Posts by FudoD



    – Moved the spawnpoints slightly apart from each other for better movement

    – Fixed various bugs containing invisible prop faces, gun falling trough props, floating props, invisible brush faces, props z-fighting

    – Added grenade clips to the trims on short A for smoothing bouncing

    – Fixed some small nitpicking stuff on the radar


    -Overhauled T to A site layout.

    -Adjusted some prop fade distances for better performance

    -Replaced church brick textures

    -Improved visual fidelity of some models

    -Replaced floor textures across the map

    -Fixed numerous dark spots showing in place of foliage when using low shader settings

    -Fixed various minor bugs

    To the original

    Alright, a full patch this time.

    Killjoy gets her first major update, which should empower more counterplay against her Nanoswarm, as well as reduce its damage. Viper, Breach, Sova, and Sage also get some worthy changes.

    All shotguns get their aimpunch and tagging tuned, you can choose to remake a match (under certain conditions), lots of tweaks to the observer tool, and you get some new features that should help keep your identity private in-game.

    This patch is also part of an ongoing follow through on a promise to improve hit registration clarity, with several changes coming to the VFX of hit impact markers.



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

    Our goal is to reduce the amount of healing done throughout the round. Disincentivize Sage from self healing and make it more expensive to do so.

    Slow Orb
    • Size reduced by 30%

    This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should if aimed properly.

    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

    Our hope is to increase counterplay on Barrier and reduce the strength of the wall during reactive use.


    • 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

    Killjoy’s Nanoswarm has been a terror to play against. It’s meant to be a strong stalling and post plant tool—but we feel it’s currently dealing far too much damage and players aren’t able to engage in the desired counterplay.

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


    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

    This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Increasing the speed of the wall rising should reduce the awkward period that occurs after it starts to rise but isn’t covering all the angles Viper and her allies would expect.

    • Decay on all smoke abilities no longer affects allies

    This is mainly targeted towards Viper’s Pit, and should help reduce some of the unintentional collateral damage she can cause to her team, while also opening new strategies for playing around her ult as a team.

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


    (Note: These are not all the potential Breach changes we want to do, but as part of our ease-in, intentional-balance philosophy, we want to be measured. Stay tuned for more...potentially.)

    • 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

    Breach should be a choice pick in offensive entry and breaking utility. While the flash’s power was pretty good, too few charges were holding him back on being able to provide this value for his team. Considering he needs teammates to capitalize on his flashes, this should make up for that cost by simply having more of them.

    Rolling Thunder
    • Detonation delay between blasts decreased from 0.3 >>> 0.255
    • Concuss now de-scopes players and prevents re-scoping


    • 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


    • 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
      • The goal of these changes is to improve the feel of playing against shotguns and to ensure that they don’t end up doing odd things. For example, tagging or aimpunching people from longer than expected ranges and then a teammate ends up killing someone who’s debuffed, or makes it hard to fight back against a weapon that should be deadly up close but fairly non-threatening outside its effective range.)
    • 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
      • Desire here is to see if giving the Judge a little hit—paired with the other shotgun changes—moves the needle when playing against this gun. We’ll continue to monitor and make other changes if necessary
    • Vandal buff
      • Increased firing rate from 9.25 >>> 9.75
      • Increased damage from 39 >>> 40
      • Goal is to bring the Vandal in closer competition with the Phantom. We believe these weapons aren’t that far off in competition and hope these changes will do that.


    We've made some small adjustments to hit VFX to try and improve hit registration clarity. With how sensitive changes around hit registration can be, we'll be keeping an eye on player feedback on these changes and make adjustments accordingly.

    See our recent article on hit registration for additional details on some of the issues we're trying to address with these changes:

    • 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)
      • We've had issues with hit registration clarity caused by players moving into hit VFX (i.e. a player crouches their head into the space of a body shot VFX), which caused confusion on where a shot landed. This change should make it clear where a shot hit, and where on the body, even if a character is moving.
    • An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit
      • With the change to attach our traditional server hit VFX, we wanted to add additional immediate bullet feedback so you can see the area where your bullet landed and adjust your aim accordingly. Think of this new VFX as an improved tracer. It's important to note that a bullet is client-predicted: seeing this DOES NOT mean your shot has registered on the server (similar to tracers).
    • Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape
      • Context: We want players to be able to play with either of these options without feeling one gives better clarity than the other
    • Adjusted the size of headshot VFX, where both blood and sparks are scaled down slightly
      • Especially at large ranges, headshot VFX would often cover up the head of a player and add additional difficulty in tracking players through the effect. We've scaled down this VFX slightly in an attempt to make it easier to keep track of targets.


    • 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.
      • If any player is disconnected at the start of the match (beginning of buy phase) through the entire first round, a remake call may be triggered at the start of the second round by typing /remake in chat.
      • All connected players on the team that called the remake may vote to remake the game— It’s required that all connected players agree to remake the game
        • The remake vote will last for the duration of the buy phase, if the vote is not passed by the end of buy phase it will expire
      • If the vote is successfully passed and the game is remade, all players who voted do not receive any XP or MMR adjustments for the match. The match will also not show up in match history. All disconnected players not part of the vote will take a full MMR loss for the game, and receive a leaver penalty equivalent to disconnecting from a full match..
    • 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
      • This is to better reflect that Deathmatch and Spike Rush do not count towards unlocking Competitive.


    For anyone who'd rather keep their identity private in-game, we've added these features:

    • 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.


    • 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’ Sky Smokes and Breach’s Rolling Thunder


    • 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

    To the original


    – Fixed a rare case where coach camera could remain in free roaming mode.

    – Fixed net_dumpeventstats command to be cheat-protected.



    – Improved performance

    – New radar

    – Raised the bottom of the water for better readability of players behind boats

    – Fixed invisible water splashes

    – Ambience sounds is quieter

    – To make mid more attractive and balanced we have added a new path from mid up to heaven

    – Heaven has now some more space towards the new path for better angles

    – Closed gaps in wood fence at A-long (T side)

    – Closed a sightline from CT-spawn to A-long


    -Improved performance in all areas of the map

    -Tweaked and improved clipping

    -Adjusted environment lighting to give a better visual contrast

    -Removed foliage on A Site wall

    -Added multiple bomb reset triggers around A Site, B Site and Dock

    -Extended Dock and Moved T Spawn back slightly to give CTs more setup time

    -Adjusted cover around the map

    -Tweaked wall at A Site for cleaner angles and made it easier to jump onto

    -Made wallbangs through the door on B Site do less damage

    -Lowered part of the wall on A Site

    -Modified rock formation at upper T to A into a brick wall to improve visibility and grenade potential

    -Fixed various lighting and texturing issues


    -Subtle visual enhancements

    -Fixed door stuck bug

    -Fixed molotov exploit at Dark Spot Mid

    -Updated .nav mesh

    -Restored functionality to soundscapes

    To the original

    We’re back and we hope you’ve clocked many hours into Act II, are showing off your Act Rank and clicking heads with Killjoy.

    Consider this the “Air Shotgun” patch. Some bug fixes below, too.


    • The audio and visuals for blinding effects (Phoenix Curveball and Breach Flashpoint) should better indicate when to turn away, and when it's safe to look again


    • All shotguns updated to be less accurate when fired while in the air
      • Spread penalty when in air increased .5 >>> 1.25
      • While shotguns are doing well in situations they are supposed to, there's been overly frustrating moments where people are accurate with these weapons while in the air. We hope to curb some of those encounters while still making them possible if you catch an opponent at a short distance. We’ll also be investigating more potential changes to shotguns now that we’re rested.


    • In Collection menu screens, the “Show Owned Only” toggle now persists between screens and client restarts.


    • Potential fix for the bug where the player's HUD sometimes disappears.
    • Fixed a bug in deathmatch match history & match details where ties between 3 or more players were not displaying as a tie, instead showing the lowest rank as if they were not tied (so a 3 way tie for 2nd would show 4TH PLACE instead of 2ND PLACE (TIED)).
    • Fixed a bug that allowed progress towards competitive matchmaking for new players by forfeiting unrated games.
      • Forfeited games will not count towards the Competitive requirement for the team who forfeited.
    • Fixed a bug where ‘<Missing String Table>’ would appear in the chat log.
    • Fixed a bug where strange player names could appear in chat when managing party invites
    • Fixed a bug where some players were missing rewards after reaching the end of Agent Contracts or the Act Battlepass. Playing a game should grant the missing rewards, including missing rewards from Act 1.

    To the original

    Your newest VALORANT Act has arrived! It’s true, it’s true. That means this patch comes with a new Agent (have you met?), a fresh Battlepass, and our new Deathmatch (beta) mode.

    Act Ranks go live—and you can dive into our dedicated post for more—but competitive changes also include matchmaking adjustments that hope to better pair solo and solo/duo players against similar groups. You’ll get more info on how your rank was affected after a loss, too.

    Raze’s Showstopper gets tuned and the Blast Pack damage drops.



    Killjoy brings her killer robot buddies and round spectacles to VALORANT

    A new contract has been added to unlock Killjoy and her associated rewards



    • Equip Time increased 1.1 >>> 1.4
    • Quick Equip Time increased 0.5 >>> 0.7
    • VFX reduced when firing rocket
    • VFX on rocket’s trail slightly reduced

    With the lethality of Raze’s Showstopper, we wanted to make some changes that will provide enemies more time to plan and acquire Raze when hearing “Fire in the Hole!” Additionally, we have adjusted her VFX so that players are able to notice Raze as she fires, increasing their ability to shoot a Raze that takes riskier plays.

    Blast Pack
    • Damage decreased 75 >>> 50
    • Damage to objects now consistently does 600

    Raze’s Blast Pack has been hitting players a bit too hard, able to kill a fully armored enemy in certain situations. We want to reduce this ability’s efficacy at damaging players while sharpening its ability at clearing enemy utility and obstacles.


    • Act Ranks have been added to the game; read our deep dive for more info.
    • Patch 1.05 marks the end of Competitive Act I—Competitive Act II starts
      • If you earned a rank in Act I, play 3 more games to show your rank again in Act II. If you are a new player you will still need to play 5 initial placement matches so we have more time to calibrate to your skill
      • Expect a conservative initial placement, ~2 rank tiers lower than your prior Act I rank, so we are confident you are at or above that skill in Act II. Performance will have a larger impact in your early games, so you will be able to quickly gain rank if you play well and win
    • Competitive matchmaking now will have a higher chance to match solo and solo/duo players against similarly sized premade groups at the cost of queue times being slightly longer
      • Regardless of premade sizes, match balance is sitting fairly close to 50 / 50 for which team wins, but there is often a larger skill disparity between the best and worst players in the games with large premade sizes. This change should reduce the chance of solo players getting into games where there is high skill disparity.
    • Rank indicators have been modified on a loss to provide more granularity into how your rank was changed— You can now receive:
      • Rating decreased slightly e (1 down arrow)
      • Rating decreased (2 down arrows)
      • Rating greatly decreased (3 down arrows)
        • Previously we showed very little info around how much rank you lost on a loss to limit the already painful experience of a loss. However, this was leading to issues where a player may have had a really rough game (think decisively lost the game and played poorly) and then would win several games and not rank up. This should help alleviate this problem somewhat by providing more transparency on a loss and your amount of rank lost.
        • We are also looking into ways to give additional transparency around rank changes in future patches
    • Match History will now show the rank you went into the match with for that game, versus the rank you ended the game with
    • You can now view your friends career tab via the context menu in the social panel. This means you can see your friends rank, Act Rank, and Match History.
      • You can now see how awesome your friends have been doing in their matches and their rank gains...or reach out and console them if they have had some rough games.
    • Custom Games now allow the leader to select your target game pod location and see players ping to that game pod.
      • For custom games, when all players are opting in to the game, we wanted to allow the leader more agency around what latency players will have.Hopefully your custom game leader will try and find the best DC for the game for all players, but if they are greedy you can always leave without penalty.


