Valorant’s replace 1.11 went reside earlier within the week, however was then subsequently rolled again by Riot Games after inflicting various points. According to Riot, the patch has been a “technical nightmare” and shall be delayed till the group can establish a repair. The replace was purported to ship Valorant’s latest agent Skye reside following the launch of Act 3 with patch 1.10 earlier this month.According to Valorant recreation director Joseph Ziegler on Twitter, any progress you made earlier than the patch was rolled again will stay in your account. It’s unclear whether or not that is particularly referring to progress made on Skye’s contract, however Riot does affirm you will not have the ability to make extra progress with the character till the patch has been redeployed.Real discuss: 1.11 has been a technical nightmare. In 30 minutes, we’ll be rolling again the patch for North America, Brazil, and LATAM (separately). We’re additionally delaying all different areas till we get a repair. We know we have stated this each patch, however thanks for sticking by. [1/2] — VALORANT (@PlayVALORANT) October 27, 2020In the meantime, Riot has nonetheless outlined the content material of replace 1.11, which you’ll learn on its official weblog or down beneath.Notably, Initiators and Sentinels have obtained some steadiness tweaks. Breach’s full flash time has been elevated from 1.75 to 2 seconds and Cypher’s trapwire and spy digital camera will now be disabled and revealed upon Cypher’s dying. Killjoy has additionally obtained various modifications, together with the addition of a deactivation vary for her alarmbot and turret, lowered turret cooldown after pickup, and extra.Outside agent changes, the brand new map Icebox has entered the official Competitive map rotation and there have been a couple of updates to the sport’s financial system ruleset. One of the largest quality-of-life updates is the addition of a left-handed possibility. You can learn extra particulars within the full patch notes beneath.Valorant Update 1.11 Full Patch NotesAGENT UPDATESSKYE JOINS THE VALORANT ROSTER!Skye shall be accessible to be used in official esports competitors (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any points)With First Strike on the horizon, the steadiness group has been onerous at work making our final spherical of main steadiness modifications earlier than groups begin duking it out. We wish to be certain that the highest groups don’t should continuously adapt to a altering recreation whereas they’re enjoying within the event. Minor steadiness modifications might happen in the course of the span of First Strike, however we received’t deploy modifications like those on this patch that closely affect a group’s methods.One of the traits we’ve got noticed is that attacking groups can have a very onerous time breaking entrenched defenders. Although every bit of the sport can affect this sort of pattern (transfer pace, weapon tuning, map design, Agent steadiness), we expect there are a couple of focused character modifications that may assist give attackers extra alternatives to interrupt entrenched defenders. Each is listed beneath.—Max Grossman, Lead Character DesignerINITIATORSFlash Tuning: The fade out of the flash debuff stays the identical length however now fades slower at the beginningInitiators create concentrated home windows of extraordinarily excessive risk to assist their groups break onto websites. To this finish, we’re barely growing the length of debuffs from some Initiator skills (principally flashes). Our aim right here is to extend the chance window that Initiator’s teammates should capitalize on their utility and additional differentiate Initiators from Duelists.BREACHFull flash time elevated from 1.75 >>> 2SENTINELSSimilar to among the modifications we made with Sage, we wish to enhance the depth of choice making when enjoying Sentinels whereas additionally offering enemies with extra counterplay to “trap” skills. To scale back the full potential affect of those skills, autonomous traps are actually disabled when the deployer dies (e.g., Cypher’s Trapwire disables when Cypher dies). We wish to encourage Sentinel gamers to play extra thoughtfully and thoroughly round their traps whereas growing the reward for taking out the Sentinel participant.CYPHERTrapwire Disabled and revealed upon deathSpy Camera Disabled and revealed upon deathKILLJOYKilljoy is best when locking down a single web site. Killjoy has to remain close to her Turret and Alarmbot for them to stay energetic. Her international recon ought to be hit fairly onerous right here however we’ve got barely boosted her stalling energy to counterbalance that nerf. All in all, we hope to maintain Killjoy in a really related place energy clever however give her a stronger identification because the premiere on-site defender.Deactivation Range Alarmbot and Turret now deactivate if she is greater than 40m away from them—reentering the 40m vary reactivates her little associates.Turret Cooldown after pickup lowered from 20 seconds >>> 10 secondsAlarmbot Range at which Alarmbot might be detected decreased