Make America Full Auto Again Patch

VALORANT Patch Notes 2.03

This is the patch where we humble the Stinger past calculation a degree of mastery to the weapon, rather than go out it stiff in 1 too many areas. The Marshal and Frenzy too get respective price adjustments.

As forecasted in our State of the Agents, Yoru gets his first prepare of balance changes with the hopes of getting him closer to his intended impact and performance. Reyna's Devour and Dismiss was running wild circular-over-round, so those charges take been reduced. Don't worry Reyna-maniacs, she'll at present get Soul Orbs from anyone she'south recently damaged, even if she didn't country the impale shot.

Don't forget the newest game mode, Escalation, goes live. You can read more about how information technology all works in our story.

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Agent UPDATES

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REYNA

Reyna gets a dual nerf and buff in hopes of reigning in some of her "pubstomp" potential, while still keeping her viable in counterbalanced and coordinated play. The charge reduction should limit how much impact she can have round over round when she's heavily out-gunning her opponents—but permit enough room for the 1v5 dream when Empress(Ten) is active.

The price increase of Devour and Dismiss in tandem with the Frenzy toll increase (encounter below) should too push some tougher economic decisions during pistol round. Now, she'll no longer exist able to purchase a charge or Leer(C), her Soul Orb abilities, and upgrade her pistol. On the flip side, Reyna getting Soul Orbs from recently damaged enemies should aid her reliability when playing around teammates, and reduce the antagonism when an ally lands the final blow and Reyna goes empty handed.

  • Maximum Devour(Q) and Dismiss(E) charges reduced 4 >>> 2
  • Slain enemies that Reyna has damaged in the last iii seconds now drop Soul Orbs, fifty-fifty if Reyna does not land the killing shot
  • Cost of Devour and Dismiss charges increased 100 >>> 200

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YORU

While nosotros investigate future changes to Yoru that target his power and ability to achieve his core promise, nosotros wanted to make a few changes that we felt would improve his employ today. Gatecrash wasn't providing much information nearly when enemies could see or hear his teleport fragment, so nosotros added a few pieces to make that easier. As far as the ultimate, we've noticed a brunt on Yoru having to communicate threats between his allies and his destination and wanted to make it easier for him and his team to empathize the state of the round when they ready the ultimate pincer.

Gatecrash(E)

  • Gatecrash now displays the range at which the tether can be seen past enemies while moving on the minimap
  • The range that enemies are able to hear the sound of a Gatecrash teleport is now displayed on the minimap

Dimensional Drift(Ten)

  • While in Dimensional Drift, Yoru'south minimap is now visible
  • Enemies within Yoru'due south vision range, while in Dimensional Drift, are now revealed to marry minimaps, also
  • Dimensional Drift tin can no longer body block enemies

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BRIMSTONE

Incendiary(Q)

  • The audio of the Incendiary's lingering fire zone will be easier to hear when other deportment and sounds occur nearby.

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PHOENIX

Hot Hands(E)

  • The audio of the Hot Hands lingering fire zone volition be easier to hear when other actions and sounds occur nearby.

WEAPON UPDATES

Marshal

We wanted to sharpen the Marshal'due south strength as a sniper with a movement speed buff when zoomed. The intent is to carve out a strong, active, hit-and-run identity for the weapon. There'due south a price buff too, because the weapon is not every bit versatile every bit others in its range.

  • Motion speed when zoomed is now at ninety% of unzoomed motion speed (previously, zoomed movement speed was 76% of unzoomed)
  • Price decrease 1100 >>> 1000
  • Zoom magnification increased ii.5x >>> 3.5x

STINGER (full automobile burn)

The Stinger's been strong for some time and while we like that information technology is threatening at whatsoever stage of the game, it'south proved to be too strong in likewise many areas. We're taking a swing at raw DPS with the fire rate reduction (full auto simply) and made spread and/or recoil adjustments to both firing modes. The intent is to better designate optimal ranges for the respective firing modes also as innovate degrees of mastery to the weapon. The toll increase is meant to bump the premium a flake on the Stinger'south now nerfed, only still potent, versatility.

  • Price increased from m >>> 1100
  • Full motorcar fire rate reduced from 18 >>> sixteen
  • Full automobile fire at present reaches max spread at bullet 4, instead of bullet 6
  • Adjusted pitch (vertical) recoil curve for full auto, recoil climbs more aggressively by the 3rd bullet

STINGER (burst fire)

  • Adjusted pitch (vertical) recoil to exist more than aggressive after the outset burst
  • Added more error on bursts afterwards the first one
  • Improved recovery time on burst mode from .45 >>> .4

FRENZY

Frenzy has surged into popularity recently and while we've enjoyed to encounter that, information technology feels similar information technology's pushed out a lot of other options on pistol rounds. We're interested in seeing what a price bump does to buy rates. As usual, we'll monitor this weapon for any follow up tuning.

