Valorant Wiki Guide – Patch 1.0 Release Notes

Valorant Wiki Guide – Patch 1.0 Release Notes

Valorant Guide – Update 1.0

Valorant Wiki Guide – Patch 1.0 Release Notes

The update 1.0 of Valorant celebrates the worldwide launch of the game , promoting a new map , agents and various changes in mechanics.

Changes Updating Valorant

  • Various agent changes
  • New Map
  • New agent
  • New game mode
  • Changes on the map
Below you’ll find all the updates to the latest Valorant patch , including gameplay, map, and agent updates.
Https: //www.youtube.com/watch? V = e_E9W2vsRbQ

GAME AND BALANCE

AGENT UPDATES
WISE
  • Healing Orb cooldown increased 35 >>> 45 seconds
    • We like how much Sage can heal in a single heal, but we feel like he was able to use it too often during a round.
  • Barrier Orb segment health decreased 1000 >>> 800
  • Barrier Orb duration reduced 40 >>> 30 seconds
  • Barrier Orb friendly walls now display on minimap
    • Previous changes to the Sage’s Barrier Orb helped give it more pistol / early round counterplay options, but it still has too much impact in any given round. Our hope is that the wall will still be a powerful blocking tool, but it asks you to think more about when you want to use it in the round.
RAZE
  • The maximum damage radius of the explosion pack has been reduced by 2 >>> 1 meters
    • The Blast Pack has proven to be quite strong, especially when chained consecutively. By reducing the maximum internal damage radius, we hope to reduce the average damage output of this ability while keeping it powerful.
JETT
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  • Cloud Burst smoke duration increased 4 >>> 7 seconds
    • We feel that Jett has strong and irreplaceable value in terms of its ability to deny exchanges. But we think its team-oriented output is too low. This should give her and her team a little more time to quit smoking.
  • Tailwind automatically breaks Cypher’s trap cables after being briefly revealed
    • The tailwind force is powerful enough that Jett can be easily released from any strap. This should allow you a little more freedom to do that aggressive but risky game that creates room for your team.
PHOENIX
  • Glow duration increased 6 >>> 8 seconds
    • We felt that the short duration of the wall, combined with the long launch time and short range, was forcing Phoenix to play too predictably around its wall. We are increasing this a little to give you more time to work.
  • Glow Damage: 15 every 0.25s >>> 1 every 0.033 seconds
  • Blaze healing: 3 cada 0.25s >>> 1 cada 0.16 segundos
    • These Damage Over Time / Healing Over Time models are updated to match recent changes in our other DoT skills. Additionally, we have matched the damage / healing values ​​to be half as effective as Hot Hands, primarily so that the total healing output of these two abilities is equal (50 health each). We are also doing this so that Blaze does not become the de facto “healing” ability compared to Hot Hands.
  • Healing of hot hands: 3 every 0.25s >>> 1 every 0.08s.
  • The HoT model has been updated to match recent changes in DoT skills.
  • The maximum duration of Curveball flash increased 0.8 >>> 1.1 second
    • The duration of the flash is short given the speed with which you can draw your curved ball on an enemy that is out of position. Still, it was too short, especially to justify the new 200-credit price.
  • Run it Back automatically reloads all weapons upon respawn
    • This is closer to an improvement in the quality of life. Phoenix’s maximum ability often puts him in a position to empty his clips right before he is sent back. It was very jarring for a Phoenix player to wait several seconds to reappear, only to then have to spend another second of reloading, potentially under pressure. We believe that the respawn time of several seconds is sufficient to warrant an automatic recharge.
