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Description of Valorant Update 1.07: Weakening Killjoy and Sage, strengthening Vandal, etc.

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The September 1st Valorant update brought a huge change. A lot of agents have been reworked: Killjoy and Sage have received nerfs, and Breach has received a buff. Shotguns and Vandals have also been tweaked, while Competitive Mode has also received some tweaks. 

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Valorant 1.07 patch is big! There are a lot of changes to think about, so here's a rundown of the surprises ahead.

Killjoy is getting his first major update since joining the Hero ranks. This is done in order to increase the counter to her Nanoswarm, as well as reduce her damage. Viper, Breach, Sova and Sage also got some changes.

All shotguns will have their scope adjusted, while Shorty and The Judge will be nerfed. Vandal also got his first buff since launch. This patch will also help improve the clarity of hit registration, with a few changes to the hit marker visuals. To top it off, there will be an option to remake competitive matches under certain conditions. The full patch notes can be found below.

Update 1.07 Valorant Patch Notes

AGENTS UPDATES

Legend

Healing

  • Healing reduced from 100 over 5 seconds ⇒ 60 over 5 seconds
  • Self heal reduced from 100 over 5 seconds ⇒ 60 over 10 seconds
    • Our goal is to reduce the number of heals per round. Disable Sage from self-healing and make it more expensive.

slow sphere

  • ➤Size reduced by 30%.
    • This should lower the power of the Slow Orb a bit and intentionally increase it. Right now, the slow sphere is inadvertently covering a much larger area than it should be when properly aimed.

barrier sphere

  • Reduced cost from 400 >>> 300.
  • Fortifying Barrier: Wall formed at 400 HP - After a 3 second delay, the wall is fortified to 800 HP.
    • We hope to increase the resistance to the Barrier and reduce the strength of the wall during reactive use.

killyjoy

nanoswarm

  • Added a short cooldown before dealing damage.
  • DPS decreased from 60 ⇒ 40
  • Added visual effects to make it easier to spot the grenade on the ground. The soundtrack range has been slightly increased.
    • Killjoy's Nanoswarm was a horror to play against. It is intended to be a powerful stop-and-go tool, but we feel that it currently deals too much damage and players are unable to engage in the desired counterplay.

Turret

  • No longer reveals with Owl's Recon Bolt.
  • Shoots more effectively at the last known location of the enemy.

Viper

Toxic screen

  • Can now be placed during the buying phase of rounds through spawn barriers.
  • The Toxic Shield now rises faster along its entire length once it starts to form.
    • This change should allow Viper to place her wall before a round in many situations and then join her team before the barrier falls, or create ambiguity as to her location at the start of the round. Increasing the wall's climb rate should reduce the awkward period that occurs after it starts to rise but doesn't cover all the angles Viper and her allies expect.

Disintegration

  • The decay of all smoke abilities no longer affects allies.
    • This mainly targets Viper Pit and should help mitigate some of the unintended collateral damage she can do to her team, as well as open up new strategies to play around with her ult on the team.

snake pit

  • The Serpent Pit area now shows up on her team's minimap when deployed.

Breach

Note: These are not all potential changes in Breachthat we want to do, but as part of our philosophy of lightness and deliberate balance, we want to be judged. Stay tuned...potentially.

Flash point

  • Off-screen flares now match the behavior of other flares in the game and apply the minimum number of flares more actively.
  • Increased number of charges from 2 >>> 3.
  • Run time reduced from 0,6 seconds ⇒ 0,5 seconds
    • Break should be the choice for offensive entry and breaking utility. While flash power was pretty good, too few charges prevented him from providing that kind of value to his team. Considering he needs teammates to capitalize on his outbursts, this should make up for those costs by simply having more of them.

rolling thunder

  • Decreased detonation delay between explosions from 0,3 >>> 0,255

Shake

  • Concuss now reduces the area of ​​effect of players and prevents the area of ​​effect from changing.

Owl

  • Updated Owl's cape physics so that it wiggles less frequently outside of its hitbox.
  • Polish is working on the hands of Sova 1P to bring them up to the level of loyalty of the rest of our agents.

WEAPON UPDATES

Updated all shotguns aiming.

  • Shotgun headshots will have a lower scope than any other weapon.

All guns with  tag set to targets beyond 10 meters

  • When hitting an enemy at a distance of more than 10 meters, a different tag value is applied to it instead of the standard tag.
  • ➤New markings: 30% deceleration for 0,5s in a smooth curve with return to normal speed.
    • The goal of these changes is to improve the feel of playing against shotguns and ensure they don't do weird things. For example, marking or aiming people from longer than expected ranges and then a teammate ends up killing someone who has the debuff, or makes it harder to fight a weapon that should be lethal at close range, but fairly harmless outside of its effective range )

shorty nerf

  • 1st Fall range reduced from 9m >>> 7m.
  • Updated headshot multiplier from 3x >>> 2x (now the same as Judge and Bucky).
    • Our goal here is to make Shorty users work a little harder to kill them by requiring them to be a little closer to their goal.

judge nerf

  • Price increased from 1500 >>> 1600.
    • The desire here is to see if the referee will move a small stab - paired with other shotgun replacements - to the shooter when played against this weapon. We will continue to monitor and make other changes as needed.