    • Deathmatch drops! Hop in to hone your gunplay mechanics or warm up before you hit ranked
      • 10-player free-for-all
      • First to 30 kills with a time limit of 6 minutes
      • No abilities
      • You’ll load in as a random Agent that you own
      • Buy whatever weapons you want; heavy armor is given to you automatically
      • Killing enemies drops health kits: picking one up fully restores your health/armor AND automatically reloads your weapon.
      • All enemies are periodically revealed on the minimap
    • Deathmatch is in beta as we continue to evaluate game performance and stability. Availability will be limited to specific windows upon deployment of 1.05, with the first window starting Wednesday, August 5.


    • Players who report other disruptive players will now receive an email if the reported player has been punished
    • Arriving mid-patch: Your rotating store offers will stop including things you already own!


    • Fixed issue causing Sova’s Owl Drone to rotate slower
    • Fixed issue where Reyna did not get her full heal if it began right when her overheal started to decay
    • Fixed nearsight not applying properly when going through smoke parts of Viper and Phoenix’s walls
    • [1.04 Hotfix] Fixed a bug where Phoenix could plant the Spike off the bomb site if he finished planting after Run it Back ended
    • Fixed a bug where ping in the scoreboard would not appear for Observers
    • Fixed a bug where Phoenix could in rare cases begin to auto-defuse the Spike if he was defusing the Spike when Run it Back ended
    • Fixed an exploit where spamming inspect with a macro could cause server lag
    • Game modifiers/cheats now notify all-chat when any player toggles them
    • General fixes to moderators, tournament mode, and game modifiers
    • Fixed a minimap bug, where the minimap would not correctly rotate on side swap rounds, when using fixed minimap + rotate based on side settings
    • Resolved inconsistencies and cleaned up UX with options present on the Match tab in the in-game settings screen
    • Resolved issue with incorrect rank briefly, and possibly persisting, to show for players in Career tab
    • Resolved issue where rating adjustment indicators would show on-hover in Agent Select
    • Resolved issue where account # tag wasn’t correctly showing on-hover on the Match tab in the in-game settings screen
    • Resolved issue where only one team was able to vote to surrender if both queued the vote at the same time
    • Fixed a bug where it was possible to interact with the character selection UI through the Shooting Range loading screen
    • When equipping a gun buddy, an unassigned buddy no longer gets selected
    • Fixed a visual bug where the lobby would play an unwanted animation when a match is found

    To the original

    On to this patch. Four Agents get some polish, with Viper coming away with a series of buffs, including a per second increase of her decay against enemies. You’re also gonna have to work a bit extra now if you wanna use those powerful Brimstone and Raze ults.

    A bug fix for the Classic gave us an opportunity to go in and tune the weapon’s behaviour. Hey while you’re in the pre-round buy menu, take a look at those new easier-to-compare stats!



    Viper's Pit
    • Max time outside of her ult before it collapses changed from 5>>>15 seconds
    • Viper can hold the ability key to drop her ult early
    • Enemies in Viper’s Pit have their minimap obscured and do not provide minimap detection to their allies
    • Increased the brightness of the red enemy glow at the edge of Viper's near-sight

    With Viper being allowed out of her ult for such a short period of time, we felt that she was not only limited in the plays she could make, but also gave too much continuous information to her enemies. The ability to move outside the ult smoke more freely should provide some new and interesting mind games for Viper to play—and hopefully puts the strategic pressure back on the enemy. The other improvements should push Viper’s advantage in her own smoke and help her avoid getting traded by enemies using minimap vision to target her.


    • Enemy decay per second increased from 10 to 15 from all sources.
    • After exiting Viper's smoke, enemy decay sustains for 2.5 seconds before starting to fade

    Viper's decay depleting so quickly from enemies was limiting the advantage it provided and wasn't creating the threat we had hoped for as a result. Adding a delay before it fades will hopefully widen the window where Viper and her team can capitalize and pair with the Viper's Pit updates (above) to provide fresh ways to play around her ult.


    • Having both Poison Cloud and Toxic Screen active does not consume additional fuel beyond the cost of having one active

    The reduction in total uptime when both her vision blockers were active was making it difficult for Viper to use both tools together. Since Viper's smoke has so much commitment and makes up so much of her kit, we want to free her to use them in tandem to create powerful options for her team to take sites.


    Showstopper ultimate Cost changed from 6 to 7 Ult points

    Raze’s ultimate is one of the most impactful in the game and useful in almost any situation. As a result, it is being used a bit too often. So we’re upping the cost by 1, which should help reduce how often players have to face her Showstopper.


    Orbital Strike ultimate cost changed from 6 to 7 Ult points

    Much like Raze’s Ultimate, Brimstone’s Ult is very impactful and useful in a wide variety of situations. We feel like it was impacting rounds a little too frequently, so decided to up the cost slightly.

    Stim Beacon no longer Buffs enemies and no longer shows its effect radius to enemies

    The Stim beacon is meant to be a pretty situational ability but we felt that revealing Brimstone’s location and having the potential to accidentally buff enemies was making this ability significantly weaker than we’d like.

    Brimstone’s Arms Fidelity

    When you really think about an FPS, you’ll notice you spend an awful amount of time looking at your all the time. Before launch, we intended to increase the fidelity of Brimstone's arms to match the overall quality of the game. We did it—now look at those guns!


    Cyber Cage can now be picked up during the buy phase



    The Classic right-click was the primary bug fix here, but we saw an opportunity to make the weapon behave a bit more consistently. We slightly tuned efficacy of jump right-clicks, but (hopefully) haven’t taken away their viability in close-range scenarios

    • Fixed bug where running inaccuracy on the right-click was much higher than intended
      • running was adding a 1.5 penalty because it was referencing our generalized running error curves for pistols
    • Fixed bug where jumping had no inaccuracy penalty
    • Running spread is changed from 3.4 >>> 2.1
      • primarily a bug fix
    • Jumping spread changed from 1.9 >>> 2.3
    • Walking spread changed from 1.9 >>> 1.95
    • Added a 10% bonus to accuracy when crouching and stationary
      • Intent is to feel consistent with crouch providing an accuracy benefit

    HUD & UI

    Replaced the previous Weapon Stats textbox in the pre-round shop with an easier-to-compare graphical representation of stats


    • Observer minimap vision cones are now colored by team
    • Replaced Reyna's Voice Over for Italian and Mexican
      • Unfortunately, due to COVID-19 the talents we identified for the role were not able to record due to regional restrictions. You can now find in-game, the voices we originally intended for Italian and Mexican Reyna!


    • Adjusted the volume on the Elderflame Operator equip animation
    • Fixed bug that would cause the volume to stack if you spam equipped the Operator
    • Enemy footsteps duck cosmetic bus properly
      • This means that enemy footsteps will always lower the volume of the skin sound effects that are not important to gameplay, like the flame whooshes, dragon roar, etc.
    • Elderflame Melee inspect animation now has sound effects for level 1 and 2


    • Gun pickup targeting and Sage Ultimate targeting unified with ally character highlights, saving VRam and GPU performance
    • Minor rendering performance fixes
    • Gun skin upgrade videos are now streamed instead of locally stored, reduced install size by 380MB


    • Fixed requirement for Reyna to look at Soul Orbs to activate them and maintain her healing, behavior should match that of patch 1.02
    • Fixed one-way Brimstone smokes when the player’s camera was around the top of the smoke
    • Fixed Breach’s Aftershock not properly applying damage to all characters if multiple are hit by it
    • Fixed jittering when reaching the max flight height of Sova’s drone
    • Fixed Marshall bug where the weapon maintained accuracy while walking
    • Fixed issues with some translucency effects being one frame behind (such as Jett's dash, when used by the player)
    • Fixed ally highlights not showing up on some AMD GPUs when using MSAA, and some Intel GPUs
    • Fixed a bug where loading screens did not cover the entire screen when playing in certain resolution/aspect ratio combinations
    • Shortened the text on the photosensitivity warning screen
    • Fixed a bug where the “equip” button would stay greyed out when purchasing a skin variant that is being previewed
    • Fixed Brimstone smokes on Haven spawning offset of where intended
    • Fixed a typo in Brimstone’s biography (thanks mooonlimes for the report)

    To the original

    Easier reading this go around; the first patch of Rated queue is looking fairly stable thus far, so we’ve opted to keep our balance changes light in order to let the meta evolve naturally.

    Invest in Guardian stocks, as the weapon is beginning to find itself! These updates should help the weapon better carve its own gameplay niche as a heavy-hitting and affordable precision rifle. Also, Spike Rush lovers continue to get spoiled with yet another new orb.

    The recently added Surrender option gets a dedicated button to help cast your vote. And the vote threshold is changing for Unrated—surrender votes will pass up to 1 no vote from voting participants, whereas Competitive will still require a unanimous Yes to surrender.

    You can also surrender sooner now, for when it feels like your opponent has a 141 2/3% chance of winning.



    • Price reduced from 2700 >>> 2500
    • Rate of Fire reduced from 6.5 >>> 4.75
    • Penetration power increased from Medium >>> Heavy
    • Input queue updated from 0.083 >>> 0.1175
      • Up until now, the Guardian has lived in a strange position in the arsenal. Price-wise, it remained close to the premium rifles while not adequately competing with their power, making it too pricey as an alternate economic option, but not powerful enough to be considered as a premiere weapon choice. Its fast fire rate made it more powerful in close range situations than we’d like, given our goals for the weapon’s long-range, precision shot fantasy, and—despite its semi-automatic, heavy-hitting firing style—it matched other rifles in terms of penetrating power. We hope these changes will sharpen the Guardian’s identity as a long-range, versatile weapon, with its heavy penetration values and lower price providing some more nuanced choice competition to the rifle category of the arsenal.



    • Removed spot where Spike was unable to be retrieved once dropped.

