Valorant launch patch 1.0 notes

Valorant launch patch 1.0 notes

Riot Games formally launched Valorant on Tuesday and revealed what’s altering from the sport’s beta on launch day.

Along with the same old steadiness updates, together with buffs and nerfs to a couple Agents, Riot additionally launched Reyna, the sport’s latest character, a brand new map referred to as Ascent, a brand new recreation mode referred to as Spike Rush, and several other quality-of-life updates that ought to make the sport higher for everybody.

This patch can be the start of what Riot is asking Episode 1: Ignition. Episodes in Valorant are a bit of bit like seasons in different video games like Fortnite. Each episode will embrace new options and new content material that Riot hopes will really feel like an enormous replace to the sport.

The greatest modifications on this patch include the addition of Reyna and Ascent. These are the primary new character and map to be added to Valorant because the public has had the possibility to see and play the sport. Reyna is an Agent designed for fixed preventing, but when she’s not getting kills she gained’t have a lot utility to assist her group. Meanwhile, Ascent is a map set in a Venice-like metropolis with sure areas of the map that may be opened and closed throughout rounds.

The patch additionally provides a brand new recreation mode referred to as Spike Rush. Spike Rush retains most of the similar mechanics from the usual Valorant mode together with the taking pictures, talents, and Agents, however the goal is a bit of completely different. The intention of the mode, in accordance with Riot, is give gamers a sooner extra informal mode that doesn’t take practically an hour per match, like Valorant’s principal recreation mode.

This patch additionally introduced main modifications to a number of characters. Sage bought a number of extra nerfs, persevering with a development for Riot. Sage’s Healing Orb now has an extended cooldown and her Barrier Orb is weaker than it was earlier than. Meanwhile Jett bought a couple of buffs together with an extended lasting smoke length for her Cloud Burst potential. Riot additionally replace Split, Valorant’s least appreciated map through the beta, to have a extra open center space to make attacking a bit of simpler.

One factor that isn’t within the recreation at launch is Valorant’s ranked mode. Players who participated within the closed beta had a number of weeks to check out ranked play, however Riot is holding off on the total launch. The ranked mode can be out someday shortly after launch to present Riot time to verify the servers are holding up nicely and that there aren’t any evident bugs.

Valorant will go dwell in North America at 7 a.m. PT and 10 a.m. ET. For a full record of all of the modifications that arrived with Valorant’s launch you will discover the full patch notes beneath.

Valorant patch 1.0 notes

Gameplay and Balance

Agent Updates


  • Healing Orb cooldown elevated 35 >>> 45 seconds

We like how a lot Sage is ready to heal in a single heal, however felt she was ready to make use of it too ceaselessly throughout a spherical.

  • Barrier Orb phase well being diminished 1000 >>> 800
  • Barrier Orb length diminished 40 >>> 30 seconds
  • Friendly Barrier Orb partitions now present on the minimap

Previous modifications to Sage’s Barrier Orb helped give it extra counterplay choices in pistol/early spherical however it’s nonetheless having an excessive amount of affect in any given spherical. Our hope is that the wall stays a strong stalling software, however asks you to suppose extra about when within the spherical you wish to use it.


  • Blast Pack most harm radius diminished 2 >>> 1 meters

The Blast Pack has confirmed to be fairly robust, particularly when chained back-to-back. By lowering the interior most harm radius, we hope to scale back the common harm output of this potential whereas nonetheless protecting it highly effective.


  • Cloud Burst smoke length elevated 4 >>> 7 seconds

We really feel like Jett has a robust, irreplaceable worth by way of her potential to disclaim trades. But we predict her team-oriented output is a bit of too low. This ought to give her and her group a bit of extra time to work off of her smokes.

  • Tailwind mechanically breaks Cypher’s Trapwires after being briefly revealed

Tailwind pressure is highly effective sufficient that Jett ought to simply be capable of break freed from any leash. This ought to permit her a bit of extra freedom to make that aggressive, however dangerous play that creates area for her group.


  • Blaze length elevated 6 >>> 8 seconds

We felt just like the quick wall length, mixed with the lengthy solid time and quick vary, was forcing Phoenix to play a bit of too predictably round his wall. We’re bumping this up barely to present him some extra time to work with.

  • Blaze harm: 15 each 0.25s >>> 1 each 0.033 seconds
  • Blaze therapeutic: 3 each 0.25s >>> 1 each 0.16 seconds

These Damage over Time/Healing over Time fashions are up to date to match the current modifications to our different DoT talents. Additionally, we’ve matched the harm/therapeutic values to be half as efficient as Hot Hands, primarily in order that the overall therapeutic output of those two talents is at parity (50 well being every). We’re additionally doing this in order that Blaze doesn’t change into the de-facto “healing” potential in comparison with Hot Hands.

