Valorant Patch 1.07 – Patch notes

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Valorant’s patch 1.07 is on the way, bringing changes players have actually been asking for along with some severe nerfs coming in for Killjoy and Sage. Aside from balance, hit detection, and quality of life changes, the first thing you need to know has to do with the Remake system being added.

Like in League of Legends, the Remake feature discovers if a player is missing out on at the start of the game and allows players to choose whether to end the game and start up a new queue, with no unfavorable effects on the competitive ranking. Now, if your instalock Phoenix ends up going AFK on round 2, you won’ t need to suffer through a whole 4v5 game.

The full patch notes, directly from the devs, are below.

Representative Balances

Sage

  • Heal
    • Heal reduced from 100 over 5 seconds >>> > > > 60 over 5 seconds
    • Self heal reduced from 100 over 5 seconds >>> > > > 60 over 10 seconds
  • Slow Orb
  • Barrier Orb
    • Cost reduced from 400 >>> > > > 300
    • Strengthening Barrier: Wall forms at 400 HP– after a 3 second hold-up, the wall ends up being strengthened to 800 HP

Killjoy

  • Nanoswarm
    • Added a short windup before damage begins
    • DPS reduced from 60 >>> > > > 40
    • Visual impacts have actually been added to make it easier to find the grenade on the ground Stealth audio range has actually been somewhat increased.
  • Turret
    • No longer revealed by Sova’s Reconnaissance Bolt
    • Better contends an enemy’s last understood location

Viper

  • Poisonous Screen
    • Can now be positioned during the buy phase of rounds, through spawn barriers
    • Poisonous Screen now goes up much faster along it’s full length, once it begins to form
  • Decay
    • Decay on all smoke abilities no longer impacts allies
  • Viper’s Pit
    • The area of Viper’s Pit is now revealed on her team’s minimap when released

Breach

  • Flashpoint
    • Off- screen flashes now match behavior of other flashes in the game and use a minimum amount of flash more strongly
    • Charges increased from 2 >>> > > > 3
    • Reduced windup time from 0.6 seconds >>> > > > 0.5 seconds
  • Rolling Thunder
    • Detonation hold-up in between blasts reduced from 0.3 >>> > > > 0.255
  • Concussion
    • Concuss now de- scopes players and avoids re- scoping

Sova

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

Weapon Balances

  • Shotguns
    • 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
    • Striking an enemy past 10 meters will use a various tagging worth to them instead of the standard tagging
    • New tagging: 30% sluggish for.5 s on a smooth curve going back to normal speed
  • Shorty
    • first falloff range reduced from 9m >>> > > > 7m
    • Updated headshot multiplier from 3x >>> > > > 2x (now the like Judge and Bucky)
  • Judge
    • Price increased from 1500 >>> > > > 1600
  • Vandal
    • Increased firing rate from 9.25 >>> > > > 9.75
    • Increased damage from 39 >>> > > > 40

These updates should shake up the meta. Sage has actually been an insta-pick given that the game’s release and just recently the Vandal fell off in favor of the Phantom. When it

selecting a representative and the important rifle, it is (*) this nerfs and enthusiasts (*) will broaden their horizons.(*)

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