    All Maps

    • Fixed multiple spots where players were able to clip inside level geometry
    • Removed more locations where Sova’s sensor arrow was able to go through walls


    Spike Rush

    • New Orb: Twin Hunters
      • Capturing the orb releases two hunting wolves to track down the two nearest enemies (from orb location, they will not change targets after spawning).
        • Wolves speed up when they spot an enemy and dash at them when close, slowing and near-sighting for 4 seconds upon impact.
        • Wolves have 100 HP and can be damaged
        • Wolves will time out at 15 seconds, or when their target is killed
    • Split: Orb Location
      • Mid defender side orb has been moved onto mid platform to make it slightly less defender favored


    Surrender changes

    • Unrated Mode vote requirements to pass changed from 100% to 80%
    • AFK players who are not spawning in are NOT counted as voting participants. So if a player is not spawning on your 5-person team, you don't need a yes. For example, you can surrender with 3/4 votes in unrated, in cases where the 5th team member does not spawn in.
    • Competitive Mode vote requirements to pass remains at 100%
    • You can now call a surrender vote starting with round 5 versus round 8
    • A new button in the in-game menu has been added to call a surrender vote
      • We know it can be at times challenging to get a surrender vote to pass given it has historically required an unanimous vote. For Unrated Mode , which is meant to be lower stakes than Competitive (no rank on the line), we have made adjustments so if the vast majority of the team wants to surrender (80%) they can now opt out of that match and find a fairer fight sooner.
      • For Competitive Mode we plan to keep the vote requirement as unanimous, because surrendering has an impact on your rank (all unplayed rounds count as loss credit), we want to make sure the team is in full agreement before a decision is made that will negatively impact a player’s rank. We’ve also slightly reduced the minimum rounds needed to be played so that if players have a particularly bad start, they can opt out of that match earlier.
    • Competitive matches have a new win-by-two overtime format with automated votes on whether the game should continue or end in a draw.
      • Instead of playing a single sudden death round, teams will alternate playing rounds on attack and defense until a team claims victory by being up by 2 rounds.
      • Each round will have a full reset, setting all players at 5000 credits and 4 points short of their ultimate.
      • After every two rounds of overtime, an automated vote will trigger to determine if the match should continue or end in a draw
        • The threshold for continuing the match will become stricter as more rounds have been played:
          • First vote: 6 players needed to end match in a draw
          • Second vote: 3 players needed to end match in a draw
          • Third vote and on: 1 player needed to end match in a draw
        • If the vote fails, the match will end in a draw.
        • Players might gain rank off a draw but will never lose rank
    • Unrated will still use the original Sudden Death format
    • Custom games now have an option to launch with win-by-two overtime rules
    • In the Collection screens, there is now a checkbox to toggle between showing all items or only owned ones (additional options and improvements for managing your collection will be coming in future patches)
    • Fixed a bug where the mission “You or your ally plant/defuse spikes” sometimes did not take into account plants and defuses by allies
    • Transition screens and startup screens are now letterboxed
    • Fixed text overlap issues in the Battlepass and Contract screens in some languages
    • Players in custom games with cheats enabled can select a different Agent to use on the next round in the cheats menu.
    • Removing a friend will now prompt a confirmation dialogue
    • Pressing Escape while typing in the chat box will clear the message
    • Revised layout of confirmation dialogs to make primary action larger and always on the left; applied color in various places, like using red for destructive actions; revised the locations of some confirmation and cancel buttons for consistency
    • Minor fixes for visual artifacts on Bind on Intel GPUs
    • Minor render improvements for modern hardware
    • Added an error popup for crashes on startup linking to troubleshooting guide for crashes
    • Patch notes and payment windows will scale correctly on 4K monitors
    • IME input on payment windows will now work correctly (Japanese/Chinese)
    • Players can now view individual skin levels in the collections and store view
    • Updates to censored hit impact effects for better readability
    • Added Agent silhouettes for observers
    • Improved render performance for silhouettes
    • Agent health bars are now visible to observers
    • Fulfilling a buy request while moving will no longer interrupt your movement
    • Custom Games Tournament Mode:
      • Custom games can now be set to Tournament Mode. This allows every player in the game to have access to the Toggle Match Timer cheat in game without having all other cheats enabled. It also allows observers to be flagged as moderators, which grants them access to additional cheats that they can use as necessary. Regular observers cannot use cheats anymore.
      • We'll be looking at expanding the list of moderator cheats in future patches.


    • Fixed a Cypher bug where traps that were placed such that they were on the inside of a doorway, would not trigger when someone walked through them
    • Fixed an issue with the Match Timer hitching under unstable network conditions
    • Fixed an issue where players couldn’t jump off ascenders if jump was bound to the mousewheel
    • Fixed some visual issues that could occur when reconnecting to the game while dead
    • Fixed Barrier phase announcement showing up in normal games for observers
    • Fixed various UI issues on observer scoreboard

    To the original

    You can stop spamming us now, because Competitive Mode goes live this patch. Most obvious change is that our top rank is now “Radiant” and we’ve added a surrender option, which will come in handy when you start losing to Radiant players.

    Tagging, the slowing effect you feel when hit by bullets, has been adjusted, in part to up your chances of escape if you’re near cover. We can’t help you much if you’re dancing in the open.

    Lots of love has gone into improving the Menu UI—might be jarring at first, but we believe it’s for the better. It’s worth studying the tweaked areas for all maps, which should relax the desire to exhaust abilities at certain locations.



    Toxic Screen now burns through walls, placing emitters at all valid locations (e.g., the ground) over its length

    Viper Toxic screen is a potentially-strong vision slicing tool, but its access was well...terrible, making it only useful in a few spots on most maps. This should allow Viper to cut up sights, maps, and other unique areas to either fake or help take ground.

    - Snake Bite, taking damage will make a player fragile for a short time

    - Fragile is a debuff that doubles damage taken

    Note: the total damage is unchanged (the damage is lowered, but fragile increases it - it all evens out)

    With Viper applying decay on her smokes, but only providing moderate chip damage on her area-damage skill, pushing through it was hard to punish. With Fragile, Viper’s team should have a big advantage on anyone if they fire on pushing enemies

    Poison Orb activation cooldown increased :: .5s >>> 6s

    We like Viper’s unique ability to do “one-way” smokes, but some of the locations could create places where it was suicide to push through. An increased window should keep this viable without eliminating the strategy.


    Blade Storm now refreshes when used to kill Phoenix during Run It Back.


    Soul Orbs are now spawned when Reyna kills Phoenix during Run It Back.


    -Fixed an issue where Spycam blocked Spike defusal

    -Fixed an issue where players could place a Cyber Cage on a Trapwire

    -Added prevention for Spycam going through teleporter doors on Bind when placed on the frame from the outside


    - Adjusted tuning around screen effects when exiting and entering smokes

    - Decreased blind “falloff” value

    - Decreased nearsighted intensity

    The previous tuning for smokes made it far too punishing for players to push through and take a calculated risk—really encouraging them to be used as a powerful defensive stall tool. Pushing through a smoke will still be risky, just more reasonable.


    Bucky (right-click)

    • Crouch-walking accuracy: 3.45 >>> 4.1
    • Walk accuracy 6.4 >>> 4.4
    • Run Accuracy 3.5 >>> 6.4
      • We discovered an accidental discrepancy in how we were applying movement inaccuracy to the Bucky's right-click, one we introduced during closed beta when we added a delay for players to receive walking accuracy when slowing down from a running state. This was making it so that the right-click was much more accurate on the run that intended. We've fixed this now so that running with the right-click is significantly more inaccurate than walking or standing still. We've also increased the inaccuracy for crouch-walking to more appropriately match the amount of evasion it provides.


    • Competitive Mode will be made available during this patch, changes since closed beta:
      • Updated rank iconography.
      • New name for top rank: Radiant
      • Expanded skill disparity range for playing with friends in rank placements


    Adjusted numerous locations to allow clearing angles to be a bit more straightforward in the following places:


    • Garage Doors
    • Entrance to C Long on Attacker Side
    • Cover in A Lobby restructured to open up the space which allows for additional sight lines and traversal options
    • C Link
    • A Link
    • The Entrance to A Sewer and the bottom of A Sewer


    • Defender spawn entrance
    • Attacker side of A Main (Including a self-boost to gain an additional angle to peek A Main as an attacker)
    • Garden entrance


    • A Bath entrance
    • B Teleporter Exit and B Window entrance


    • Defender Spawn

    We’re peeling back a bit on the amount of locations that require ability usage, thorough angle checking or teamwork to clear safely.

    The intention is that angles that are more difficult to clear are most commonly found in areas meant to reinforce existing territory control. This is to emphasize ability usage and teamwork in order to reliably gain control of these locations. An added benefit is that this encourages ability usage and combat engagements to be spread out across the map which can help prevent the frequency of scenarios where all of the players expend all of their abilities and ultimates in the same place at the same time.

    We’ll continue monitoring how the maps are playing and make adjustments as necessary.

    • Collision and Nav Mesh (playable terrain) improvements

    HUD & UI

    We’ve included a set of menu UI changes as part of our ongoing work to clarify the client experience coming out of Closed Beta. This is only a small portion of the improvements, but should push overall usability in a positive direction.Navigation and UI changes are disruptive, so we appreciate your patience adjusting to the new approach and we hope you find the changes to be upgrades after you settle in.

    As always, thank you for your continued feedback. We have a long way to go, but we’ll keep hammering on the client UI until it’s a stellar experience for everyone.

    • All main sections views now have a “back” button in the upper left to return to the Home view (pressing Escape is also supported)
    • All details views (gun details, players cards, match details, etc.) have been converted to use the same back button in the upper left instead of a close button in the upper right
    • Small popup dialogs still use the close button in the upper right where appropriate
    • Slide-out options menu removed from the logo button in upper left
    • New options button added to upper right, which opens the menu with Settings, Support, About, Leave Match, and Exit to Desktop buttons
    • Circle progress elements for Battlepass and active contract removed from navigation; missions element remains throughout the experience
    • Navigation reordered to accommodate the changes
    • Exit to desktop flow converted to a single button with a popup that allows a player to exit or sign out and exit.
    • Note that the Leave Match button is now displayed all the time, but will be locked in cases where leaving a match is not allowed. Previously the button was missing completely when leaving was not allowed, which looked like a bug rather than a restriction.
    • Added a setting that allows players to always display the inventory in the lower right of the HUD
    • Added a new HUD element that tells you when you haven't been spawned in due to being AFK


    • Added Battlepass text button in the nav to make it easier to find
    • Added small progress bar below text that shows progress for current level of the pass
    • Hovering Battlepass in the nav shows a “peek” flyout of upcoming pass rewards
    • Clicking either goes to a new Battlepass section


    • Moved Agents section out from under Collection to make it easier to find and to provide a home for contract progress in the nav
    • Added small progress bar below text that shows progress for current level of the active contract
    • Hovering Agents in the nav shows a “peek” of upcoming contract rewards
    • Clicking Agents goes to the Agents section, and clicking the contract flyout navigates to Agents and opens the associated contract details
    • Removed secondary navigation from Collection view since Agents no longer lives there and the navigation is no longer needed


    • An Early Surrender option has been added. You can now opt to surrender out of a match ahead of the match’s completion if you do not want to continue playing. We will also be adding some light polish and functionality in future patches post 1.02.
      • You can call an early surrender vote by typing: “/ff” “forfeit” “concede” or “surrender”
      • An early surrender vote requires all present players on the surrendering team to vote ‘yes’ to pass
      • You can vote via “/yes” or “/no” along with the settings F5 and F6 (defaults)
      • Each team can only call a vote once per half
      • Early surrender votes cannot be called before reaching round 8.
        • Once a vote is called the vote option will be queued to vote on for the next round, or if you call the vote early enough in the buy phase you can vote immediately.
      • The winning team gets round win credit for every round necessary to bring them up to the victory condition (13 rounds). The surrendering team will get loss credit for every round necessary to bring them up to 13 rounds
    • Added a setting that to allow players to permanently mute text from enemy players

    Update to Tagging (slowdown effect when hit by enemy fire)

    • Effect of tagging on movement speed reduced:
      • Tagging Movement Speed Reduction (Standard) 80% >> 70%
      • Tagging Movement Speed Reduction (Wall Penetration) 35% >> 25%
    • Increased the time it takes to reach desired slow amount when tagged by 100%

    Tagging is intended to reward the player with better positioning and the player that successfully lands a shot on the enemy first. When tagged, you will now more gradually transition to the reduced tagging speed. In addition, the reduced tagging speed is slightly more forgiving. If you are positioned close to cover, this should allow you to potentially escape when tagged more frequently than before. Also, the effects of being tagged should feel less jarring especially when playing with higher ping.