  • Hot Hands therapeutic: 3 each 0.25s >>> 1 each 0.08s.

Updated the HoT mannequin to match current modifications to the DoT talents.

  • Curveball max flash length elevated 0.8 >>> 1.1 second

The flash length is brief given how rapidly he can get his curveball out on an enemy caught out of place. Even nonetheless, it was a hair too quick, particularly to justify the brand new 200 credit score price level.

  • Run it Back mechanically reloads all weapons on respawn

This is nearer to a high quality of life enchancment. Phoenix’s ult usually places him ready to empty his clips proper earlier than getting despatched again. It was very jarring for a Phoenix participant to attend a number of seconds to respawn, solely to then should spend one other second reloading—doubtlessly beneath strain. We suppose the a number of second respawn time is sufficient time to justify an computerized reload.


  • Paranoia is now geared up as a substitute of quickcast, and hit detection improved, particularly at shut vary

Changed the solid paradigm to reward extra proactive use of Paranoia over its earlier reactive use case. Enemies will obtain a warning when the projectile is fired moderately than being within the direct path of it. This ought to make it hit enemies extra reliably.’

  • Dark Cover, Omen now enters a “phaser” world the place he can see by way of partitions to put his smokes and urgent RELOAD toggles between phased and regular concentrating on.

We wished to supply Omen with a extra exact approach to place his smokes, particularly when verticality is at play. We’ve offered a toggle again to the previous view mode as nicely to verify we nonetheless help the fast, shut vary smoke playstyle many Omen gamers have honed.

  • Dark Cover controls have been up to date the place Omen can now enhance smoke distance with PRIMARY FIRE, lower it with SECONDARY FIRE, and throw smoke with the ABILITY KEY.

Yeah, this is likely to be a tough management shift for gamers who principal Omen, however in the long term—and for brand spanking new gamers—we predict it’s extra intuitive for the gap to be managed by one hand on the mouse by default.

  • Shrouded Step, Omen can now see his teleport location on the map and receives an in-world indicator of the place he’s concentrating on when his imaginative and prescient of the purpose is obstructed.

We wish to assist Omen perceive the place he’s concentrating on his teleport, particularly when he’s teleporting from out of his smoke.

  • From the Shadow, Omen can now cancel his teleport whereas in Shade type by urgent the ABILITY KEY once more—Omen nonetheless loses all of his ult factors if he cancels.

We need Omen to try performs and create worry for his opponents together with his final. Previously, the punishment for utilizing the ult was virtually sure loss of life if caught by an enemy, and it pushed the power into extra area of interest use. Allowing Omen to cancel his ult if he’s at risk at the price of his ult factors will hopefully open extra prospects and worth, whereas nonetheless pushing him to try to decide one of the best teleport spots doable.

Sound Visualization (Audio Attenuation)

  • We’ve introduced in additional sounds made by Agents beneath the class of sounds that show their audio distance on the mini-map through the white circle. This consists of potential sounds, reloads, spike interactions and extra.

Why? We wished to supply gamers with the power to know when their noise might be heard by enemies and provides them an concept of how far the sounds might be heard.

Map Updates

Introducing Ascent

  • Ascent is a map set in Italy that options a big, open center space that each groups can skirmish over. Mid is a playground for various potential use and efficiently controlling the world opens further routes for Attackers to each Spike websites.
  • As our new map for launch, Ascent can be barely extra widespread in our Matchmaking rotation for the primary few days to be able to get extra alternatives to play on the map.


  • Restructured mid chokepoint

We felt like Defenders had been capable of successfully plug up the primary choke level in mid for a big proportion of the spherical. The new format hopes to alleviate this challenge. These modifications open up the area fairly a bit and supplies an extra path to get round stalling talents on the steps. It additionally offers Attackers a couple of completely different angles to assist siege B Tower and Vents.

  • The prepare station upkeep crew was capable of change the burned out speaker system
  • A sure frog’s head is now a bit of hotter


  • Expanded our new system that combats map exploits to all different maps—this can eradicate anybody making an attempt to flee the playspace
  • Continued to repair degree collision to be able to improve the smoothness of the gameplay area
  • Completed draw name optimizations
  • Also continued to dam spots for Cypher’s Spycam that prevented counter-play; as all the time, large because of everybody who helps us discover these!