OMEN
  • Paranoia is now equipped instead of quick launch, and hit detection improved, especially at close range
  • He changed the launch paradigm to reward the more proactive use of Paranoia in his previous reactive use case. Enemies will receive a warning when the projectile is fired instead of being in the direct path of the projectile. This should make it hit enemies more reliably.
  • Dark Cover, Omen now enters a “phasic” world where he can see through walls to place his fumes and press RELOAD toggles between gradual and normal orientation.
    • We wanted to provide Omen with a more accurate way to place your cigarettes, especially when verticality is at stake. We’ve also returned to the previous view mode to make sure we’re still supporting the fast, close smoke gameplay that many Omen players have honed.
  • Dark Cover controls have been updated where Omen can now increase the smoke distance with PRIMARY FIRE, decrease it with SECONDARY FIRE and smoke with the SKILL KEY.
    • Yes, this could be a difficult control change for players who are protagonists of Omen, but in the long run, and for new players, we think it is more intuitive for distance to be controlled with one hand on the mouse by default.
  • Covered Pass, Omen can now see his teleportation location on the map and receives an indicator in the world of where he is pointing when his vision of the point is obstructed.
    • We want to help Omen understand where his teleportation is pointing, especially when he teleports from outside his smoke.
  • From the Shadow, Omen can now cancel his teleportation while in Shadow form by pressing the SKILL KEY again: Omen still loses all of his endpoints if he cancels.
    • We want Omen to attempt plays and create fear in his opponents with his ultimate ability. Previously, the punishment for using the ult was almost certain death if caught by an enemy, and pushed the ability to a more specific use. ** Allowing Omen to cancel his ultimate ability if he is in danger at the cost of his ultimate ability points will open up more possibilities and value, while pushing him to try to choose the best possible teleport locations.
SOUND DISPLAY (AUDIO ATTENUATION)
  • We’ve added more agent-made sounds in the sounds category that show their audio distance on the minimap through the white circle. This includes skill sounds, reloads, spike interactions, and more.
    • Why? We wanted to provide players with the ability to understand when enemies can hear their noise and give them an idea of ​​how far sounds can be heard.
MAP UPDATES
INTRODUCING A NEW MAP: ASCENT
    • Ascent is an established map in Italy that features a large, open central area that both teams can sneak over.
  • Mid is a playground for various skills and successful control of the area opens additional routes for attackers to both Spike sites.
  • As our new launch map, Ascent will be a little more common in our Matchmaking rotation for the first few days so you can have more opportunities to play on the map.
DIVISION
  • Restructured mid choke point
    • We felt that the Defenders were able to effectively cover the main choke point in the middle for a large percentage of the round. The new design hopes to alleviate this problem. These changes open up the space quite a bit and provide an additional path to get around blocking skills on the stairs. It also gives attackers a few different angles to help lay siege to Tower B and the vents.
 HAVEN / BIND / SPLIT / ASCENT