    Tagging through walls has been further reduced which should enable reliable escapes when being shot through walls.


    Spike Rush

    • New Orb Type - Tracer Orb
      • Team-wide buff that grants 2x wall penetration and reveals enemies for .75s when they are hit
      • Duration: Entire round
    • Speed Boost changed to Combat Stim
      • Movement speed and durations unchanged
      • Reload time decreased by 30%
      • Weapon draw time decreased by 30%
      • Spread recovery time decreased by 30%
      • Rate of Fire increased by 30%
      • Jump force increased by 25%
    • Plague Orb now shares a pool with Paranoia Orb
      • Only one of these will be chosen per game
      • Only one Plague Orb can spawn per round
      • Health reduction decreased from 90 to 50
    • Deception Orb now shares a pool with Plague Orb
      • Only one of these will be chosen per game
      • Only one Deception Orb can spawn per round
      • Duration decreased from 10s to 8s (now matches Plague Orb)
      • Tunnel vision decreased by 20% (meaning you see more on your screen)

    Practice Mode

    • Reyna: Killing practice bots now properly spawns Soul Orbs
    • Jett: Killing practice bots now properly refreshes Blade Storm


    The team primarily focused on smoothing out framerates in certain scenarios. Mostly this helps out mid to high spec machines.

    • Optimized a worst case performance scenario that occurred when multiple players are moving close to one another.
    • Optimized multi-kill streak banners.
    • Optimized player health bars
    • Optimized creation of pings (z-ping, ping wheel, when an ally dies, etc)
    • Optimized Spawn Barrier audio causing periodic framerate dips.
    • [1.01 Hotfix] Resolved an issue that was causing low memory systems with slow HDDs to perform especially poorly.


    • Levels 2-7 for the Sovereign Ghost skin are now fixed and unlockable
      • As we’ve stated, we never intend for skins to be pay-to-win or pay-to-lose . In this case, the Sovereign Ghost was playing unsilenced audio in third-person on Levels 2-7, so it was totally pay-to-lose and we didn’t want any of you to experience that. It’s fixed now, so go ahead and upgrade that baby and enjoy your custom effects, finisher, kill banner, and variants!
    • Fixed Toggle Walk, you can once again use this setting
    • Fixed the Return from AFK message only displaying the name of the last player to rejoin
    • Fixed an issue where the defuse bar would duplicate
    • Fixed several localization strings and text overlaps
    • Fixed several crashes
    • Fixed a bug where the Spike could automatically plant when you walked onto a plant site while it was in your inventory
    • Fixed a bug where the Spike would float in the air if it had been placed on a Sage wall
    • Fixed a bug where the dropped Spike's model could be invisible to defenders on while it was on the ground
    • Fixed a bug where gun buddies were squished on the Arsenal page
    • Fixed a bug where trying to open the Character Select UI while the megamap in the Shooting Range would result in a deadlock
    • Improved GPU performance of most out of game menu screens
    • Fixed a bug where sometimes players got stuck on the transition into game and never successfully transitioned into game
    • Fixed a bug where the spread on the Bucky's alt fire was higher when walking than was when running or standing still
    • Fixed a bug where dead players could appear standing when you reconnect to a match
    • Fixed a bug where you could get stuck grabbing orbs
    • Fixed a bug where enemy players would appear on the minimap while watching the Spike, once your team was dead


    • Competitive match overtime on this patch will be resolved using Sudden Death, which we know is intrinsically unfair. We’re actively working on replacing this with a more fair solution.
    • We’ve discovered issues in our routing software causing some players in Sweden to be incorrectly placed on our Istanbul game servers, and this is likely causing a small number of players elsewhere to also end up on the incorrect game servers. The fix is deployed to our Stockholm networking gear and we’re deploying the fix globally this week.

    To the original

    Surprise! Don’t lie, you didn’t think you’d get patch notes this week.

    These are lighter, sure, but Patch 1.01 continues our effort to improve performance, this time focused on a smoother combat experience as well as additional support for high spec machines.

    Our new mode, Spike Rush, gets an injection of new Orb types to play with. For example, a Golden Gun Orb that lets you one-shot anybody with the quickness.

    Also, Sage gets a nerf. Promise we’re not picking on healers.



    • Barrier Orb cast range reduced 20 >>> 10 meters
      • As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls. The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.



    • Fixed several spots where weapons were falling through the world and issues with wall penetration

    All Maps

    • Modified several call out names to better match player terms


    • Each game of Spike Rush now features a set of 5 randomly selected orbs
      • The Full Ultimate orb will always be available
      • 4 of the remaining 7 orb types will be chosen at random
    • Chosen orb types will be shown in a description widget both in character select and during pre-round

    New Orb Types

    • Health Orb - Grants teamwide health regen (instant)
      • 20 second duration
      • 12 HP per second (3HP per tick)
      • SFX/VFX only play while actually healing
    • Deception Orb - Applies “Paranoia” to the enemy team 3 seconds after capture
      • 10 second debuff
      • Vision is greatly reduced (and a small Field of Vision shift)
      • Fake footsteps and gunfire play for affected players
      • Minimap is disabled
    • Golden Gun - Grants capturing player a Golden Gun
      • One-shot, one-kill
      • Perfectly accurate at all times
      • Agent moves at knife speed
      • Only has a single bullet in chamber and 2 backup rounds
      • Kills grant an additional round


    • New pre-round HUD element that shows the weapon & potential orb types for the current round.
    • Players now get 1 ultimate point for collecting any orb.


    Our performance work this patch primarily focuses on improving performance during combat and general performance improvements for high spec machines. The game should feel even smoother in combat and many scenes will likely have higher average FPS depending on your spec.

    • Combat Perf : We were able to fix a number of things causing dips during combat.
      • Skins for 9/10 players were failing to pre-load in the game. The first time you’d come across these skin in-game you’d experience a drop in framerate.
      • Reduced frame dips that would occur when a kill callout was added or removed to the hud.
      • Improved the performance of the Viper specific HUD elements which had some performance issues.
    • +FPS on Mid to High Spec : We were able to improve CPU bottlenecks in a few places across the code as well. Lower spec machines may still benefit from some of these improvements but would only see the gains during combat.
      • Added multithreaded rendering support for high end machines. If your machine meets the requirements to benefit from multithreaded rendering, you'll see a new option to turn it on or off in the Graphics Quality menu. It's on by default for these machines
      • Multithreaded rendering improves performance in scenes where the cost of managing objects that need to be rendered exceeds the cost of the game simulation and the cost of actually rendering the scene on the GPU. These conditions most commonly occur when moving through scenes with lots of objects visible (ex. Split attacker spawn) and in cases where the game simulation doesn't require much work (ex. practice range, out of combat gameplay, etc.).
    • Multithreaded vision cones; minimap vision cones will now compute on another thread, if it's able to
    • Large VFX passes across all maps, this reduced the CPU side cost of these particles by allowing the GPU to do more of the simulation
    • Reworked client performance Stats to include more detailed breakdown of frame times


    • Sova's Recon Dart will behave more consistently and only reveal the portion of enemies behind a wall
    • Added a setting that allows the inventory to always appear
    • Pings will no longer draw over allies and enemies when placed behind them
    • Transition out of game now shows the map you just played instead of Brimstone and Sage walking into a teleporter
    • In the shooting range, changing character now uses a lightweight and more performant UI than the flow going into a match
    • Missions on the end of game screen are now sorted by completion and by type
    • Minor visual improvements to Contract and Battlepass rewards in the progression widget located at the top of the screen


    • Fixed issue where translucent particles, like smoke layers, would show through Reyna’s Nearsight.
    • Fixed VFX that obscured Reyna’s screen if she scoped while healing
    • Reyna’s overheal health no longer incorrectly shows 151 total when maxed
    • Cypher Spycameras placed on the teleporter door frames on Bind no longer teleport it’s view location underground
    • Cypher’s Cyber Cage no longer holds the teleporter doors on Bind open
    • The Area-of-Effect indicators for Sova’s Recon Bolt and Reyna’s Leer now only show up on the enemy’s minimap if the player or their allies are close to the affected area
    • Fixed input and other various pieces of Agent control UI showing up for spectators
    • Fixed a bug where dead player's 1st-person arms would appear to be floating in the air
    • Fixed a bug where activating a spray could exit ADS while firing
    • Fixed a bug with the Bullet Tracers setting, having this setting active used to also disable muzzle flash on some weapons in addition to tracers
    • Fixed an issue with the mouse cursor flickering when moving it over the scoreboard
    • Fixed an issue with milliseconds in the round timer not being accurate
    • Fixed an issue with some keybindings not displaying keybinding conflicts warnings correctly
    • Fixed an Observer bug where the first person being observed in the game did not have a character portrait
    • Fixed an issue with automatic weapons rarely not displaying tracers or audio effects when fired in short bursts
    • Fixed a bug where the defuse bar was duplicated
    • Fixed voice input/output devices and settings not persisting across sessions
    • Fixed a slew of localization issues across end of game screens
    • Fixed a handful of visual issues across end of game screens
    • Fixed an issue whispering players of the same name/general DM improvements
    • Improved chat service error messaging
    • Settings menu is now letterboxed as intended
    • While on the Agents page, clicking on COLLECTION now correctly navigates back to the Arsenal page

    To the original

    If you’re reading this, it’s too late—VALORANT is launching.

    What’s new? Reyna is the latest Agent to join VALORANT—straight from the heart of Mexico. Ascent, an open playground for small wars of position and attrition, enters the map pool. Spike Rush (beta) also arrives to deliver a fresh and more hectic flavor of VALORANT.

    Sage, Omen, Phoenix, Raze and Jett all received a decent share of buffs and nerfs respectively to get them ready for launch. This patch also targeted the framerate drops some of you were getting during combat. The devil’s in the details, but know that getting performance where we want for all players is an ongoing process we hope to nail down in the next few patches.

    Improvements to hit registration, and a rework of Split’s mid chokepoint joins the healthy list of fixes and updates below.

    Good game, mad patch notes.