Competitive Mode Update

  • Competitive mode is not going to be on at launch
  • Similar to our closed beta launch, our preliminary focus is ensuring our service is secure earlier than activating aggressive matchmaking. This can be a approach to give new gamers the identical courtesy that closed beta gamers needed to be taught the sport forward of turning on Competitive. We’ll additionally make some changes to Competitive primarily based on remaining closed beta participant suggestions. Our plan is to activate Competitive a couple of patches into our launch.

Performance Updates

Combat Performance: Addressed a number of causes of framerate dips in fight. These enhancements ought to assist the sport really feel smoother, particularly in fight conditions on higher-end PCs.

  • Effect pooling added for impacts, gunshots and footsteps. This ought to scale back body drops when these occasions happen.
  • Disabled bullet casings from calculating physics + audio bounces. We’re trying to convey a extra optimized model of this characteristic again in a future patch.
  • Reduce value of z-pings and loss of life pings by 10x
  • Fixed bug inflicting 90 raycasts per second when pinging
  • Fixed a bug the place NOT opening the choices menu each recreation would trigger framerate to drop on a daily cadence

+FPS for mid to excessive specs: Sped up calculations on the CPU for recreation and render threads. These enhancements can be felt essentially the most on machines with highly effective GPUs bottlenecked by their CPU speeds.

  • Optimized minimap for seen parts
  • Fixed bug the place minimap would calculate twice per body
  • Fixed bounding packing containers on quite a lot of VFX, lowering the variety of VFX updating at any given time
  • Reduce value of updating rework on render thread
  • Reworked quite a lot of HUD parts that had been beforehand constructed on a very sluggish part

+FPS for low to mid specs: Content enhancements that can primarily assist low to mid tier specs when rendering the world.

  • Reduced draw calls on all maps
  • Removed non-gameplay impacting map particles on Low and Medium Detail Quality
  • Optimized First Person Shadows to not think about lights that don’t affect last shadows
  • Removed unintentionally giant textures throughout gun buddies, scopes, silencers
  • Optimized VFX for Characters
  • Closed exploit the place Nvidia Inspector may very well be used to see by way of Viper and Phoenix wall talents
  • Added a setting for speaker configuration
  • Additional tooltip readability round what graphics high quality settings truly do
  • GPU Time stat now appropriately excludes idle time

Quality of Life

  • Dying to a non-enemy participant will not grant final factors. This consists of dying to the spike, fall harm, a teammate’s potential, or your personal potential.

Context: This ought to eradicate a number of the bizarre optimization round farming final factors when a loss of life doesn’t have sufficient financial affect (e.g., self-killing on the finish of the pistol spherical, or group kill in the beginning of a save spherical. We’ll proceed to watch to see if we have to additional dissuade these “save round self-kills.”

  • Added VALORANT Community Code pop-up for brand spanking new gamers
  • Added chat and voice restrictions for repeat offenders of our Community Code
  • Chat and Voice restrictions final 72 hours
  • Getting a restriction would require you to log off. Please take a second to chill down and replicate earlier than logging again in to play VALORANT 🙂
  • Chat restrictions can be enforced for ‘all’ and ‘team’ chat, however your ‘party’ chat will nonetheless be obtainable.
  • Voice restrictions can be enforced for ‘team’ chat, however your ‘party’ voice will nonetheless be obtainable.
  • Reporting classes up to date to cowl a wider vary of Community Code violations
  • Transition screens added earlier than Character Select and In Game
  • The button to improve a gun pores and skin now signifies what sort of enchancment (variant, animation, and many others.) can be granted by the improve
  • Visual updates to assortment and contract pages
  • Adjusted ping calculation to be extra correct
  • Added a setting to disable the spectator depend widget on the HUD
  • Updated the loss of life digital camera to keep away from obscuring the display screen instantly after loss of life
  • Added a construct model watermark
  • Observer Updates
  • Added team-specific 1st-person fresnel highlighting for observers
  • Adjusted constant coloring for Attackers/Defenders on the HUD
  • Attackers and Defenders don’t swap in HUD on facet swap rounds
  • Keybinds are constant from spherical to spherical for swapping between gamers
  • Fixed scoreboard not exhibiting the right rating
  • Removed the ‘freeze time’ that may set off when ready for a participant to reconnect in the beginning of the purchase part
  • Updated store icons

HUD and UI

  • Added VFX to talents, killfeed, and ceremonies (e.g., Ace or Clutch)
  • Updated Spike visuals within the stock
  • Updated Armor icons within the store
  • Updated character portraits
  • Added chat message regulation in order that solely ship one chat message is shipped when multiples of the identical ping or VO command are utilized in speedy succession