from 9m >>> 7mCooldown after pickup lowered from 20 seconds >>> 7 secondsNanoswarm Range at which Nanoswarm might be detected decreased from 5m >>> 3.5mDamage elevated from 40/s >>> 45/sDamage now ticks smoother and sooner whereas in Nanoswarm, as a substitute of in chunks of 10 each ¼ of a secondCOMPETITIVE UPDATESIcebox enters the Competitive map rotation Icebox shall be accessible to be used in official esports competitors (e.g., First Strike) after 4 weeks in Competitive queue (November 29, barring any points)Shorter Unrated queue instances for the highest-rank gamers We’ve taken steps to additional clear up points for elite gamers experiencing lengthy queue instances for Unrated. We’re additionally additional investigating enhancements to lowering lengthy queue instances for all major modes.Added location of the present gamepod to the loading display for all modesAdjusted Combat Score to consider non-damaging assistsGAME MODE UPDATES”Play Out All Rounds” possibility now accessible in customized recreation foyer choices,Play Out All Rounds makes it simpler to run follow classes. When enabled the sport will not finish when a group reaches 13 wins; as a substitute the match will proceed till each groups have performed a full half of 12 rounds on either side. After 24 rounds the group with extra rounds will win. In the case of a tie the sport will proceed to extra time (depending on the Overtime possibility chosen within the foyer display).GAMES SYSTEMSUpdates to Economy RulesetAttackers who lose however survive the whole spherical with out planting the Spike obtain a lowered variety of credit (1,000)Defenders who lose however survive the whole spherical after the Spike has detonated additionally obtain lowered credit (1,000)Dying to the Spike will not depend as a dying in KDA statisticsAdditional financial data added as a tooltip when hovering over the exclamation mark subsequent to “Min Next Round” within the shopContext: These modifications are supposed to extend richness in choice making concerning when it’s worthwhile to save lots of your gear vs. go for the spherical win. Additionally, this may permit groups that may safe spherical wins to extra successfully chip away on the financial system of opponents that decide to save lots of out costly weapons on a spherical loss.Other ModificationsMinor enhancements to observer flashed indicatorNew setting for observers: ‘Show Player Keybinds on Map’New Custom Game Option: ‘Play Out All Rounds’ Both groups play a full 12 rounds on each attacker & defender sides, adopted by extra time/endgame (if relevant)QUALITY OF LIFELeft-handed view mannequin is now accessible for gamers. Players can swap their first particular person view-model to lefthanded by going to the settings menu and swapping their view mannequin to “Left-Handed”. Changing this may even present all different gamers as left-handed when spectating.You can now ship a direct message by clicking a buddy’s title in chat as a substitute of getting to kind their title outPlayers which have been AFK or alt-tabbed for greater than 5 minutes will now seem as ‘Away’ within the Social PanelAdjusted group colours to stay mounted for the total length of a recreation for observers as a substitute of getting the Attacking aspect at all times seem as pink, and the defending aspect at all times seem as inexperienced The expertise of getting groups swap colours on the half from a viewer perspective was a bit complicated, and in addition led to some difficulties for broadcasters to match their overlays to this conduct. This change will permit the viewers and event organizers to have a extra constant expertise for the whole lot of a recreation.[BETA] Experimental SharpeningThis graphics setting by accident shipped with the final patch, and we had been going to take away it, however your suggestions requested us to maintain it. So It stays, however with some extra tuned defaults. We don’t know after we’ll get to optimizing its efficiency, or tune it additional, so contemplate it an ongoing Beta.BUG FIXESFixed one supply of fight hitches we’ve seen from participant studies We’re persevering with to analyze the fight hitches that gamers have been reporting in latest patches. This patch features a repair for one of the vital widespread hitches that we have seen throughout fight. While we hope that this may resolve the difficulty for a lot of of you, we’re nonetheless actively monitoring down a pair different hitches that we have seen out of your clips.Jett now can’t rope sprint lelFixed a bug the place incoming Party invitations would stay energetic within the Social Panel after being declinedPlayers not see the spike location when reconnecting to a recreationFixed situation the place participant corpses might trigger collision pointsSage wall segments not breaks if a participant dies on prime of themFixed a bug that might disable queueing for any mode if a participant closed the consumer in the course of the Match Found countdown.Fixed a bug that was displaying Act Rank badge on the MVP display exterior of Competitive Queue.
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