VALORANT PATCH NOTES 1.07

Valorant Patch Notes 1.07 have dropped. We have really big changes coming out of Valorant. In general, we have 5 agent changes and 4 weapons changes. Besides, there are match remake which is new for us!

Let’s dive into all this truly great changes.

Source Valorant

AGENT UPDATES

SAGE

Heal

  • Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds  
  • Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds

Slow Orb

  • Size reduced by 30%

Barrier Orb

  • Cost reduced from 400 >>> 300
  • Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP

KILLJOY

Nanoswarm

  • Added a brief windup before damage begins
  • DPS reduced from 60 >>> 40
  • Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased

Turret

  • No longer revealed by Sova’s Recon Bolt  
  • More effectively shoots at an enemy’s last known location

VIPER

Toxic Screen

  • Can now be placed during the buy phase of rounds, through spawn barriers
  • Toxic Screen now goes up faster along it’s full length, once it starts to form

Decay

  • Decay on all smoke abilities no longer affects allies

Viper’s Pit

  • The area of Viper’s Pit is now shown on her team’s minimap when deployed

BREACH

Flashpoint

  • Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressively
  • Charges increased from 2 >>> 3
  • Reduced windup time from 0.6 seconds >>> 0.5 seconds

Rolling Thunder

  • Detonation delay between blasts decreased from 0.3 >>> 0.255

Concussion

  • Concuss now de-scopes players and prevents re-scoping

SOVA

  • Updated the physics on Sova’s cape so that it should wiggle outside his hitbox less frequently  
  • Polish work on Sova’s 1P hands to bring them up to the fidelity bar of the rest of our agents

WEAPON UPDATES

  • All shotguns aimpunch update
    • When getting headshot by a shotgun, the aimpunch will be lower than all the other weapons
  • All shotguns tagging tuned for targets beyond 10 meters
    • Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging
    • New tagging: 30% slow for .5s on a smooth curve going back to normal speed

SHORTY
Nerf

  • 1st falloff range reduced from 9m >>> 7m
  • Updated headshot multiplier from 3x >>> 2x (now the same as Judge and Bucky)
  • Our goal here is to make Shorty users work a little harder for the kills they get by requiring them to be a tad closer to their target.

JUDGE
Nerf

  • Price increased from 1500 >>> 1600

VANDAL
Buff

  • Increased firing rate from 9.25 >>> 9.75
  • Increased damage from 39 >>> 40

BUG FIXES

  • Fixed a bug where if both teams try to call a surrender vote, the team who called it second wouldn’t get the option to vote
  • Fixed a bug that displayed the Act Rank tooltip in English only when another language was selected

QUALITY OF LIFE

  • Observers can toggle aim lines for players (default bind: R)
  • Observers can change which teams outline are visible (defaults: H — All, J — Friendly to spectated player, K — Enemies of spectates players, L — None)
  • Corpse markers shown when corpses are disabled now obey colorblind settings
  • Hotkey order for selecting players for observers should no longer shuffle in overtime
  • Observers should now see the money on the HUD for the player they are spectating
  • Added a setting for disabling the in-game UI (General -> Hide User Interface In Game)
  • Added a setting for disabling the cross-hair (Crosshair -> Disable Crosshair)
  • Observers can hide first person character arms. (General -> Hide First Person Arms)
  • Observers can toggle team-based crosshair coloring for spectated targets via the settings menu (General -> Use Team Color for Crosshair Color)
  • Improved framerate by allowing a wider variety of VFX to be multi-threaded, examples include Brimstone’s Sky Smokes and Breach’s Rolling Thunder
  • Hit impact VFX improvements (see dedicated section for breakdown)

INCOGNITO MODE

  • Hide my name from non-party members (Agent name will be used)  
  • Hide the names of others in my game who aren’t in my party (Agent names will be shown)
  • These features take effect from agent select to game end. We also added an option to hide + auto-reject friend requests.

COMPETITIVE UPDATES

  • Remake match: When a match begins with a 4v5 (or more lopsided teams), players will now have the option to end the game they’re in and queue for a new one.
  • Act Ranks visuals have been updated to better differentiate wins at different rank tiers
  • Changed some potentially misleading verbiage in the restriction message for players who need to play more unrated games to unlock competitive play

HIT IMPACT VFX UPDATE

  • Server hit VFX confirms will now spawn at the location of the hit on the character and stay attached to that position (previously, it spawned at the game space location and stayed there)
  • An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit
  • Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape
  • Adjusted the size of headshot VFX, where both blood and sparks are scaled down slightly

We saw a lot of changes coming to agents and weapons, how do you feel about it? Just leave it down below in the comments what you think of the nerfs and new incognito mode.

Like
Like Love Haha Wow Sad Angry