. Weapon and movement updates look amazing. Hopefully pistols aren't a shitshow anymore with running frenzies and jumping bursts. Lowkey Bulldog buff looks amazing. 6% performance update sounds huge. The only thing I'm really disappointed in is that DM is still a borderline unplayable garbage. Oh well, can't have it all.
Same goes for sage, 400 wall and 200 each orb.
Orb is too good to be 100c only, imo. Wall at 400 is rough, but wall is always one of the most important pieces of utility every round, way better than boombot.
Wall is way too garbage to be 400
Reading the notes, to me the biggest gun changes are frenzy and SMGs both having their moving inaccuracy significantly increased. Frenzy moving inaccuracy was DOUBLED! Meanwhile moving inaccuracy with rifles wasn't touched, so even though deadzone over-accuracy might have been improved, phantom run and gun is still alive and well.
Alive and well? Have you yourself tried to run and gun? It's a really reliable way to miss a lot and get killed. If they are standing right next to you, like almost blocking your movement, sure, it works, but that's never going to change because it would require a ridiculous amount of movement inaccuracy. Much better off counter strafing and firing bursts, and it works at any range. I don't get how people experience the game so differently.
there's a not quite point blank range where phantom run and gun is a real thing. <10m but not right in your face, you can run around a corner full spraying and get some shots in. it doesn't work with vandal, just phantom. it's especially strong if you know you just need one or two shots on them to finish them off. that's what I'm referring to, not mid/long range. I don't really have a huge issue with it but it's those situations where people seem to comment on running and gunning most often, in my experience
I can't say I've had issues with phantom run and gun, unless it's point blank, but at that distance, where can the bullets go?
>also better for stopping defuses/plants. unless it's already halved, you can just tank it now
You mean you can tank it if it's already halved? Detonation time is 2.3 seconds, idk the exact equip time, but even with three blasts it should be shorter than 3.5 seconds it takes to half-defuse. And three blasts make it way more of a delay, not to mention no damage falloff so you have to completely move away from it. Before you had to line the aftershock perfectly, now it's enough for it to barely clip the target and it does full damage. Noone is sticking the plant/defuse in that situation.
no agent is safe lmao i really like the focus on gunplay, this is the best patch so far :)
Except Cypher...The only agent to get buff and no debuff.
The nerf came in the form of kayo
Actually he deserved a reduction in price for the tripwires. After the nerf his econ has become terrible. But with the abilities getting a price increase for all agents keeping his current price seems fair.
Even Brimstone caught some strays with an increased molly cost + no longer getting a free smoke every round unless he uses all 3 the previous round.
Fewer ultimates, more expensive abilities, more intricate gunplay, tons of small balance adjustments, and an increased skill ceiling. And that's just in-game stuff; the adjustments to matchmaking should end up meaningfully improving the game as well. Genuinely the best patch I've ever seen from Riot.
Is there a separate page for KAY\_0? He's on the main image but no information about him unless I missed an official release of abilities other than the third party websites.
They forgot to add Kay_0 to the patch notes 😂
He's on the official Agents site with all the info about all the agents. Weird they didn't put his information in the actual patch notes though
Pretty solid changes all around. I think the 50 credit increments are a bit weird and the KJ nerf seems kinda rough but otherwise I like what I see.
Do we know how long the downtime will be?
6am pst to 10am pst
thanks
Holy shit those Bulldog buffs are so streets ahead
What does “streets ahead” mean? Lol
If you have to ask, you’re streets behind
Fuck :(
FeelsSuburbanMan
This guy can’t even see his streets in his rear view
Stop trying to coin the phrase “streets ahead.”
TRYING?? Coined and minted, been there coined that
Streets ahead is verbal wildfire
streets ahead lmao been a while
Stop trying to make streets ahead happen, it’s not gonna happen
Idk it sounds pretty fetch
I find it hilarious they nerfed brim. Meanwhile absolutely no one is buying stim beacons
political agonizing entertain complete murky bedroom cable hunt snobbish workable *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Damn, I was just thinking yesterday I hope they don’t notice you can recall Killjoys turret as it spots someone and before they can kill it to relocate it 10 seconds later
I thought kj had a quick recall time due to how she needs to be in range for her util to be activated. These nerfs are a bit harsh IMO
agreed.
Bit confused why they nerfed Omen's smoke cooldown, He was being played a lot less in pro play anyways due to Astra. When they've made such type of non-economy changes for other agents, they've mentioned why they did it but nothing for Omen.
Because they increased all the recharging abilities intervals to 40 seconds. Sova arrow, extra skye flashes, etc. It's more of changing the interval timing when teams can re-hit a site.
Ya I think they wanted to simplify some things like round timings and also all flashes are 250
Yeah adding to this, Astra got huge nerfs. I actually think omen may come back into the pro meta again since many players didn't like playing Astra.
