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Valorant launch patch adds new agent, new map, and a new game mode

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

Along with the standard stability 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 sport mode referred to as Spike Rush, and a number of 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 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 adjustments on this patch include the addition of Reyna and Ascent. These are the primary new character and map to be added to Valorant for the reason that public has had the prospect 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 sport mode referred to as Spike Rush. Spike Rush retains lots of the identical mechanics from the usual Valorant mode together with the taking pictures, skills, and Agents, however the goal is a bit totally different. The intention of the mode, in keeping with Riot, is give gamers a quicker extra informal mode that doesn’t take almost an hour per match, like Valorant’s foremost sport mode.

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

One factor that isn’t within the sport 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 will probably be out someday shortly after launch to provide Riot time to ensure the servers are holding up nicely and that there are not any obtrusive bugs.

Valorant will go stay in North America at 7 a.m. PT and 10 a.m. ET. For a full checklist of all of the adjustments that arrived with Valorant’s launch you’ll find the full patch notes beneath.

Valorant patch 1.Zero 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 steadily throughout a spherical.

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

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


  • Blast Pack most harm radius decreased 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 typical harm output of this capacity whereas nonetheless conserving 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 capacity to disclaim trades. But we expect her team-oriented output is a bit too low. This ought to give her and her group a bit extra time to work off of her smokes.

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

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


  • Blaze length elevated 6 >>> Eight seconds

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

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

These Damage over Time/Healing over Time fashions are up to date to match the current adjustments to our different DoT skills. 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 skills is at parity (50 well being every). We’re additionally doing this in order that Blaze doesn’t turn into the de-facto “healing” capacity in comparison with Hot Hands.

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

Updated the HoT mannequin to match current adjustments to the DoT skills.

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

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

  • Run it Back mechanically reloads all weapons on respawn

This is nearer to a top quality of life enchancment. Phoenix’s ult typically places him able 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 need to spend one other second reloading—probably beneath strain. We suppose the a number of second respawn time is sufficient time to justify an automated reload.


  • Paranoia is now outfitted as an alternative 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 fairly 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 via partitions to position his smokes and urgent RELOAD toggles between phased and regular focusing on.

We needed to offer Omen with a extra exact strategy to place his smokes, particularly when verticality is at play. We’ve offered a toggle again to the outdated view mode as nicely to ensure 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 may be a tough management shift for gamers who foremost Omen, however in the long term—and for brand new gamers—we expect 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 focusing on when his imaginative and prescient of the purpose is obstructed.

We need to assist Omen perceive the place he’s focusing 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 aim performs and create worry for his opponents along with his final. Previously, the punishment for utilizing the ult was nearly sure dying if caught by an enemy, and it pushed the flexibility into extra area of interest use. Allowing Omen to cancel his ult if he’s in peril at the price of his ult factors will hopefully open extra potentialities and worth, whereas nonetheless pushing him to attempt to decide the most effective teleport spots attainable.

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 by way of the white circle. This consists of capacity sounds, reloads, spike interactions and extra.

Why? We needed to offer gamers with the flexibility to grasp when their noise could be heard by enemies and provides them an concept of how far the sounds could 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 capacity use and efficiently controlling the world opens extra routes for Attackers to each Spike websites.
  • As our new map for launch, Ascent will probably be barely extra widespread in our Matchmaking rotation for the primary few days in an effort to get extra alternatives to play on the map.


  • Restructured mid chokepoint

We felt like Defenders have been in a position to successfully plug up the principle choke level in mid for a big proportion of the spherical. The new structure hopes to alleviate this concern. These adjustments open up the area fairly a bit and supplies a further path to get round stalling skills on the steps. It additionally offers Attackers a number of totally different angles to assist siege B Tower and Vents.

  • The practice station upkeep crew was in a position to exchange the burned out speaker system
  • A sure frog’s head is now a bit hotter


  • Expanded our new system that combats map exploits to all different maps—it will eradicate anybody making an attempt to flee the playspace
  • Continued to repair stage collision with the intention 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 strategy to give new gamers the identical courtesy that closed beta gamers needed to study the sport forward of turning on Competitive. We’ll additionally make some changes to Competitive based mostly on remaining closed beta participant suggestions. Our plan is to activate Competitive a number 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 cut back body drops when these occasions happen.
  • Disabled bullet casings from calculating physics + audio bounces. We’re seeking to deliver a extra optimized model of this characteristic again in a future patch.
  • Reduce price of z-pings and dying pings by 10x
  • Fixed bug inflicting 90 raycasts per second when pinging
  • Fixed a bug the place NOT opening the choices menu each sport would trigger framerate to drop on an everyday cadence