  • Toll Increased from 400 >>> 500

Style UPDATES

Escalation goes live! (read our total game mode rundown)

  • This is a quick (approx. 7–ix min.) and fast-paced 5v5 game mode where you must race through progressively less lethal loadouts with your team. The loadout gamut varies from match to match, but e'er features a mix of both weapons and abilities. The same list of loadouts is e'er used past both teams throughout the lucifer.
    • Our biggest goal for Escalation is to offer a quick, fun mode that encourages social play and provides a chance for you to practise using new weapons in a lower-stakes environment. We're also excited to offer a uniquely short and kinda crazy mode to circular out what we have!
    • This was one of our more than highly requested game modes, then we're especially excited to bring this ane to you.
  • TBD on exactly how long this volition be live, simply we'd like to continue this one out for every bit long every bit it makes sense, depending on your appointment

COMPETITIVE UPDATES

  • AFK-ing in Competitive games for a prolonged period (currently defined as half-dozen or more rounds) will now outcome in a penalization of 8 rank rating points
    • Nosotros empathize that sometimes your figurer, ISP, etc. may accept some bug during a game, so we won't punish y'all for missing some rounds—just we want to encourage players to come back from those AFKs and play through their Competitive matches.
  • Human action Rank Badges volition now be based on your highest rank win, instead of your ninth all-time win

For more context around these changes, read our overall E2: A2 rank plans.

QUALITY OF LIFE

  • All sprays will at present be destroyed on round start.

DEATH SEQUENCE IMPROVEMENTS AND UPDATES

Ii changes have been made specific to the expiry sequence, that is, all the stuff that happens one time you lot are killed and earlier you become a spectator from beyond. We promise these changes improve the experience and game experience by addressing the smoothness of camera movement and general timing of the sequence. Nosotros cannot, nevertheless, bring yous back to life. That's Jett'due south job.

  • Timing
    • Fade to black offset time decreased i.75 seconds subsequently decease >>> 1.5 seconds after decease
    • Time spent on a full black screen increased ~0 seconds >>> 0.25 seconds.
    • The total time of the expiry sequence has not changed, it remains at 2.75 seconds
  • Camera move smoothed significantly , especially for those under poor network conditions
    • Prior to patch 2.03, any of yous (but especially those with high ping or packet loss) could experience photographic camera jitter during the death sequence.
    • Based on our investigations of this consequence, you can rest assured this camera jitter did non impact gainsay functioning—anyone experiencing this issue was already dead during the unsmooth movement.
    • Now everyone, regardless of network conditions, will take smooth photographic camera movement during the expiry sequence.

BUGS

  • Fixed event where Yoru's decoy had slightly different sounding footsteps than Yoru himself
  • Fixed consequence where the in-world indicator for Null's Cyber Muzzle disappeared if it took harm
  • Fixed issue where Sova's Owl Drone could clip through specific map geo and view the other side
  • Fixed issue where players already affected by nearsight would momentarily run into inside smokes that should instead nearsight them
  • Fixed issue where Skye's Seekers would no longer work if she was killed at a very specific moment while casting them
  • Stock-still event where Yoru was unable to equip a weapon or power if he cancelled out of Dimensional Drift right as its buffs activated
  • Killjoy's Lockdown can no longer be placed inside Sage'due south Barrier Orb in some instances
    • If Barrier Orb is placed on summit of Killjoy'southward ult, the department of the wall roofing the ult will at present be destroyed.
  • Fixed issue where teleporting to Yoru'due south Gatecrash right as information technology expires caused him to fall through the map to his death (rip)
  • Fixed issue where Yoru's Allurement could sometimes fall through the flooring when the stationary version was placed
  • Stock-still result where Sova could sometimes get the voice over for Hunter's Fury to play, fifty-fifty though it isn't used, past trying to equip the Owl Drone at the same time
  • The End of Game screen will no longer display "Boilerplate Abilities Cast per Round" every bit 0
  • Fixed a couple input bugs around possessing and unpossessing objects (Cypher photographic camera, Sova drone, etc.) in the same frame which lead to locking all inputs or locking view direction
    • Sorry Null mains—thanks for all the reports!
  • Fixed an issue where certain settings would not brandish while in game
  • Your actor icon color on the minimap is now white if you turn on any color blind settings
  • Fixed a few input issues that were causing players to get stuck using orbs or planting the Spike

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Source: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-2-03/

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