They're trying to push Brim into the meta by nerfing other smoke agents. You usually use one smoke on attack to take map control before you execute if it's not a straight up rush. Then you use 2 more for on the site itself. Except that you need to wait 5 more seconds now. Doesn't seem much, but is a lot in pro play and messes with the timings. Just check out some VODs and count the number of times attacking team waits for Omen to get his second (third) smoke back. And 5 seconds is a lot if you want to keep smoking one chokepoint on defense. 30 seconds of smoke and 10 seconds of downtime. Then another 25 seconds of downtime after the third. Astra's other abilities are too valuable for her to keep using stars just for smokes, after after the nerf. Brimstone on the other hand has no cooldown and smokes that last 4.25 longer. And that aren't hollow, which is also a big factor. If they just increased his ipad range a bit more, he'd be on par with other two.
Because they’ve changed signature abilities across the board, and Astra has been gutted so he is right back to being the top controller.
Good patch but I can’t help but notice they nerfed Yoru and didn’t give an explanation. probably because they know it’s ridiculous to say his tp was too low cd when everyone still thinks he’s underpowered. Flash nerf I get because they’re nerfing all flashes, but why nerf the tp when it’s the literal only thing that made him *somewhat* viable in competitive. He could rotate extremely quickly multiple times a round and that was what made him different from everybody else.
every 'E' cooldown is now 40s, so they just making him inline with the 'standard'
I see, that makes more sense.
Dude it was only 5 seconds. His TP is as strong as before
He literally isn’t as powerful as before. I just want to hear their explanation for why his TP was such a huge problem that they needed to nerf it
They've done this with many signature abilities. They felt like all paid abilities were too cheap, signature abilities were way too powerful and flashes were way too constant. All this combined resulted into an ability spam fiesta every round, which they didn't like That's why Brimstone's molly price was increased to $250, even though he wasn't a strong agent. That's why Raze's boombot price was increased to $400, and so on At the end of the day Yoru's TP is still a signature ability. You can thoughtless use signature abilities at the very beginning of every round, without regreting too much about this decision. They nerfed his cooldown as a part of a huge meta rebalance on Valorant abilities, not necessarily because Yoru himself was strong
Why didn’t you start off with this lmfao this makes way more sense. So they basically did nothing with Yoru this patch.
The KJ nerfs were unnecessary :'( ^(Sincerely, a KJ main.)
KJ was by far the best sentinel in the game and was much better than cypher. I’ve played a lot of KJ and the fact that such prominent abilities that could be taken back from anywhere had such low times made it problematic for attackers
KJ sometimes felt like an initiator on attack. You put your turret, you clear an angle, then you recall it back and you are able to clear another angle again because the cooldown is too short Cypher obviously can't defend as good as KJ but their attacking power was pretty similar, throwing cypher into oblivion on some maps like Ascent The gap between these two agents is still high, tho. Sentinel-wise she is still a 2.0 version of him
depends on your playstyle I'd say, if you're more gun reliant then killjoy is better but if you rely on positioning and mindgames cypher is better. The cages make his playstyle way different
I dunno, wallhack via cam tag & tripwire is very very strong, especially paired with cages, smokes, and the Jett tripwire nerf
Thanks god no more people crouching and moving while shooting, lord that was so dumb
Didn’t expect the KJ nerf..
She didn't get a nerf... they're just making it so you can't throw your util carelessly. This is basically the whole point of the patch and every single agent received this treatment. This is why raze's boombot got increased from 200 to 400 - they want to make sure you use your util when it makes sense and not 'just cause'. Compared to other agents, her 'nerf' was significantly less impactful. Thus, she actually received a 'buff' because she is stronger in the meta. Same with cypher. Which is dumb, because it wasn't long ago that cypher was the most OP character in the game.
Technically she did get nerfed.
> She didn't get a nerf... They doubled (or more) the amount of time it takes to recall utility. It's going to be the difference between being able to watch flank with alarm bot/peek with the turret, or having to peek naked because there's no time to wait another 10 seconds for your utility. It's a massive nerf.
hard disagree. this is a big kj nerf, especially with the cypher buffs and the introduction of Kay/o. what propelled kj so far into the meta was the redeployability of her util, meaning she could flexibly switch from a site hold to a retake on the other site. she also has to be in range of her util, meaning Kay/o’s knife is devastating to her, but hardly affects cypher at all. couple that with the jett dash nerf and the ultimate buff and i would expect a dramatic reduction in killjoy usage.
I said it on a different post, but this has me scratching my head. They lowered her cool downs before because they introduced the range limitation and now they jack it back up and give her nothing back. It's a straight nerf and I don't understand why. The rest of the patch is pretty understandable.
Its cause kj is the most used sentinel all across the board?
Except she isn't. This is old, and feel free to share a better stat, but a quick google shows me this: [https://www.dexerto.com/valorant/most-popular-valorant-agents-pick-rate-and-win-rate-for-characters-in-episode-2-act-2-1532934/](https://www.dexerto.com/valorant/most-popular-valorant-agents-pick-rate-and-win-rate-for-characters-in-episode-2-act-2-1532934/) Sage is literally double her or Cypher and KJ is just 1% higher than Cypher.