  • Our new system that fights map vulnerabilities has been expanded to all other maps, this will eradicate anyone trying to escape the game space.
  • Fixed level collision continued to improve smoothness of playing space
  • Full giveaway call optimizations
  • He also continued to block the spaces for Cypher’s Spycam that prevented the countergame; As always, many thanks to everyone who helps us find them!
UPDATING THE COMPETITIVE MODE
  • Competitive mode will not be activated at launch
    • Similar to our closed beta release, our initial focus is to make sure our service is stable before activating competitive matchmaking. This is also a way to give new players the same courtesy that closed beta players had to learn the game before activating Competitive. We’ll also make some adjustments to Competitive based on feedback from the remaining closed beta players. Our plan is to Competitively activate some patches on our release.
PERFORMANCE UPDATES
    • The team came together on this patch to fix a number of performance issues.
      • Our focus for this round is primarily on the frame rate drops you can sometimes experience in combat. Simpler scenarios, where very little is happening, may not see the same dramatic gains in FPS. Rest assured we’ve not finished improving performance and you can look forward to seeing more of us on this in future patches.
    • Combat performance: Multiple causes of frame rate drops in combat were addressed. These improvements should help make the game feel smoother, especially in high-end PC combat situations.
    • Added effect grouping for impacts, shots, and steps. ** This should reduce frame drops when these events occur.
    • Bullet casings disabled when calculating physics + audio bounces. We are looking to bring a more streamlined version of this feature in a future patch.
    • Reduce the cost of z-pings and death pings by 10x
    • Fixed bug causing 90 lightning strikes per second when pinging
    • Fixed a bug where NOT opening the options menu in each game caused the frame rate to drop at a normal rate
    • + FPS for medium to high specs: accelerated calculations in the gaming CPU and rendering threads. These improvements will be felt more on machines with powerful GPUs bottled for their CPU speeds.
    • Minimap optimized for visible elements.
    • Fixed the bug where the minimap would be calculated twice per frame
    • Fixed bounding boxes in a variety of visual effects, reducing the number of visual effects updates at any given time
    • Reduce the cost of updating the transform in the rendering thread
    • A variety of HUD elements have been redesigned that were previously built into a particularly slow component
    • + FPS for low to medium specs – Content enhancements that will primarily help low to medium specs by representing the world.
    • Reduced draw calls on all maps
    • Removed the lack of gameplay affecting map particles in low and * medium detail quality
    • Optimized first-person shadows to no longer consider lights that don’t impact final shadows
    • Unintentionally large textures removed via comrades-in-arms, visors, silencers
    • VFX optimized for characters
      • Omen: ALL SKILLS
      • Wise: ALL SKILLS
      • Viper: ALL SKILLS
    • Closed exploit where Nvidia Inspector could be used to see through the Viper and Phoenix wall skills
    • Added settings for speaker setup
    • Additional information on clarity of graphics quality settings
  • GPU time statistic now correctly excludes downtime
QUALITY OF LIFE
  • Dying a non-enemy player will no longer award endpoints. This includes dying to the spike, fall damage, a teammate’s ability, or your own ability.
    • Context: This should remove some of the odd optimizations around farming endpoints when a kill doesn’t have enough economic impact (for example, self-destruction at the end of the pistol round or team death at the start of a round We will continue to monitor to see if we need to further deter these ’round-robin suicides’.
  • Added VALORANT Community Code popup for new players
  • Chat and voice restrictions added for repeat violators of our Community Code
  • Chat and voice restrictions last 72 hours
  • Obtaining a restriction will require you to log out. Please take a moment to refresh and reflect before logging back in to play VALORANT 🙂
  • Chat restrictions will apply for “everyone” and “team” chat, but your “party” chat will still be available.
  • Voice restrictions will apply for “team” chat, but your “party’s” voice will still be available.
  • Updated reporting categories to cover a wider range of * Community Code violations
  • Transition screens added before character selection and in-game
  • The button to update a weapon mask now indicates what kind of improvement (variant, animation, etc.) the update will grant
  • Visual updates of the collection and contract pages.
  • The ping calculation has been adjusted to be more accurate.
  • Added a setting to disable the viewer count widget in the HUD
  • The death chamber has been updated to avoid obscuring the screen immediately after death.
  • Added a build version watermark
Observer updates
  • Added team-specific first-person fresnel highlighting for watchers
  • Constant color adjusted for attackers / defenders in the HUD
  • Attackers and defenders do not trade in HUD in rounds of side trade
  • The key combinations are consistent from round to round to swap between players
  • Fixed marker does not show correct score
