SKYE JOINS THE VALORANT ROSTER!
Skye will be available for use in official esports competition (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any issues).
Valorant’s 1.11 patch notes are here, confirming the addition of the newest Agent Skye, making Icebox a competitive map, plus some major gameplay changes, Agent buffs & nerfs, and more.
[jwplayer TidncSbJ]
Riot games have announced that the 1.11 patch is being rereleased on 2 November at 8AM PT on the American servers, with the other regions rolling out throughout the rest of the day.
Skye will be immediately available post-patch, and Reaver will be available in the store the day after the patch.
— VALORANT (@VALORANT) October 30, 2020
Riot games have announced that the 1.11 patch is getting rolled back after finding a “technical nightmare” within the update.
We'll redeploy later in the week once we can figure out a less disruptive time for the VALORANT First Strike Qualifiers (and have a solution, obviously). If you started the Skye character contract, you won't be able to progress until we patch again. [2/2]
— VALORANT (@VALORANT) October 27, 2020
Valorant should get a fixed patch soon, though Riot only gave a re-release window for “later in the week.”
Original story follows below.
1.11’s headline change is of course the new Agent, Skye. Initially planned to release at the start of Act III, Riot added Icebox, the new map, instead, and pushed Skye back to October 27.
For a full breakdown of Skye’s abilities, check out our comprehensive introduction to the new character here. There’s also big news for left-handed players in this update, as the overdue left-handed viewmodel is finally here.
Some gameplay updates feature too, such as no longer adding a death if you die to the Spike, and attackers who lose the round but survive without planting the Spike getting fewer credits. Check out the full patch notes below for details on all the changes.
Skye will be available for use in official esports competition (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any issues).
With First Strike on the horizon, the balance team has been hard at work making our last round of major balance changes before teams start duking it out. We want to ensure that the top teams don’t have to constantly adapt to a changing game while they’re playing in the tournament. Minor balance changes may occur during the span of First Strike, but we won’t deploy changes like the ones in this patch that heavily impact a team’s strategies.
One of the trends we have observed is that attacking teams can have a really hard time breaking entrenched defenders. Although every piece of the game can influence this type of trend (move speed, weapon tuning, map design, Agent balance), we think there are a few targeted character changes that can help give attackers more opportunities to break entrenched defenders. Each is listed below.—Max Grossman, Lead Character Designer
Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start
Initiators create concentrated windows of extremely high threat to help their teams break onto sites. To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). Our goal here is to increase the opportunity window that Initiator’s teammates have to capitalize on their utility and further differentiate Initiators from Duelists.
Full flash time increased from 1.75 >>> 2
Similar to some of the changes we made with Sage, we want to increase the depth of decision making when playing Sentinels while also providing enemies with more counterplay to “trap” abilities. To reduce the total potential impact of these abilities, autonomous traps are now disabled when the deployer dies (e.g., Cypher’s Trapwire disables when Cypher dies). We want to encourage Sentinel players to play more thoughtfully and carefully around their traps while increasing the reward for taking out the Sentinel player.
Trapwire
Spy Camera
Killjoy is most effective when locking down a single site. Killjoy has to stay near her Turret and Alarmbot for them to remain active. Her global recon should be hit pretty hard here but we have slightly boosted her stalling power to counterbalance that nerf. All in all, we hope to keep Killjoy in a very similar place power wise but give her a stronger identity as the premiere on-site defender.
Deactivation Range
Turret
Nanoswarm
Alarmbot
Play Out All Rounds makes it easier to run practice sessions. When enabled the game will no longer end when a team reaches 13 wins; instead the match will continue until both teams have played a full half of 12 rounds on each side. After 24 rounds the team with more rounds will win. In the case of a tie the game will proceed to overtime (dependent on the Overtime option selected in the lobby screen).
Updates to Economy Ruleset
Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss.
Other Changes
This graphics setting accidentally shipped with the last patch, and we were going to remove it, but your feedback asked us to keep it. So It stays, but with some more tuned defaults. We don’t know when we’ll get to optimizing its performance, or tune it further, so consider it an ongoing Beta.