VALORANT PATCH NOTES 3.0

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Valorant Patch Notes 3.0

Aside from Episode 3 Act I, many changes are coming with the Valorant Patch Notes 3.0. But most important of them are precise gunplay and expanding tactical sandbox. Riot Games did some minor tweaks at many gun prices, firing accuracy, and agent abilities. This update is coming with the new agent KAY/O, leveling system, and year one events on 22nd June 2021 with an update size of 1.5 GB.

Valorant Patch Notes 3.0

Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
Valorant Patch Notes 3.0
valorant kay/o
valorant year one event pass

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valorant update 3.0

AGENT UPDATES

ASTRA

Nova Pulse (Q)

  • Cooldown time increased 12 >>> 25

Gravity Well (C)

  • Cooldown time increased 12 >>> 25

Stars/Astral Form (X)

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  • Stars are now inactive when placed during the buy phase
    • When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.
  • On Attack, Astra can now see the Spike’s location in Astral form
    • This representation does not animate so it will not provide additional info on the status of the Spike.
  • Recall cooldown increased 8 >>> 15
  • Granted signature charges decreased 2 >>> 1
  • Star cost decreased 200 >>>150

BREACH

Flashpoint (Q)

  • Total charges reduced 3 >>> 2
  • Cost increased 200 >>> 250
  • Projectile speed decreased 2500 >>>2000

Fault Line (E)

  • Full charge time decreased 1.5 >>> 1 second
  • Width increased 600 >>> 750
  • Telegraph windup time decreased 1.3 >>> 1
  • Concussion duration increased 3 >>> 3.5
  • Unequip time after firing decreased 1 >>> .7
  • Cooldown time increased 35 >>> 40

After Shock (C)

  • Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
  • Explosion radius increased 260 >>> 300
  • Unuequip time after firing decreased 1.1 >>> .9 seconds
  • Cost increased 100 >>> 200

Rolling Thunder (X)

  • Width of all explosions increased to 2300, which was the previous width of the final explosion

BRIMSTONE

Incendiary (Q)

  • Cost increased 200 >>> 250

CYPHER

Neural Theft (X)

  • Ultimate points required decreased 7 >>> 6

JETT

Updraft (Q)

  • Cost increased 100 >>> 150

Tailwind (E)

  • No longer breaks Cypher’s Trapwire

Cloudburst (C)

  • Cost increased 100 >>> 200

Bladestorm (X)

  • Ultimate points required increased 6 >>> 7

KILLJOY

Alarmbot (Q)

  • Cooldown after pickup increased 7 >>> 20

Turret (E)

  • Cooldown after pickup increased 10 >>> 20

OMEN

Paranoia (Q)

  • Cost decreased 400 >>> 300

Dark Cover (E)

  • Granted signature charges reduced 2 >>> 1
  • Omen now must buy his second smoke for 100
  • Cooldown time increased 35 >>> 40

Shrouded Step (C)

  • Cost increased 100 >>> 150

PHOENIX

Curveball (Q)

  • Cost increased 200 >>> 250

RAZE

Model Update

  • Model has been updated with a polish pass

Boombot (C)

  • Cost increased 200 >>> 400

Showstopper (X)

  • Ultimate points required increased 7 >>> 8

REYNA

Leer (C)

  • Cost increased 200 >>> 250

SAGE

Slow Orb (Q)

  • Cost increased 100 >>> 200

Barrier Orb (C)

  • Cost increased 300 >>> 400

Resurrection (X)

Ultimate points required increased 7 >>> 8

SKYE

Trailblazer (Q)

  • Vision radius increased 1750 >>> 2250
  • Max concussion duration increased 3 >>> 4
  • Cost increased 200 >>> 250

Guiding Light (E)

  • Charges reduced 3 >>> 2
  • Charges are now replenished on a 40-second cooldown
  • Skye no longer needs to re-equip to trigger her flash
  • Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
  • Audio attenuation when cast reduced 3250 >>> 1250
  • Cost of charges increased 100 >>> 250

SOVA

Shock Dart (Q)

  • Cost increased 100 >>> 150

Recon Bolt (E)

  • Cooldown time increased 35 >>> 40

Owl Drone (C)

  • Cost increased 300 >>> 400

Hunter’s Fury (X)

  • Ultimate points required increased 7 >>> 8

VIPER

Snakebite (C)

  • Duration reduced 8 >>> 6.5
  • Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
  • Cost increased 100 >>> 200
    • We’ve seen a massive resurgence in Viper’s popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.

YORU

Blindside (Q)

  • Cost increased 200 >>> 250

Gatecrash (E)

  • Cooldown time increased 35 >>> 40

WEAPON UPDATES

We always hated kill by run and gun, don’t we? Good News, Riot has nerfed run and gun a lot. They also nerfed walk shooting accuracy for all guns. Also, some weapons prices got reduced to adjust with ability’s high price. Here’s the changes:

ALL WEAPONS

  • Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
    • For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
  • Charges gained from cooldowns are now always temporary
  • Visibility returns faster during the fadeout period of all flashes

ALL RIFLES

  • Walking inaccuracy changed from 1.3 >>> 2.0
  • Running unchanged at 5.0

ALL HEAVIES

  • Walking Inaccuracy changed from .5 >>> 2.4
  • Running unchanged at 6.0

ALL SMGS

  • Walking inaccuracy changed from .3 >>> 1.0
  • Running inaccuracy changed from 2.0 >>> 2.5

CLASSIC

  • Walking inaccuracy changed from .25 >>> .84
  • Running inaccuracy changed from 1.5 >>> 2.1

FRENZY

  • Price decreased 500 >>> 450
  • Walking inaccuracy changed from .25 >>> .8
  • Running inaccuracy changed from 1.0 >>> 2.0

GHOST

  • Walking inaccuracy changed from .25 >>> .92
  • Running Inaccuracy changed from 1.85 >>> 2.3

SHERIFF

  • Walking inaccuracy changed from .25 >>> 1.2
  • Running inaccuracy changed from 2.0 >>> 3.0

JUDGE

  • Price increased 1600 >>> 1850
  • Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
  • Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
    • We want the Judge to be a devastating, multi-fragging, close range option and believe it’s a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we’re taking that down a notch.

BULLDOG

  • Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
  • Price decreased 2100 >>> 2050The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we’re giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.

SHORTY

  • Price decreased 200 >>> 150

STINGER

  • Price decreased 1100 >>> 950

BUCKY

  • Price decreased 900 >>> 850

MARSHAL

  • Price decreased 1000 >>> 950

ARES

  • Price decreased 1600 >>> 1550

OPERATOR

  • Price decreased from 5000 >>> 4700
  • Price decreased 2400 >>> 2250

GUARDIAN

  • Price decreased 2400 >>> 2250

COMPETITIVE UPDATES

To improve ranked matchmaking accuracy and fairness, Riot has made some changes in Valorant. Improved matchmaking accuracy across all ranks. Winning games still most important but individual performance will be accounted for improved matchmaking. Close games will have a smaller effect on rank rating.

They tweaked some minor changes for hard stuck old accounts. If your skill improves you will easily climb up to higher ranks. Rank placement increased to Diamond 1 so that top players don’t need to grind as much as previous acts.

PERFORMANCE UPDATES

Another most important thing about this update is they fixed a lot of bugs, did some UI/UX improvements, optimized Characters, camera calculations, ambient audio, changed kill feed UI. They also added a “ROUND ROLLBACK” feature in Tournament Mode custom games.

Read the Full Patch Notes Here

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