![]() ![]() ![]() Viper's ultimate deployment is now seen on the team's minimap.īreach's flashpoint charges increased from two to three, and their windup time was reduced by. Decay on all smoke abilities no longer affects teammates, only enemies. She can now place her Toxic screen during the buy phase, through spawn barriers and it now goes up faster. Killjoy's Nanoswarm received a 20 damage per second reduction, with a windup before damage begins. Sage's received a nerf to her slow orb radius and the amount that she heals, while her barrier orb was reduced in cost - instead of starting at full heath however, the barrier will start at 400 HP and double after three seconds. And those are just the highlights! Read the full patch notes here: /BDTl6uIbe9 Patch 1.07 has arrived with our first Killjoy update, changes to shotguns, a remake option, and those hit reg visual improvements you've been asking for. On Tuesday, Riot Games issued its latest patch notes for VALORANT, which included significant changes to multiple agents, including Sage, Breach and Viper. Sage, Killjoy nerfed Breach buffed: VALORANT pros react to latest patch Along with these changes, the new agent Skye is finally available to play and the new map Icebox has entered the Competitive rotation.You have reached a degraded version of because you're using an unsupported version of Internet Explorer.įor a complete experience, please upgrade or use a supported browser You can read the rest of the update 1.11 patch notes in our story or on the game's official blog. However, the addition of this gap also means that Breach can more easily group with teammates, execute an ability like Fault Line or his ultimate Rolling Thunder, and push as a group without accidentally damaging friendlies, effectively making the new 8m gap a safety buffer if used correctly. One Reddit user u/JerulEon writes, "I've missed my faultline and rolling thunder on enemies that were super close multiple times. Some players are lamenting the changes, particularly the new casting gap, noting that it feels like a nerf. Our goal here is to increase the opportunity window that Initiator’s teammates have to capitalize on their utility and further differentiate Initiators from Duelists." "To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). ![]() "Initiators create concentrated windows of extremely high threat to help their teams break onto sites," write Riot. When asked about the point of the changes, u/rycoux noted, "These are quality of life changes that help his teammates play around his utility a little easier." The official patch notes go into more detail on this when addressing additional flash tuning done to further distinguish Initiator-class agents. The new 8m gap generated by Breach's Fault Line ability. Breach's full flash time has also been increased from 1.75 to 2, but this was mentioned in the patch notes. Previously, these abilities would cast immediately in front of you. This does not affect the maximum range of either ability, but it does leave a wide gap between Breach and the start of the ability, which you can see in this clip captured by Reddit user u/oDavideo or in our screenshot below. Valorant developer u/rycoux responded, listing out the full range of adjustments and admitting that the changes "must have slipped through the cracks" when finalizing the patch notes.Īccording to the developer, Breach's Fault Line now charges 20% faster and both Fault Line and Rolling Thunder cast 8m away from him. A player noticed and reported one of the changes on Reddit, concerned that it was a bug. Valorant's latest update is now live following a week-long delay, but the update 1.11 patch notes failed to mention a few key changes made to Breach, the flash-heavy Initiator-class agent.
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