Hey everyone, let’s dive into the latest updates in Valorant’s Patch 6.11. Riot team has been tirelessly tweaking some of your beloved Agents and weaponry, including Chamber, Viper, the Shorty, and the Frenzy, not forgetting the strategic adjustments to Pearl’s B Site.
The Rolling Thunder ability (X) now boasts revamped warning visuals that offer a sharper edge to the ultimate’s area of effect. This makes it more intuitive to discern whether you’re in the line of fire.
Chamber had taken a backseat recently due to changes in Patch 5.12. We’ve revamped his abilities to amplify his lurking prowess while offering more versatility within his setups. Rendezvous (E) now boasts a reduced weapon equip time, while Trademark (C) sees an increased disable range and reduced trap arm speed. Furthermore, Tour De Force (X) has an augmented firing rate of 15%.
The changes to Viper aim to establish explicit downtimes around her utility while curbing the multiplicative effects of her and Harbor’s vision block. We’ve reduced her fuel regeneration per second, extending the time needed to reach max fuel. The change is designed to require precision in utility use and provide attackers and defenders with more strategic opportunities.
Additionally, we’ve polished a handful of miscellaneous elements. For instance, Yoru’s Fakeout (C) can be visually affected when hit by Concussing abilities, and Sova’s cape dynamics have been smoothened.
Gameplay Systems Overhaul
We’ve enhanced the Combat Report by showing “Allies Dazed” alongside “Enemies Dazed” for all Concuss abilities. Observer Mode has seen performance optimizations, especially when frequently switching between Agents using abilities. We’ve also streamlined font systems, maintaining the consistency of character and text sizes compared to previous patches.
Pearl Map Refinements
Pearl’s B Site has undergone crucial adjustments. We’ve modified the B Ramp Screen and removed the attacker cubby, making the position more predictable and easier to tackle. The B Site Screen has been extended, creating a larger pocket for defenders and introducing a new mixup option with a stack of crates. We’ve also added a new cubby in B Hall, offering defenders another position to play from.
Weapon Accuracy on Ascenders / Ziplines (Ropes):
We’ve tweaked the weapon spread on ropes for most weapons, making combat on ropes a bit more challenging but still viable in close-range scenarios.
Ascender min spread on ropes increased to 65% of the walking spread
Rifles from 0.8 to 1.3
Classic from 0.35 to 0.55
Frenzy from 0.35 to 0.52
Ghost from 0.35 to 0 .6
Sheriff from 0.35 to 0.78
SMGs from 0.3 to 0.65
Snipers & Shotguns unchanged
The Shorty, while having found a unique role in the game, was slightly too reliable and accessible. We’ve increased the price and adjusted the damage, making the Shorty a more thoughtful choice during gameplay.
Reserve ammo adjusted from 10 to 6
Price adjusted from 150 to 300
Damage at no fall-off adjusted from 12 to 11
Damage at first step fall-off (7 meters) adjusted from 8 to 6
We’ve altered Frenzy’s spread and recoil, making long-range fights more challenging while maintaining Frenzy’s short-range power.
Min spread increased from 0.45 to 0.65
Spread curve adjusted
The maximum spread reached in 5 bullets instead of 6
Recoil pitch curve adjusted
Maximum recoil will be reached in 5 bullets instead of 6. Total recoil is lowered to compensate.
Error Power and Recoil Adjustments:
We’ve reduced center biasing in movement states to make shots fired while moving almost uniformly randomly within their spread cone. This should help reduce the frequency of run-and-gun and jump-shooting kills, especially at longer ranges.
For select weapons, we’ve increased vertical recoil while firing on the run, making the weapons less controllable in this state and thereby reducing the likelihood of incidental run-and-gun kills.
Vertical Recoil Multiplier While Running:
Phantom: 1.5 to 1.8
Spectre: 1.5 to 1.8
Vandal: 1.5 to 1.8
Frenzy: 1.25 to 1.5
Ammo Reverse for Vandal and Phantom
The primary focus is the considerable nerf to the popular weapons – Vandal and Phantom. Not previously observed in the testing servers, this patch curtails the reserve ammunition for both guns to mitigate excessive spamming, fostering a strategic approach in gunfights. Specifically, the Vandal’s spare ammo capacity has been reduced from 75 to 50, whereas the Phantom has decreased from 90 to 60. Consequently, these guns are now limited to two full reloads instead of the prior three. This change is seen as an endeavor to balance gameplay, necessitating players to be judicious with their shots and possibly explore other weapons. As these changes roll out, players must reevaluate their strategies to adapt to this new gameplay ecosystem.
That wraps up our deep dive into the VALORANT Patch Notes 6.11. As always, your feedback is crucial to improving the game we all love. Don’t hesitate to let us know your thoughts on these updates. Happy gaming!