Bug Fixes: In-Game

  • “Fixed a bug with “rewinding” for Hit Registration that might trigger the consumer to barely disagree with the server on the place a goal was while you pulled the set off. This affected all gamers barely, however scaled up in severity at decrease FPS.
  • Fixed a difficulty the place client-side tracers desynced when yaw switching
  • The server and consumer would typically disagree on the place photographs had been touchdown when firing prolonged bursts.
  • Fixed a bug that allow you to shred the gnar at supersonic speeds utilizing Viper’s Toxic Screen as a projectile enhance
  • Fixed the power to activate Viper’s Poison Cloud mid air if it has been picked up.
  • Removed sluggish from Viper’s Snakebite tooltip.
  • Cypher’s Spycam now exhibits the route it’s wanting proper when it’s possessed.
  • Fixed extra unintended Cypher Spycam places
  • Fixed Sova’s arrows typically unpredictable bouncing
  • Fixed Sova arrows from revealing by way of some partitions
  • Fixed a bug with Jett’s decrease physique popping misplaced throughout her glide—thanks bodily remedy!
  • Fixed a difficulty the place blood was disabled
  • Fixed an Observer bug the place useless gamers appeared as Phoenix on the HUD when a whole group was useless
  • Fixed a spectator challenge the place Cypher’s tracers would seem inaccurate if the spectator swapped to him after he had entered/exited his digital camera
  • Fixed a difficulty the place a group may all disconnect on facet swap rounds to give up, however they’d obtain a win as a substitute of a loss
  • Fixed a bug that allowed Bucky’s proper click on to penetrate by way of world geography
  • Fixed a bug for the comms halo above a participant’s head, it ought to now activate with each Party chat and Team chat
  • Fixed a difficulty the place credit on the HUD seemed to be a lot larger than the 800 you obtain on facet swap rounds
  • Fixed a difficulty with the scoreboard that may present enemy group above the credit score cap
  • Fixed a bug the place gamers had been absolutely motion inaccurate after being resurrected or respawning
  • Fixed overruns on interactable objects like orbs or the Spike
  • Fixed a difficulty the place ally loadouts appeared to point out broken allies at full well being
  • Fixed points with HUD prompts that may be reduce off if the important thing to activate the immediate was certain to a key with a couple of letter
  • Fixed a bug the place the purchase part announcement would all the time say to press B to purchase, even when the important thing to open the Armory was certain to a distinct key
  • Fixed a difficulty the place reconnect messages would spam each spherical begin
  • Fixed an observer bug the place textual content would overlap within the purchase part announcement
  • Fixed an observer bug the place some talents weren’t showing on the minimap correctly
  • Fixed a bug the place the ping wheel on the megamap wouldn’t gray out when ping restricted
  • Fixed a bug within the Armory the place weapon particulars would vanish after buying a weapon
  • Fixed a bug the place the Equip Last Equipped Weapon hotkey was not functioning correctly after utilizing a capability
  • Fixed overlaps with instability indicators (i.e. High Ping) and the Spectator widget
  • Fixed overlaps and overruns within the Combat Report
  • Fixed a difficulty with useless participant fashions often flickering
  • Fixed a difficulty with animations when aiming with the Odin for spectators
  • Fixed flickering mouse cursor in a couple of locations
  • The tooltip pointing at Contracts can now be dismissed FOREVER
  • Fixed a bug the place half the Arsenal web page would fade in when clicking on the Collection tab
  • Fixed a bug the place the customized Store affords would blink earlier than fading in
  • Fixed a bug the place varied menus may overlap the foyer display screen after a queue dodge

Bug Fixes: Game Client

  • Fixed some visible bugs within the settings menus
  • Fixed a bug with windowed mode the place the VALORANT window wouldn’t save its location correctly

Known Issues

  • In very uncommon instances the place a participant has numerous incoming packet loss, an enemy mannequin might seem like crouching after they’re truly standing (or vice versa). The connection has dropped the packet that claims “this player un-crouched”, and there is usually a quick delay earlier than it’s resent. We have a repair for this coming asap.

We’re additionally wanting into methods to enhance the visible readability of our hit affect results (particularly sparks). In most of the clips that we reviewed, readability points induced shoulder photographs to learn like headshots, additional contributing to the sensation of hit reg being off.

  • All affect results (spark and blood) are pinned in world area the place the hit was registered on the server. These present up after listening to again from the server, at which level the sufferer or attacker might have barely shifted positions. Often, we’ve seen the goal crouch into or transfer their head to the place the hit affect renders.
  • It’s tough to learn the precise hit location (heart level) from the spark impact when in comparison with blood.

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