  • Removed ‘freeze time’ that would trigger when a player is expected to reconnect at the start of the purchase phase
  • Updated store icons
HUD and UI
  • VFX added to skills, killfeed, and ceremonies (for example, Ace or Clutch)
  • Spike images in inventory updated.
  • Updated armor icons in the store
  • Updated character portraits
  • Chat message throttle added so that only one chat message is sent when using multiple of the same ping or VO command in quick succession
CORRECTION OF ERRORS: IN THE GAME
  • Fixed a bug with “rewind” for hit logging that could cause the client to slightly disagree with the server the target was on when they pulled the trigger. This slightly affected all players, but increased its severity to a lower FPS.
  • Fixed an issue where client-side plotters would be disabled when switching
    • Server and client sometimes disagree on where shots landed when firing long bursts.
  • Fixed a bug that allowed you to tear the knot at supersonic speeds using Viper’s Toxic Screen as a projectile boost
  • Fixed ability to activate Viper’s Poison Cloud in the air if collected.
  • Slowly removed from Viper Snakebite tooltip.
  • Cypher’s Spycam now shows the direction it looks good when in possession.
  • Fixed more unwanted Cypher Spycam locations
  • Fixed Sova arrows that were sometimes unpredictable.
  • Fixed Sova’s arrows being revealed through some walls
  • Fixed a bug that caused Jett’s lower body to slip out of place during his glide, thanks physiotherapy!
  • Fixed an issue where blood was disabled
  • Fixed an Observer bug where dead players would appear as Phoenix in the HUD when an entire team was dead
  • Fixed an onlooker issue where Cypher’s tracers seemed inaccurate if the onlooker switched to him after entering / exiting his camera
  • Fixed an issue where a team could go offline in rounds of side swapping to surrender but would receive a win instead of a loss
  • Fixed a bug that allowed Bucky’s right click to penetrate the world geography
  • Fixed a bug for the communications halo above a player’s head, it should now be activated with both the match and team chat
  • Fixed an issue where credits in the HUD seemed to be much higher than the 800 you receive in the side swap rounds
  • Fixed an issue with the scoreboard showing the enemy team above the credit limit
  • Fixed a bug where players would not move fully after resurrecting or respawning
  • Fixed overflows on interactible objects like Orbs or Spike
  • Fixed an issue where allied charges seemed to show damaged allies with full health
  • Fixed issues with HUD prompts that would be cut if the prompting key was linked to a key with more than one letter
  • Fixed a bug where the purchase phase announcement always said to press B to buy, even if the key to open the Armory was linked to a different key
  • Fixed an issue where reconnect messages would spam every round start
  • Fixed Observer bug where text overlapped in purchase phase ad
  • Fixed an Observer bug where some abilities did not appear on the minimap correctly
  • Fixed a bug where the ping wheel on the megamap was not grayed out when ping was limited
  • Fixed a bug in the Armory where weapon details were fading after purchasing a weapon
  • Fixed an issue where the Equip Last Equipped Weapon hotkey was not working properly after using an ability
  • Overlaps with instability indicators (i.e. High Ping) and Spectator widget fixed
  • Fixed overlays and excesses in Combat Report
  • Fixed an issue with dead player models occasionally flickering
  • Fixed an issue with animations while targeting Odin for Spectators
  • Fixed flickering of mouse cursor in some places
  • Tooltips that point to Contracts can now be discarded FOREVER
  • Fixed a bug where half of the Arsenal page would fade when clicking on the Collection tab
  • Fixed a bug where Shop custom offers blinked before disappearing
  • Fixed a bug where multiple menus could overlap the lobby screen after dodging a queue
BUGFIX: GAME CUSTOMER
  • Fixed some visual bugs in setup menus
  • Fixed a bug with window mode where VALUANT window was not saving its location correctly
KNOWN ISSUES
  • While we have made good progress in troubleshooting visit log issues, there is a known issue that we have not yet resolved:
    • In very rare cases where a player has a large loss of incoming packets, an enemy model may appear to be crouching when actually standing (or vice versa). The connection has dropped the packet that says “this player is not ducked”, and there may be a short delay before it is sent again. We have a solution for this as soon as possible.
    • We are also looking for ways to improve the visual clarity of our impact effects (especially sparks). In many of the clips we reviewed, readability issues caused the shoulder shots to be read as headshots, further contributing to the feeling that the shot log was turned off.
    • All impact effects (spark and blood) are fixed in the global space where the hit was registered on the server. These appear after receiving a response from the server, at which point the victim or attacker may have slightly changed position. Often, we have seen the target duck or move the head to where the impact of the blow occurs.
    • It is difficult to read the exact location of the blow (center point) of the spark effect compared to blood.

To view Riot’s official blog post on Patch 1.0, click here .

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