+FPS for mid to excessive specs: Sped up calculations on the CPU for sport and render threads. These enhancements will probably 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 bins on a wide range of VFX, lowering the variety of VFX updating at any given time
  • Reduce price of updating remodel on render thread
  • Reworked a wide range of HUD parts that have been beforehand constructed on a very sluggish element

+FPS for low to mid specs: Content enhancements that may 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 take into account lights that don’t impression ultimate shadows
  • Removed unintentionally massive textures throughout gun buddies, scopes, silencers
  • Optimized VFX for Characters
  • Closed exploit the place Nvidia Inspector may very well be used to see via Viper and Phoenix wall skills
  • Added a setting for speaker configuration
  • Additional tooltip readability round what graphics high quality settings truly do
  • GPU Time stat now accurately 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 capacity, or your individual capacity.

Context: This ought to get rid of a few of the bizarre optimization round farming final factors when a dying doesn’t have sufficient financial impression (e.g., self-killing on the finish of the pistol spherical, or group kill initially of a save spherical. We’ll proceed to observe to see if we have to additional dissuade these “save round self-kills.”

  • Added VALORANT Community Code pop-up for brand 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 sign off. Please take a second to chill down and replicate earlier than logging again in to play VALORANT 🙂
  • Chat restrictions will probably be enforced for ‘all’ and ‘team’ chat, however your ‘party’ chat will nonetheless be obtainable.
  • Voice restrictions will probably 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 so on.) will probably 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 rely widget on the HUD
  • Updated the dying digital camera to keep away from obscuring the display instantly after dying
  • 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 will set off when ready for a participant to reconnect initially of the purchase part
  • Updated store icons

HUD and UI

  • Added VFX to skills, 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 fast succession

Bug Fixes: In-Game

  • “Fixed a bug with “rewinding” for Hit Registration that might trigger the shopper to barely disagree with the server on the place a goal was once you pulled the set off. This affected all gamers barely, however scaled up in severity at decrease FPS.
  • Fixed a problem the place client-side tracers desynced when yaw switching
  • The server and shopper would typically disagree on the place pictures have 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 increase
  • Fixed the flexibility 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 reveals the path it’s trying proper when it’s possessed.
  • Fixed extra unintended Cypher Spycam areas
  • Fixed Sova’s arrows typically unpredictable bouncing
  • Fixed Sova arrows from revealing via some partitions
  • Fixed a bug with Jett’s decrease physique popping misplaced throughout her glide—thanks bodily remedy!
  • Fixed a problem the place blood was disabled
  • Fixed an Observer bug the place dead gamers appeared as Phoenix on the HUD when a whole group was dead
  • Fixed a spectator concern the place Cypher’s tracers would seem inaccurate if the spectator swapped to him after he had entered/exited his digital camera
  • Fixed a problem the place a group may all disconnect on facet swap rounds to give up, however they might obtain a win as an alternative of a loss
  • Fixed a bug that allowed Bucky’s proper click on to penetrate via 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 problem the place credit on the HUD gave the impression to be a lot greater than the 800 you obtain on facet swap rounds
  • Fixed a problem with the scoreboard that will present enemy group above the credit score cap
  • Fixed a bug the place gamers have been totally motion inaccurate after being resurrected or respawning
  • Fixed overruns on interactable objects like orbs or the Spike
  • Fixed a problem the place ally loadouts appeared to indicate broken allies at full well being
  • Fixed points with HUD prompts that will be lower off if the important thing to activate the immediate was sure to a key with multiple 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 sure to a unique key
  • Fixed a problem 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 skills 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 problem with dead participant fashions often flickering
  • Fixed a problem with animations when aiming with the Odin for spectators
  • Fixed flickering mouse cursor in a number 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 personalised Store gives would blink earlier than fading in
  • Fixed a bug the place numerous menus may overlap the foyer display 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 circumstances the place a participant has a number of incoming packet loss, an enemy mannequin might seem like crouching once they’re truly standing (or vice versa). The connection has dropped the packet that claims “this player un-crouched”, and there generally is a brief delay earlier than it’s resent. We have a repair for this coming asap.

We’re additionally trying into methods to enhance the visible readability of our hit impression results (particularly sparks). In lots of the clips that we reviewed, readability points triggered shoulder pictures to learn like headshots, additional contributing to the sensation of hit reg being off.

  • All impression 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 impression renders.
  • It’s tough to learn the precise hit location (middle level) from the spark impact when in comparison with blood.

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