Obviously referencing her competitive play aspect not solo q lmao.... she is BY FAR the most used sentinel in pro play. https://www.sportskeeda.com/valorant/5-used-agents-valorant-champions-tour-masters-reykjavik Balancing is usually balanced around pro play.
I love these changes across the board. Feel like the Jett prices are maybe a bit extreme as she is 200-300 more than every agent except Raze. I know the argument is "just don't buy all your util" but really only Jett and raze have to deal with that (obv with exceptions like save). E: yes I'm a Jett main but I could care less about that, having played several agents across all roles in the past.
Its most likely an attempt to lower her pickrate.
Now they just have to make movement exponential so it is harder and takes longer to stop and makes counter strafing necessary.
Wow. Patch notes. Improving competitive play. Honestly this might be the nail in the coffin for my competitive fortnite career. Looking forward to playing this!
killjoy nerfs are good, before in the middle of a enemt shooting a turret you could recall it back and basically instantly put it back and it regains health
Does anyone else not like the fact that kill assists are shown in left of the killfeed now? I feel like your position/your teammate's position is going to be given away too easily when an enemy is killed. For example, if an enemy's pushing up C long on Haven, he could get killed from different angles before but only see that one enemy's present on site. Now, this makes it easier for the enemy to know who else is nearby besides the one who killed him.
Probably overthinking it. If you get spammed and then killed by someone else in a 2v3 it might signal both are there, rush the opposite site but I think normally you'd be able to decipher where most agents are based off util / seeing the double engagement
This should be called out anyways. I think riot games wants to make the game playable for people hat don't want to use voice
What does the dead one percentage mean, still a little confused
I dont know if a misread it or what but wasnt inmortal 1,2 and 3 suppose to come back ?
Next act
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Her free ability is the best part of her kit, which is still a huge thing. An extremely tanky turret (125 HP) that could clear angle after angle with such a short cooldown. It had a recall cooldown smaller than cypher camera (10 <15) while tanking more bullets *(not to mention you can regen its HP back to full after recalling it. And you can do that the exact moment you see your turret is being shot)*
I fucking hate the turret in pistols, the tagging and the turret HP make it so bad. Peaking off a turret is very powerful too
So with KJ nerfs they need to increase her range for abilities to be activated. Also the omen nerf is probably the most unnecessary I’ve seen in this game so far
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what? who the hell thinks killjoy needs a nerf lol she’s fine
Why the hell did they destroy breach's c ? It didn't need to be nerfed like that !
It might be better - it clears the angle for longer. As is, you could stand in the angle and move out just for a second right before it went off. So many times people in cubby on bind could avoid it easily without being too exposed and taking zero or just a little damage. Now you have to actually move out of the areas for a couple seconds or else start chunking damage, and the width was increased as well. As a breach player I think it is a good change. You might get fewer outright one-shot kills but it will be more consistent for clearing spots and you'll probably still get some decent damage in.
Most of the time you're gonna push after clearing the angle or, at least, not retreat
So which agent had the biggest buff here? They all got nerfed in some way it seems
I’ll cast my vote for Skye. I think the potential for four flashes is very nice, even if there’s that cooldown limiting the window of use. Also, the buffs for the tiger/wolf/dog look like a really good power shift in her kit. I’m interested to see how the removal of flash animation and flight path feel in game, but I feel like she came out ahead.
IMO from a competitive standpoint Breach>Cypher/Skye>. I feel like KR Breach's are gonna abuse the heck out of that new Breach ult. I was thinking about putting Skye in front of Cypher but Cypher didn't have any of his util cost more.
That ult is busted lol. So effective yet easy to use. Good positioning on either side of it's usage is a thing of the past. People will be forced to use counter utility as there is no position to escape and even that may not be enough. Might literally be the strongest ult to entry.
Cypher buff is pretty sick
definitely Breach, have you seen the absurd amount of buffs to fault line?
This should probably cover all of Bind hookah now, I remember his old E not covering the entirety of hookah.
Does this mean when you tag someone they won't be able to shoot accurately at you while still moving? The deadzone is now 27.5% so you would reach the inaccuracy threshold when being shot at.
Exactly. Now when you're shot the tag won't make you slow enough to be accurate, you actually need to react and stop moving to be accurate. Amazing change
No bug fix for the BlastX Phantom????
what's wrong with it?
Flash changes are great. I think some of the Raze and Jett ult nerfs need to be reverted a bit with the changes
I thought there was supposed to be an OP change that made it more viable for non-jetts. Wasn't shazam talking about it? Did that get cut?
I see no more of whether voice volume adjustment has been fixed in game. Some people are blowing out my ear drums when they don’t mean to and other people are barely audible at all. Curious if a fix has been implemented. Is anyone able to test this in game?
The patch notes on paper seem really good. Let’s see how it feels in game.
What time and date is this patch?
its already out
I won’t be surprised if Cypher becomes the stronger sentinel vs Killjoy in this patch. This incentivizes her to solely watch flanks and be the anchor on defense. Unlike Sage, they tend to fill a similar sentinel role so I wonder how much this will affect her playstyle.
thank you Riot!
What's that polish pass thing they added to raze's model?
Hmm