    • Healing Orb cooldown increased 35 >>> 45 seconds
      • We like how much Sage is able to heal in a single heal, but felt she was able to use it too frequently during a round.
    • Barrier Orb segment health reduced 1000 >>> 800
    • Barrier Orb duration reduced 40 >>> 30 seconds
    • Friendly Barrier Orb walls now show on the minimap
      • Previous changes to Sage’s Barrier Orb helped give it more counterplay options in pistol/early round but it’s still having too much impact in any given round. Our hope is that the wall stays a powerful stalling tool, but asks you to think more about when in the round you want to use it.


    • Blast Pack maximum damage radius reduced 2 >>> 1 meters
      • The Blast Pack has proven to be quite strong, especially when chained back-to-back. By reducing the inner maximum damage radius, we hope to reduce the average damage output of this ability while still keeping it powerful.


    • Cloud Burst smoke duration increased 4 >>> 7 seconds
      • We feel like Jett has a strong, irreplaceable value in terms of her ability to deny trades. But we think her team-oriented output is a little too low. This should give her and her team a little more time to work off of her smokes.
    • Tailwind automatically breaks Cypher’s Trapwires after being briefly revealed
      • Tailwind force is powerful enough that Jett should easily be able to break free of any leash. This should allow her a little more freedom to make that aggressive, but risky play that creates space for her team.


    • Blaze duration increased 6 >>> 8 seconds
      • We felt like the short wall duration, combined with the long cast time and short range, was forcing Phoenix to play a little too predictably around his wall. We’re bumping this up slightly to give him some more time to work with.
    • Blaze damage: 15 every 0.25s >>> 1 every 0.033 seconds
    • Blaze healing: 3 every 0.25s >>> 1 every 0.16 seconds
      • These Damage over Time/Healing over Time models are updated to match the recent changes to our other DoT abilities. Additionally, we’ve 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 at parity (50 health each). We’re also doing this so that Blaze doesn’t become the de-facto “healing” ability compared to Hot Hands.
    • Hot Hands healing: 3 every 0.25s >>> 1 every 0.08s.
      • Updated the HoT model to match recent changes to the DoT abilities.
    • Curveball max flash duration increased 0.8 >>> 1.1 second
      • The flash duration is short given how quickly he can get his curveball out on an enemy caught out of position. Even still, it was a hair too short, especially to justify the new 200 credit price point.
    • Run it Back automatically reloads all weapons on respawn
      • This is closer to a quality of life improvement. Phoenix’s ult often puts him in a position to empty his clips right before getting sent back. It was very jarring for a Phoenix player to wait several seconds to respawn, only to then have to spend another second reloading—potentially under pressure. We think the several second respawn time is enough time to justify an automatic reload.


    • Paranoia is now equipped instead of quickcast, and hit detection improved, especially at close range
      • Changed the cast paradigm to reward more proactive use of Paranoia over its previous reactive use case. Enemies will receive a warning when the projectile is fired rather than being in the direct path of it. This should make it hit enemies more reliably.'
    • Dark Cover, Omen now enters a “phaser” world where he can see through walls to place his smokes and pressing RELOAD toggles between phased and normal targeting.
      • We wanted to provide Omen with a more precise way to place his smokes, especially when verticality is at play. We’ve provided a toggle back to the old view mode as well to make sure we still support the quick, close range smoke playstyle many Omen players have honed.
    • Dark Cover controls have been updated where Omen can now increase smoke distance with PRIMARY FIRE, decrease it with SECONDARY FIRE, and throw smoke with the ABILITY KEY.
      • Yeah, this might be a difficult control shift for players who main Omen, but in the long run—and for new players—we think it’s more intuitive for the distance to be controlled 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 where he’s targeting when his vision of the point is obstructed.
      • We want to help Omen understand where he is targeting his teleport, especially when he’s teleporting from out of his smoke.
    • From the Shadow, Omen can now cancel his teleport while in Shade form by pressing the ABILITY KEY again—Omen still loses all of his ult points if he cancels.
      • We want Omen to attempt plays and create fear for his opponents with his ultimate. Previously, the punishment for using the ult was almost certain death if caught by an enemy, and it pushed the ability into more niche use. Allowing Omen to cancel his ult if he’s in danger at the cost of his ult points will hopefully open more possibilities and value, while still pushing him to try and pick the best teleport spots possible.


    • We’ve brought in more sounds made by Agents under the category of sounds that display their audio distance on the mini-map via the white circle. This includes ability sounds, reloads, spike interactions and more.
      • Why? We wanted to provide players with the ability to understand when their noise can be heard by enemies and give them an idea of how far the sounds can be heard.



    • Ascent is a map set in Italy that features a large, open middle area that both teams can skirmish over. Mid is a playground for diverse ability use and successfully controlling the area opens additional routes for Attackers to both Spike sites.
    • As our new map for launch, Ascent will be slightly more common in our Matchmaking rotation for the first few days so that you can get more opportunities to play on the map.


    • Restructured mid chokepoint
      • We felt like Defenders were able to effectively plug up the main choke point in mid for a large percentage of the round. The new layout hopes to alleviate this issue. These changes open up the space quite a bit and provides an additional path to get around stalling abilities on the stairs. It also gives Attackers a few different angles to help siege B Tower and Vents.
    • The train station maintenance crew was able to replace the burned out speaker system
    • A certain frog’s head is now a little warmer


    • Expanded our new system that combats map exploits to all other maps—this will eradicate anyone trying to escape the playspace
    • Continued to fix level collision in order to enhance the smoothness of the gameplay space
    • Completed draw call optimizations
    • Also continued to block spots for Cypher’s Spycam that prevented counter-play; as always, huge thanks to everyone who helps us find these!


    • Competitive mode will not be on at launch
    • Similar to our closed beta launch, our initial focus is making 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 ahead of turning on Competitive. We’ll also make some adjustments to Competitive based on remaining closed beta player feedback. Our plan is to turn on Competitive a few patches into our launch.


    The team rallied in this patch to fix a number of performance issues. Our focus for this round is primarily on the framerate dips you may sometimes experience in combat. Simpler scenarios, where very little is happening, may not see the same dramatic gains in FPS. Rest assured, we’re not done improving performance and you can expect to see more from us on this subject in upcoming patches.

    • Combat Performance: Addressed multiple causes of framerate dips in combat. These improvements should help the game feel smoother, especially in combat situations on higher-end PCs.
      • Effect pooling added for impacts, gunshots and footsteps. This should reduce frame drops when these events occur.
      • Disabled bullet casings from calculating physics + audio bounces. We’re looking to bring a more optimized version of this feature back in a future patch.
      • Reduce cost of z-pings and death pings by 10x
      • Fixed bug causing 90 raycasts per second when pinging
      • Fixed a bug where NOT opening the options menu every game would cause framerate to drop on a regular cadence
    • +FPS for mid to high specs: Sped up calculations on the CPU for game and render threads. These improvements will be felt the most on machines with powerful GPUs bottlenecked by their CPU speeds.
      • Optimized minimap for visible elements
      • Fixed bug where minimap would calculate twice per frame
      • Fixed bounding boxes on a variety of VFX, reducing the number of VFX updating at any given time
      • Reduce cost of updating transform on render thread
      • Reworked a variety of HUD elements that were previously built on a particularly slow component
    • +FPS for low to mid specs: Content improvements that will primarily help 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 no longer consider lights that do not impact final shadows
      • Removed unintentionally large textures across gun buddies, scopes, silencers
      • Optimized VFX for Characters
        • Omen : ALL ABILITIES
        • Sage : ALL ABILITIES
        • Viper: ALL ABILITIES
    • Closed exploit where Nvidia Inspector could be used to see through Viper and Phoenix wall abilities
    • Added a setting for speaker configuration
    • Additional tooltip clarity around what graphics quality settings actually do
    • GPU Time stat now correctly excludes idle time


    • Dying to a non-enemy player will no longer grant ultimate points. This includes dying to the spike, fall damage, a teammate’s ability, or your own ability.
      • Context: This should eliminate some of the weird optimization around farming ultimate points when a death doesn’t have enough economic impact (e.g., self-killing at the end of the pistol round, or team kill at the start of a save round. We’ll continue to monitor to see if we need to further dissuade these “save round self-kills.”
    • Added VALORANT Community Code pop-up for new players
    • Added chat and voice restrictions for repeat offenders of our Community Code
      • Chat and Voice restrictions last 72 hours
      • Getting a restriction will require you to log out. Please take a moment to cool down and reflect before logging back in to play VALORANT :)
      • Chat restrictions will be enforced for ‘all’ and ‘team’ chat, but your ‘party’ chat will still be available.
      • Voice restrictions will be enforced for ‘team’ chat, but your ‘party’ voice will still be available.
    • Reporting categories updated to cover a wider range of Community Code violations
    • Transition screens added before Character Select and In Game
    • The button to upgrade a gun skin now indicates what type of improvement (variant, animation, etc.) will be granted by the upgrade
    • Visual updates to collection and contract pages
    • Adjusted ping calculation to be more accurate
    • Added a setting to disable the spectator count widget on the HUD
    • Updated the death camera to avoid obscuring the screen immediately after death
    • Added a build version watermark
    • Observer Updates
      • Added team-specific 1st-person fresnel highlighting for observers
      • Adjusted consistent coloring for Attackers/Defenders on the HUD
      • Attackers and Defenders don't swap in HUD on side swap rounds
      • Keybinds are consistent from round to round for swapping between players
      • Fixed scoreboard not showing the correct score
    • Removed the 'freeze time' that would trigger when waiting for a player to reconnect at the start of the buy phase
    • Updated shop icons

    HUD & UI

    • Added VFX to abilities, killfeed, and ceremonies (e.g., Ace or Clutch)
    • Updated Spike visuals in the inventory
    • Updated Armor icons in the shop
    • Updated character portraits
    • Added chat message regulation so that only send one chat message is sent when multiples of the same ping or VO command are used in rapid succession