Vandal buff

  • Rate of fire increased from 9,25 ⇒ 9,75
  • Damage increased from 39 >>> 40.
    • The goal is to bring Vandal closer to the Phantom. We believe these weapons are not that far off in the competition and hope these changes will do just that.

HIT IMPACT VFX UPDATE

We've made small changes to the hit visuals to try and improve the clarity of hit registration. Given how sensitive hit registration changes can be, we'll be monitoring player feedback on these changes and making adjustments accordingly.

 For more information on some of the issues we are trying to address with these changes, see our recent article on logging hits:

  • Server hit confirmation visuals will now appear at the location where the character was hit and remain attached to that position (previously it would appear in the playspace location and stay there)
    • We had hit registration clarity issues caused by players transitioning into the hit visuals (e.g. the player crouches head in the visuals for a body shot), leading to confusion about where the shot was fired. This change should make it clear where the shot hit and where on the body, even if the character is moving.
  • ➤Additional customer predicted  small spark visual effect  now spawns immediately where it enters the playspace.
    • With the reattachment to our traditional server hit VFX, we wanted to add additional immediate bullet feedback so you can see the area your bullet hit and adjust your target accordingly. Think of this new VFX as an improved tracer. It is important to note that the bullet is predicted by the client: it is  NOT  means that your shot is registered on the server (similar to tracers).
  • ➤Adjusted  colors and shape sparks when hit in visual effects, to more closely resemble the shape of the blood visuals.
    • Context: We want players to be able to use any of these options without feeling like one provides more clarity than the other.
  • -Adjusted the size of headshot visual effects , where the blood and sparks are slightly reduced.
    • Headshot visuals, especially at longer ranges, often obscured the player's head and added additional difficulty in tracking players through the effect. We scaled down this VFX a bit to make target tracking easier.

COMPETITIVE UPDATES

  • ➤Redo match : When a match starts with 4v5 (or more lopsided teams), players will now have the option to end the game they are in and queue up for a new one.
    • If any player disconnects at the start of a match (beginning of the buy phase) during the entire first round, a remake request can be initiated at the start of the second round by typing  /remake  in chat.
    • All connected players on the team that named the remake can vote to remake the game. Requires all connected players to agree to remake the game.
      • The vote for the remake will last during the buy phase, if the vote is not accepted by the end of the buy phase it will expire.
    • If the vote is successful and the game has been remade, all voted players will not receive any XP or MMR adjustments for the match. This match will also not be shown in the match history. All disconnected non-voting players will lose their MMR for the game in full and receive a quit penalty equivalent to being disconnected from the full match.
  • ➤Visual effects of action ranks have been updated to better distinguish wins at different rank levels.
  • Changed some potentially misleading wording in the cap message for players who need to play other unranked games to unlock Competitive Play.
    • This better reflects the fact that Deathmatch and Spike Rush don't count towards unlocking competitive mode.

THE QUALITY OF LIFE

  • Spectators can toggle aiming lines for players (default snap: R).
  • Observers can change which teams are visible (default: H - all, J - friendly to the observed player, K - enemies of the observed players, L - not).
  • The corpse markers displayed when corpses are disabled are now subject to color blindness settings.
  • The order of hotkeys for selecting players for spectators should no longer change during overtime.
  • Spectators should now see money on the HUD for the player they are spectating.
  • Added setting to disable in-game UI (General -> Hide UI in game).
  • ➤Added setting to disable crosshair (Crosshair -> Disable Crosshair).
  • Spectators can hide the character's weapon in first person. (General -> Hide weapon in first person).
  • Spectators can switch the team sight color for observed targets via the settings menu (General -> Use command color for crosshair color).
  • ➤Increased frame rates by allowing a wider variety of visual effects to be multithreaded, such as Brimstone's Sky Smokes and Breach's Rolling Thunder.
  • ➤For those who prefer to keep their privacy in the game, we have added the following features:
    • Hide my name from non-partisans (the agent's name will be used).
    • Hide the names of other members of my game that are not part of my group (the names of agents will be shown).

These functions are valid from agent selection until the end of the game. We've also added the ability to hide + automatically reject friend requests.

  • ➤Improvements to the impact impact visual effects (see dedicated section for details).

ERROR CORRECTION

  • Fixed an issue where if both teams tried to call a surrender vote, the team that called it second would not be able to vote.
  • Fixed an issue where the act rank tooltip was only displayed in English when another language was selected.
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