Patch 1.07 to


















This patch is also part of an ongoing follow through on a promise to improve hit registration clarity , with several changes coming to the VFX of hit impact markers. Our goal is to reduce the amount of healing done throughout the round. Disincentivize Sage from self healing and make it more expensive to do so. This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should be if aimed properly.

Our hope is to increase counterplay on Barrier and reduce the strength of the wall during reactive use. This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins.

Note: These are not all the potential Breach changes we want to do, but as part of our ease-in, intentional-balance philosophy, we want to be measured. Stay tuned for more Breach should be a choice pick in offensive entry and breaking utility. Considering he needs teammates to capitalize on his flashes, this should make up for that cost by simply having more of them. In the spirit of the careful, goal-oriented balance philosophy taken by Riot Games the balancing of agents is done in small steps, more changes are planned down the line.

The shotguns and Vandal had all been adjusted some are nerfed others are buffed take a look at the details of each below. The most interesting thing here is the Vadal buffs and the Valorant Devs.

The Shorty nerf is likely a response to the Operator , as the weapons make a deadly pair when used in conjunction.

You can read a full list of the VFX changes on Valorant's homepage. You can now remake a game under certain conditions and leave a game without plenty that begins as a 4v5.

If you don't want other players to see you, you can now hide your name on Score Board and only the Agent's name is displayed. This patch is also part of an ongoing follow through on a promise to improve hit registration clarity , with several changes coming to the VFX of hit impact markers. Our goal is to reduce the amount of healing done throughout the round. Disincentivize Sage from self healing and make it more expensive to do so.

This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should if aimed properly.

Our hope is to increase counterplay on Barrier and reduce the strength of the wall during reactive use. This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Note: These are not all the potential Breach changes we want to do, but as part of our ease-in, intentional-balance philosophy, we want to be measured.

Stay tuned for more Breach should be a choice pick in offensive entry and breaking utility. Considering he needs teammates to capitalize on his flashes, this should make up for that cost by simply having more of them. We've made some small adjustments to hit VFX to try and improve hit registration clarity.



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