    • "Fixed a bug with “rewinding” for Hit Registration that could cause the client to slightly disagree with the server on where a target was when you pulled the trigger. This affected all players slightly, but scaled up in severity at lower FPS.
    • Fixed an issue where client-side tracers desynced when yaw switching
      • The server and client would sometimes disagree on where shots were landing when firing extended bursts.
    • Fixed a bug that let you shred the gnar at supersonic speeds using Viper’s Toxic Screen as a projectile boost
    • Fixed the ability to activate Viper’s Poison Cloud mid air if it has been picked up.
    • Removed slow from Viper’s Snakebite tooltip.
    • Cypher’s Spycam now shows the direction it is looking right when it is possessed.
    • Fixed more unintended Cypher Spycam locations
    • Fixed Sova’s arrows sometimes unpredictably bouncing
    • Fixed Sova arrows from revealing through some walls
    • Fixed a bug with Jett’s lower body popping out of place during her glide—thanks physical therapy!
    • Fixed an issue where blood was disabled
    • Fixed an Observer bug where dead players appeared as Phoenix on the HUD when an entire team was dead
    • Fixed a spectator issue where Cypher's tracers would appear inaccurate if the spectator swapped to him after he had entered/exited his camera
    • Fixed an issue where a team could all disconnect on side swap rounds to surrender, but they would receive a win instead of a loss
    • Fixed a bug that allowed Bucky's right click to penetrate through world geography
    • Fixed a bug for the comms halo above a player's head, it should now activate with both Party chat and Team chat
    • Fixed an issue where credits on the HUD appeared to be much higher than the 800 you receive on side swap rounds
    • Fixed an issue with the scoreboard that would show enemy team above the credit cap
    • Fixed a bug where players were fully movement inaccurate after being resurrected or respawning
    • Fixed overruns on interactable objects like orbs or the Spike
    • Fixed an issue where ally loadouts appeared to show damaged allies at full health
    • Fixed issues with HUD prompts that would be cut off if the key to activate the prompt was bound to a key with more than one letter
    • Fixed a bug where the buy phase announcement would always say to press B to buy, even if the key to open the Armory was bound to a different key
    • Fixed an issue where reconnect messages would spam every round start
    • Fixed an observer bug where text would overlap in the buy phase announcement
    • Fixed an observer bug where some abilities were not appearing on the minimap properly
    • Fixed a bug where the ping wheel on the megamap would not grey out when ping limited
    • Fixed a bug in the Armory where weapon details would vanish after purchasing a weapon
    • Fixed a bug where the Equip Last Equipped Weapon hotkey was not functioning properly after using an ability
    • Fixed overlaps with instability indicators (i.e. High Ping) and the Spectator widget
    • Fixed overlaps and overruns in the Combat Report
    • Fixed an issue with dead player models occasionally flickering
    • Fixed an issue with animations when aiming with the Odin for spectators
    • Fixed flickering mouse cursor in a few places
    • The tooltip pointing at Contracts can now be dismissed FOREVER
    • Fixed a bug where half the Arsenal page would fade in when clicking on the Collection tab
    • Fixed a bug where the personalized Store offers would blink before fading in
    • Fixed a bug where various menus could overlap the lobby screen after a queue dodge


    • Fixed some visual bugs in the settings menus
    • Fixed a bug with windowed mode where the VALORANT window would not save its location properly


    While we’ve made good progress at addressing hit registration issues, there’s one known issue we haven’t gotten to yet:

    • In very rare cases where a player has a lot of incoming packet loss, an enemy model may appear to be crouching when they’re actually standing (or vice versa). The connection has dropped the packet that says “this player un-crouched”, and there can be a short delay before it’s resent. We have a fix for this coming asap.

    We’re also looking into ways to improve the visual clarity of our hit impact effects (especially sparks). In many of the clips that we reviewed, readability issues caused shoulder shots to read like headshots, further contributing to the feeling of hit reg being off.

    • All impact effects (spark and blood) are pinned in world space where the hit was registered on the server. These show up after hearing back from the server, at which point the victim or attacker may have slightly shifted positions. Often, we've seen the target crouch into or move their head to where the hit impact renders.
    • It’s difficult to read the exact hit location (center point) from the spark effect when compared to blood.

    To the original

    Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it.

    All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations. This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

    Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations.

    Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so, you can’t go over 9,000. And the Spike now automatically falls when it gets stuck in an elevated location (you can stop bugging your tall friend now).

    You’ll notice each map got some love as well, to remove some exploits and reposition a few barriers.



    • You will no longer enter the “walking accuracy” state when transitioning from run to stop
      • We noticed many players were entering a walking accuracy state during their run-to-stop transition that made it appear as if shots they fired/landed were done at full speed.
    • Deadzone accuracy speed threshold increased: 25% >> 30%
      • Now that you can’t gain walk accuracy while transitioning from a run to a stop, we've also slightly increased the size of the deadzone (full accuracy state) to make it a bit easier to get an accurate shot out quickly


    • Recovery times on all Rifles have been updated, which should make tap and burst firing more efficient. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.
    • Base walk accuracy: 0.6° >> 0.8°
      • We felt like walk-spraying with rifles was a little more effective than we'd like, particularly at longer ranges. We're going to pull back on this accuracy slightly and continue to monitor
      • Tap Efficiency Changes (Phantom & Vandal only)
        • Tap Efficiency determines the rate that inaccuracy is accrued when re-firing prior to waiting for the complete duration of a weapon’s respective Gun Recovery Time. The higher the Tap Efficiency, the lower the rate of inaccuracy accrual.
    • Vandal:
      • Horizontal (Yaw) Recoil reduced by 15% while crouched and stationary
        • This was intended to be the case and now properly matches the crouch benefits of other rifles
      • Gun Recovery Time: .4s >> .375s
      • Tap Efficiency: 4 >> 6
    • Phantom:
      • Fixed an issue where the Gun Recovery Time was higher than intended
      • Gun Recovery Time: .55s >> .35s
      • Tap Efficiency: 3 >> 4
    • Bulldog Automatic Fire:
      • Fixed an issue where the Gun Recovery Time was higher than intended
      • Gun Recovery Time: .55s >> .35s
    • Guardian
      • Fixed an issue where the Gun Recovery Time was higher than intended
      • Gun Recovery Time: .4s >> .35s

    Machine Guns are significantly underperforming other weapons at their price points. Machine Guns are meant to be bullet hoses—powerful once they get going. This is a difficult balance to strike in a game where a single bullet from the Vandal will put you down. Our hope here is to make Machine Guns better at what they do (shoot lots and lots of bullets) while also increasing the power of the Ares relative to weapons at a similar price point.

    • Ares
      • Price reduced from 1700 to 1600 creds
      • Firing Error (this value is a curve that has intermediate values between each bullet; bullet 2 has slightly less error than bullet 1, and so on)
        • Bullet 1: 1.0° >> 0.8°
        • Bullet 5: 0.85° >> 0.75°
        • Bullet 10: 0.75° >> 0.7°
      • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.
    • Odin
      • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets



    • Slow Orb zone duration decreased from 9 seconds to 7 seconds
    • Slow Orb slowing amount decreased from 65% to 50%
      • We all know Sage is OP. We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT. These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.


    • Cyber Cage no longer slows enemies that move through it
      • We’ve always envisioned Cypher as a premier sentinel gathering info on his enemies and picking them off, but the slow on the cage was allowing him to move into Sage’s territory by stalling an entire enemy team. We still think this will be a tool he uses to buy some time, but enemies will now have more options when pushing his defenses, especially when coordinated.
    • Spycam cooldown when destroyed increased 30 >> 45 seconds
      • Spycams have been flying into enemy territory like Sova darts at the start of rounds because the punishment for losing one to an enemy is so low. Hopefully this change pushes you to find a safe hiding place for your initial camera (please not inside a box).


    • Dark Cover smoke duration increased 12 >> 15 seconds
    • Dark Cover smoke projectile speed increased
    • Dark Cover cooldown increased 30 >> 35 seconds
      • Especially at high-tier play, we’ve seen Brimstone become the dominant controller and we wanted to give his peers a boost to make them more viable while hopefully maintaining their unique playstyles.


    • Snake Bite radius increased 350 >> 450
      • We’re increasing Snake Bite’s radius to match other area denial abilities


    • We see you b-hoppers out there, jumping through Incendiary, Fireball, and Snake Bite while taking no damage. We don’t want to completely negate this skill but we also don’t want it to trivialize a whole set of character abilities.
      • Height required to jump out of all damaging area denial abilities 80 >> 120
      • Snake Bite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged)


    • We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection
      • Sage Barrier Orb increased from 300 to 400 credits
      • Raze Blast Pack increased from 100 to 200 credits
      • Phoenix Curveball increased from 100 to 200 credits
      • Brimstone’s Incendiary increased from 200 to 300 credits
      • Jett’s Updraft reduced from 200 to 100 credits


    • Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor)


    • Total credit cap is is reduced from 12,000 to 9,000
      • We’re noticing that players/teams who manage to bank a high amount of credits are maintaining a rich economic state for too long, and it becomes a monumental challenge for the opposing team to dethrone their economy


    • Sova's Owl Drone now includes a layer of sound for engine rotors
      • Audio should better reflect thematics, while maintaining how noticeable the previous version of Owl Drone audio was for allies and enemies, as heard in 3rd-person



    Attacking teams have been having difficulty finding a foothold in territory control across the map. We’ve made a few changes that should allow attackers better opportunities to contest A Main, Mid Top, and B Tower.

    • Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map
      • Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower
      • Defender barrier has been pulled back at A Ramps
      • Attacker barrier has been pushed forward at A Main
      • Attacker barrier has been pushed forward slightly at B Main
    • Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
      • This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower
    • Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike
    • Revised art to improve performance throughout the map


    • A new map exploit system is in effect which will have negative effects on anyone trying to escape the playspace
    • Updated several floor sections so that they now have appropriate material sounds


    • Added fixes for Cypher Spy Camera exploits to all three maps— a huge thanks to everyone who has helped us track these down, including clutch stream’s we lurked in for two days, writing down every camera placement and fixing them in real time
    • Backside of spawn barriers are now opaque to prevent some abuse cases
    • Added ability for Spike to automatically fall from elevated boost positions
    • Fixed multiple spots where Sova’s Recon Dart could over-penetrate map geometry—another shout out to everyone that helped with these as well!

    HUD & UI

    • Teammate armor is now shown on the scoreboard
    • When the Spike is planted, the Spike icon in the upper middle UI now pulses with the audio beeps
    • New artwork for pings to increase readability in the world
    • Portraits
      • Re-enabled portrait for player’s minimap icon
      • Reduced size of portraits and icons by several pixels
      • Added color to the player’s own minimap icon with a slightly thicker border to aid in finding oneself (on the minimap, not in life)
    • Added regulation of chat messages when using the radio menu or radio wheel
    • Slight increase to broken armor text size to make it easier to notice
    • Relocated flyout menu for Titles dropdown so it opens in a more sensible location
    • Moved Leave Match button closer to the other “Exit” buttons in the menu
    • Made Logout button red to match Exit button, since they both exit
    • Shifted location of Skip button on MVP screen so players do not accidentally press Play Again button when slamming the Skip button
    • Adjusted radio wheel behavior so that mouse wheel up and down always select the other wheels regardless of other keybinds
    • Icon for Need Help changed from the little bug thing to a flag
    • Enabled attack/defend icons in the upper middle game info UI for all players, not just observers
    • Hooked up “Ult Almost Ready” VO when character uses the Ult Status radio command and are within 1 ult point of being fully charged


    • Cheaters are no longer referred to as “Hackers”
    • Profanity filter setting added; when enabled, will filter out profanity from chat
    • Added a setting that allows toggling between walking and running
    • Viper’s Poison Cloud no longer enters cooldown when picked up during the buy phase
    • Added foe coloring for Sova’s Hunter’s Fury
    • Added Contract level-up animation when unlocking free characters or purchasing contract levels
    • Added tooltips and explanations guiding new players towards activating their first contract
    • Unowned skin levels now list their individual cost (in Radianite Points) and description in the collection pages
    • Made performance optimizations to address FPS drops when you or allies are shooting
    • Various social panel improvements to support better error handling and messaging
    • “Keep Player Centered” minimap setting is now a default setting
    • Renamed “First Person Enhanced Visuals” graphics setting to “Bloom”
      • As discovered by u/Far_OW on reddit, this setting affects more than just first-person visuals—it’s actually a visual bloom, or glow effect, which primarily affects weapon renders
    • Renamed “Shadows” graphics setting to “First Person Shadows”
      • This setting only affects shadows cast on a player’s weapon, hands and arms
    • Observer HUD
      • Dead players will now appear greyed out on the HUD rather than hidden
      • Team colors on the HUD will swap when switching sides, rather than the teams on the HUD changing position


    • Cypher and Sova will no longer float in the air if the Sage Barrier Orb wall they are standing on is destroyed while when using the Spycam or Owl Drone, respectively
    • Cypher can no longer pick up his trap after an enemy has triggered it.
    • Sova’s Owl Drone can no longer rapid-fire darts if the prior one hits an enemy
    • Reduced collision size on Sova’s arrows so they don’t get stuck on corners when fired near them
    • Removed placeholder mesh from Viper’s Toxic Screen projectile
    • When using the ping wheel on the map, right clicking now correctly cancels the action and does not place a ping
    • Fixed a bug where the Spike UI would sometimes overlap with the HUD
    • Fixed a bug where a weapon’s ammo count on the HUD would disappear if swapping your knife, then back, while on low ammo.
    • Removed Spike icon from being visible on enemy player minimap icons
    • Spike can no longer be planted partially in map geometry
      • This also fixes cases where the Spike camera was appearing inside the Spike
    • Barriers on the minimap no longer adjust positions incorrectly during the buy phase if you open the megamap
    • Fixed bug where various issues would occur after multiple players would fulfill a weapon buy request at the same time
    • Fixed issue where the game would hitch/stutter when opening the in-game options menu
    • Fixed issue where the game would hitch/stutter when opening the in-game shop
    • Fixed rare movement bug where resurrected players who were tagged would have jittery movement in 1st-person perspective
    • Fixed a bug where some weapons lost their muzzle flashes in 1st-person POV when tracers were disabled
    • Fixed a rare bug where players appeared to be standing, when they were actually crouching
    • Ability details in the combat report will now correctly appear in the buy phase of the round when teams switch sides
    • Fixed miscellaneous Observer mode HUD issues
    • Spectators can now see weapon inspect animations
    • Fixed a bug where the camera could take an invalid position during character select
    • Fixed an issue where the combat report would show 150 damage but the enemy player was still alive (in cases where healing was not involved)
    • Fixed an issue where a teammate’s voice activity would incorrectly light up more than their own icon in the above-character UI element
    • Selecting a ping on the ping wheel and canceling no longer incorrectly spawns the canceled ping next time the player uses the basic ping


    • Fixed incorrect location of text when hovering rewards in the contracts
    • Fixed a bug where purchase refunds were not reflected in client until it was restarted
    • Fixed a bug where player cards were cropped on the arsenal menu screen
    • Fixed a bug where, in some languages, mission descriptions could appear truncated
    • Fixed an issue where the Distortion Graphics setting was not properly enabled
      • Enabling this may have a performance impact on some older graphics cards

    To the original

    Can you believe we’re three weeks into the VALORANT Closed Beta? We wish it were four weeks so we can celebrate our one month anniversary, but we also don't want to seem clingy. Rejoice with a slew of patch notes full of quality of life updates.

    Phoenix mains can look forward to the removal of two Run it Back bugs, you can now actually exit custom games with the click of a button, the rare cases where the Spike would get stuck in the map should be history, and Observer mode benefits from a few improvements (more on the way!).

    You’ll see the addition of “Competitive mode” here and you’re gonna have to wait a little before it goes live. Yes, we’re excited too.

    Read all the changes below.



    • Omen now immediately becomes vulnerable and no longer appears dark after he leaves his alternate shadow form
      • If you were to find enemy Omen teleporting in, it was often confusing when you should shoot him to get the kill (vs. sending him back). This change is to both account for an invulnerability bug and score some extra points of clarity
    • The attenuation radius of the arrival sound on Omen's From the Shadows has been reduced to 2250
      • Attenuation is a big word, but the short of it is you have to be closer to Omen to echolocate where he’s teleporting to. We’re trying to give him some spook back since if you do find him, you should now have him dead to rights


    • Barrier Orb will only spawn a chunk of the barrier if it is supported by the ground, this means it will sometimes only spawn 2 barrier chunks
    • Barrier Orb can no longer be placed on "small" pieces of geometry, it must be placed on the ground or on top of boxes
      • We love supporting boost gameplay, especially when multiple characters combine their abilities (looking at you Jett and Omen). However, we felt with the current placement requirements, characters were able to boost to too many unintended spots. With this change, players can still boost into some unexpected positions, but they hopefully won't be 30 feet in the sky and floating in the middle of the site to look through a tiny pinhole in the map.


    • [Omen] Updated Omen’s visuals
    • [Breach] Updated Breach’s visuals


    • Added curtains to the top of double doors on Haven to remove the Sage Barrier Orb boost that allowed players to see through a sliver of the door at the top
    • Fixed issue with Cypher camera being placed on the Haven A Main boxes
    • Multiple fixes to the geometry on Haven, Bind, and Split to fix exploits and help optimize gameplay—massive thanks to all of the folks who helped to identify these! We see you
    • Updated materials on Bind and Haven to make surfaces more consistent overall
    • Changed color of Radianite crates in order to unify overall visuals


    • Added Competitive mode and ranked matchmaking, to go live in the near future


    • Added “Ghost cheat” as an option to custom games with cheats enabled, allowing you to fly around the map in no-clip mode
    • Ability HUD no longer displays when entering drone camera as an observer
    • Exiting drone camera will now swap back to the most recently viewed player if they’re still a valid view target
    • Swapping through players to view will now iterate through an entire team before going to players on the other team

    HUD & UI

    • In-game
      • New directional damage indicator visual
      • New low health and low ammo visuals
      • Removed character portrait from player’s minimap icon to better distinguish player icon; icon will receive additional color and polish in the future
      • Voice activity is now shown above allies’ heads
      • Added color to spike icon above ally’s head to make it easier to see
      • Fixed the ultimate ability icon above teammates’ heads showing as charged after gaining 1 ult point instead of when actually charged
      • Ping elements now fade when under player aim; previously only text faded
    • Out-of-game
      • Relocated Find Match button from social panel to Play screen; renamed to Start
      • Relocated Practice button from social panel to Play screen
      • Added Play Again button to End of Game screen
      • Made the flyouts on the nav progression widget clickable
      • Made main navigation button click targets easier to click
      • Added an option to orient the fixed minimap so that player’s starting side is always at the bottom
      • Adjusted all map assets so that full fixed orientations consistently place attackers at bottom and defenders at top
      • Added hover tooltips to thumbnails in the Collections view to show item name
      • Scroll speed tweaked to make scrolling social panel smoother
      • Made crosshair preview in Settings shorter to make more room for controls


    • Added the ability to abandon a multiplayer Custom Game. Using the “Leave match” button in the ESC menu will allow you to permanently leave the match without penalty. Leaving the custom game in any other way (exit client, alt+f4, etc.) will still allow you to return to the match
    • Updated the audio occlusion system to help players better differentiate audio distancing cues. For example, Haven B to A short, you should perceive sounds from their correct distance and not as if they were right next to you
    • Players who abandon matchmade games, or dodge agent selects, will now experience penalties that prevent them from queuing for a period of time. Frequent offenders will experience higher queue time penalties. Leaving ruins the match for everyone else, and should only be a last resort
    • Enabled the ability to see VALORANT players online in Riot games
    • Adjusted play flow UX moving queue buttons into lobby screens
    • Adjusted social panel UX to accommodate additional space
    • Adjusted End of Game UX to clean up design of various widgets
    • Adjusted chat disconnect error state to be less… intimidating
    • Spawn practice bots option in the shooting range moved from the F3 menu to an in-world shootable switch
    • For all shotguns, moved the crosshair’s center dot by 1px to center it on the screen. The devs expect shotgun lethality to increase by 4,000% as a result (this is a joke)


    • [Phoenix] Fixed a bug where Phoenix would get teleported back to an ascender (rope ladder) after respawning, in cases where Phoenix died while Run It Back was active and he was attached to an ascender
    • [Phoenix] Fixed a bug where, for a brief time after Run It Back ended, Phoenix could be damaged in the place where he fizzled
    • [Viper] Updated the appearance of Viper's Toxic Screen on the minimap to show gaps in the wall
    • [Viper] Fixed Viper being able to animation-cancel Viper’s Pit
    • Prevent “Spike Planted” announcement from playing after a round has ended and hiding the round end announcement, which should clearly indicate the result of after-the-buzzer plant rounds
    • [Cypher] Fixed a bug where Cypher's Cyber Cage would be selected at a larger range than intended causing overlapping interaction issues
    • Fixed Spike Carrier Killed announcement from also showing Ally Defusing
    • Fixed a rare issue where players’ weapons would float in front of them; too spooky
    • Fixed a rare issue where third-person player models could get desynced from the server when double tapping a defuse, causing some shots to miss
    • Fixed aim issue that caused some players who were using low sensitivity to have small mouse movements dropped
    • Fixed issue where canceling a plant or orb pickup could sometimes play the wrong (slower) re-equip animation, making it look as if the player could fire too quickly after canceling (timing was correct, animation wasn’t)
    • Fixed map region names as they appear below the minimap from not localizing properly
    • Smoothed out movement during player-to-player collisions
    • Fixed a bug where item UI prompt in the game world would appear to block bullets
    • Fixed a bug where the Z ping wheel could be opened alongside the map ping wheel, creating a scenario where multiple ping wheels could be open at once
    • Fixed a bug where ping wheel wouldn’t show disabled when direct bound pings were used to reach usage limit
    • Fixed a rare bug where either team could win a round by elimination on the same frame that the spike was defused, granting two points for that round.
    • Fixed overlap in ally planting announcement
    • Fixed a bug where the VO radial wheel would hit the rate limit by opening and closing it without selecting a VO option
    • Minimap will no longer randomly hide for all players in a game
    • Update to Bucky’s alternate fire to instead apply instantaneous, hitscan damage
      • Alt. fire was previously a projectile that was able to kill enemies shortly after the user was killed. No other weapon works this way so now it performs as a hitscan.


    • Fixed an issue that allowed players to purchase items not available in their respective store
    • Fixed an issue that let players equip content they didn't own
    • Fixed issue where display settings would get re-applied when joining/leaving games, which could move the window or change display mode in rare cases
    • Fixed network stability indicator sometimes appearing when setting was disabled
    • Line of sight is no longer required to pick up the spike when overlapped by a player
    • Fixed issue where the spike would sometimes become unretrievable
    • Fixed an issue preventing some player reports from submitting
    • Fixed various connection issues with voice chat
    • Fixed various connection issues with text chat
    • Fixed various issues with player state being incorrect in social panel
    • Fixed an issue where some players could not requeue after a game without relogging
    • Fixed issues with receiving party invitations
    • Fixed transparent player card icons in Custom Game lobbies
    • Fixed resetting controls for Voice Chat in settings
    • Fixed voice defaulting to automatic transmission for Custom Games
    • Fixed voice being interrupted when navigating Custom Game options
    • Fixed a handful of localization issues across menu screens

    To the original

    Hey, look at us. Patch notes in a closed beta. Who would have thought? This short and sweet patch addresses the giant Raze in the room, cameras that somehow learned how to shoot, and some map updates.

    Raze is lethal, no doubt, and we predict savvy players will perform better against her over time. Still, we made some light changes that should bring Raze’s offensive pressure closer to the other agents. We’re also buffing melee to give players in the early rounds a better way to deal with Sage’s Barrier Orb—while still making it a calculated risk. Don’t worry Sage mains, your Slow Orb now slows those bunny hoppers, too.

    And we’re booting the phrase “camera-gun” back to English spy films where it belongs.

    Here’s what the VALORANT devs have for you in patch notes 0.47+ (the number carries over from our alpha).



    • Melee attacks now inflict double the damage per hit to destructibles, including
      • Sage’s Barrier
      • Haven’s metal double doors
    • Why?
      • There weren’t enough options during low econ rounds—such as the first round and right after switching sides—to combat Sage’s Barrier Orb. Our intent is to add a high-risk, high-reward method for players to interact with her wall, while still being able to take it down, no matter their loadout


    • Reduced Paint Shells from 2 to 1
    • Paint Shells now have a kill reset, requiring players to get 2 kills to refresh cooldown
    • Tuned and adjusted audio for Paint Shells, Blast Pack, and Showstopper so that they’ll be easier to hear in hectic scenarios
    • Fixed an edge case where the secondary cluster of Paint Shells would explode quicker than intended. They now have a minimum duration before exploding.
    • What’s up with that?
      • Raze’s goal is to be a highly-threatening duelist that punishes enemies posted in predictable positions, but we felt like the cluster grenades and their number were creating overly oppressive scenarios. Also, players should be supplied proper gameplay information and the audio cues on all of Raze’s abilities didn’t match their threat, so we changed the audio of each. For example, when the Showstopper is equipped or fired from a distance, players should be able to clearly identify and interpret the threat.


    • Slow Orb now also slows the air speed of players in the zone
    • Players can now walk through the Slow Orb without making noise
    • Why though?
      • Players were able to circumvent too much of Sage’s Slow Orb by bunny hopping through the zone. We want the minimum slow amount to be a bit more consistent with all movement in the zone, while still allowing for bunny hopping and walking to provide a slight benefit to traversing the zone. Also, we feel adding a stealthy yet slow way to move through the field brings more nuance to playing against the zone and a bit more uncertainty for Sage, since she can't necessarily hear people who move through


    • Several exploits fixed on Bind, Haven, and Split
    • Split: Orb moved from B Mid to B Main
      • The intent is to alleviate some pressure from mid and provide more incentive for players to control B Main.


    • Reduced outbound network traffic from client for players running at high frames-per-second
      • Some ISPs and network setups were throttling game traffic, impacting gameplay by causing large spikes in network latency as FPS increased.
      • No impact to gameplay / responsiveness


    • Fixed a rare server crash caused by packets occasionally being corrupted by some players’ networks
    • Cypher’s Spycam can no longer use weapons
    • Fixed a bug where footstep audible range would sometimes not appear on the minimap

    To the original

    – End of match scoreboard will now display which players were playing as a party when skill groups are revealed.
    – Average wait times for finding matches on official game servers are now region-specific.
    – Rcon connection from client will now get established asynchronously.
    – Rcon address cannot be changed while connected to a dedicated server.
    – Added a setting “rcon_connected_clients_allow” to disallow clients from connecting to other dedicated servers via rcon.
    – Several stability improvements.

    To the original


    – Introducing the Fracture Case, featuring designs from over 17 community artists-designed weapon finishes, and the Shattered Web Knives as rare special items.

    [ MISC ]

    – Updated main menu movie for Mutiny.

    – Fixed several exploits related to VPK tampering.

    – The -untrusted launch option is no longer supported


    – Multiple improvements to SDR networking protocol:

    — Improved SDR routing selection logic

    — Fixed SDR networking sessions to not be reused after expiration

    — Improved stability

    [ MAPS ]


    – Fixed some clipping, z fighting, invisible surface bugs

    – Fixed being able to spot enemies through wall near bridge. (thanks Chaelin!)

    – Removed palm tree shadow at bridge

    – Fixed wallbang at B main route

    – Fixed weapons falling through stairs and other parts of the floor.

    – Re-added the grenade windows to B.

    – New skin for double door at middle.

    – Various minor fixes.



    – Significant improvement in performance in all areas of the map (Thanks Joaokaka1998 for testing!)

    – Adjusted fade distances to improve performance

    – Added more hint/skip brushes to separate certain visleaves

    – Added ivy models to prop combine to increase performance when multiple are rendered at once


    – Lowered part of the wall on A Site

    – Modified rock formation at upper T to A into a brick wall to improve visibility and grenade potential

    – Added cover at mid to B connector

    – Removed cover at exit of mid to A connector

    – Removed cover at Side Path near the back of A Site

    – Adjusted position of cover at Catwalk

    – Adjusted position of cover at T to A Lower

    – Raised height of ceiling clipping around A Site & CT to A, allowing players to get on top of the wall on A Site

    – Raised height of ceiling clipping around CT entrance to B

    – Adjusted deathmatch spawn position near A Site


    – Adjusted environment lighting to give a better visual contrast

    – Fixed flickering of multiple bush props across the map

    – Removed shadows for some foliage models, such as those seen at The Squid building

    – Fixed missing textures on various displacements around the map

    – Fixed various floating models around the map (windows, lamps, etc.)

    – Improved clipping of wooden pillars at Dock

    – Tweaked clipping around rock at T to A Upper

    – Fixed numerous bomb stuck spots (thanks Joaokaka1998!)

    – Bomb now teleports back to dry land if player drops it while stood on the small boat

    – Added multiple bomb reset triggers around A Site, B Site and Dock

    – Fixed incorrectly rotated tarp model at Dock

    – Removed foliage on A Site wall

    – Modified treasure map in T spawn ship to have a more accurate name applied to it

    – Updated overview


    Main changes:

    – Swamp has now great FPS

    – Replaced water material

    – Made it brighter in some areas

    – Updated radar

    – Fixed some more clipping


    – Closed the corner near the old saw blades by the backroom

    – Made recess in wall at T-entrance


    – Made brighter background in corner near T-entrance


    – Closed a gap where a weapon could fall in between

    To the original


    – Fixed a performance regression during POV demo playback.

    – Fixed domain names starting with a digit to be resolvable via DNS as part of “connect” command.

    – Added a server-side setting sv_closecaption to control whether captions can be displayed during gameplay, defaults to only displaying Co-op Strike Mission chat.

    – Added main menu movies for Mutiny and Swamp.




    -Added some areaportals to increase optimization at T to B Lower

    -Adjusted fade distances on some props to increase performance

    -Removed some unnecessary foliage props


    -Increased height of cover at A Platform

    -Removed lamp outside B Site obstructing angles

    -Removed some foliage at CT to B to increase visibility

    -Fixed boost spot in mid near A Connector

    -Added a few boxes in corner at Dirt Road near CT Spawn

    -Removed barrels and wood stack near CT Spawn for smoother movement

    -Improved clipping in various locations

    -Added clipping to the firestacks

    -Removed inaccurate grenade clips at T to A Upper, A Site and the wall at the top of mid


    -Ship cannons now fire out to sea as a celebration when the bomb explodes (thanks ZooL!)

    -Fixed the ability to see enemies on the radar through crates with tarps

    -Fixed grenades and weapons dropped falling inside crates with tarps

    -Fixed seagulls not dying when shot (but please do not shoot the seagulls)

    -Added more detail to the house near Upper T to A

    -Increased render distances of various props around Dock

    -Fixed bomb stuck spots in mid

    -Sewed displacements near A Site

    -Sealed multiple walls in Lobby

    -Removed some unpleasant moss at Stairway to Heaven

    -Changed the palm tree at elevator

    -Fixed numerous pixelwalks (thanks ALJN!)

    To the original


    – Optimized platform shader files and sound configuration files to be packed inside compressed VPK files.



    -Fixed various bird-related bugs

    -Opened up corner at Dirt Road near CT Spawn

    -Fixed bomb getting stuck on the small boat

    -Improved FPS for low/medium shader

    -Improved optimisation throughout the map

    -Opened up T to B Upper ceiling to allow for grenade usage

    -Fixed one way wallbang on B Site

    -Fixed rendering issue at the top of B Site building

    -Added fade distance to most small props

    -Altered some deathmatch spawn positions

    -Replaced rocks with flowers by the stairs at CT to A

    -Removed foliage in various locations for improved visibility

    -Fixed boost spot at elevator near A

    -Fixed hidden bomb plant underneath stones on A Site

    -Fixed floating church pillars

    -Fixed misaligned stone tiles in T Spawn

    -Fixed misaligned textures on church

    -Improved clipping at various places

    -Improved grenade clipping at various places

    -Updated Overview


    Main changes:

    – Performance boost in some areas (2-5%)

    – Alligator and frog sounds are lower, less disturbing


    – Made brighter background near fence on A-long (CT side)

    – Made one of the red plywood covers smaller on A-long (T side)

    – Made the A-short room brighter and also made it easier for T to peek angles on entrance

    – Closed gap in CT-spawn where players could boost and peek A-long


    – Added wood cover under CW so players can’t peek straight down to A-short entrance (T side)

    – Removed a pallet where a player could jump and get stuck


    – Improved balance around bombsite

    – Added clipping on crane

    – Added clipping on streetlight

    – Added plywood cover on bombsite

    – Removed some of the railing around bombsite for easier movement

    – Added electrical box, fence and plywood close to B-entrance for less hiding spots

    – Added plywood in corner close to B-entrance for less hiding spots

    – Added fence and plywood in water around sniper spot on B-long for easier readability (CT side)

    To the original


    – Trusted Mode is now the default launch mode for CS:GO.

    — Previous Trusted Mode launch options have been deprecated.

    — Instead, a new compatibility launch option “-allow_third_party_software” is provided to allow third party software to access the CS:GO game process.

    – For more information about Trusted Mode please refer to the following Knowledge Base article:


    [ MAPS ]

    – Added Mutiny and Swamp to official matchmaking in Casual, Deathmatch, and Scrimmage game modes.

    – Chlorine and Jungle have been removed from official matchmaking.

    [ GAMEPLAY ]

    – Grenades now convey the correct amount of damage to teammates if thrown by another teammate who switched teams or disconnected.

    – Decoy grenade explosions no longer damage teammates by default. (controlled via convar ff_damage_decoy_explosion)

    [ MISC ]

    – Fixed bsp-embedded models caching rules to allow for reloading the correct model when transitioning to a different map.

    – Capped view model backfaces on Desert Eagle.

    – Fixed workshop workbench texture regeneration on low shader quality GPU configurations.

    – Minor adjustments to Danger Zone delivery drone behavior for Steam Workshop Danger Zone maps.

    To the original