Valorant’s patch 1.07 is on the way, bringing changes gamers have been asking for along with some serious nerfs coming in for Killjoy and Sage. Aside from balance, hit detection, and quality of life changes, the first thing you need to know is about the Remake system being added.
Like in League of Legends, the Remake feature detects if a player is missing at the beginning of the game and allows players to decide whether or not to end the game and start up a new queue, with no negative impacts on the competitive rating. Now, if your instalock Phoenix ends up going AFK on round 2, you won’t have to suffer through an entire 4v5 game.
The full patch notes, straight from the devs, are below.
Agent 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 secondsSlow OrbSize reduced by 30%Barrier OrbCost reduced from 400 »> 300Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP
Killjoy
- NanoswarmAdded a brief windup before damage beginsDPS reduced from 60 »> 40Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased.TurretNo longer revealed by Sova’s Recon Bolt More effectively shoots at an enemy’s last known location
Viper
- Toxic ScreenCan now be placed during the buy phase of rounds, through spawn barriersToxic Screen now goes up faster along it’s full length, once it starts to formDecayDecay on all smoke abilities no longer affects alliesViper’s PitThe area of Viper’s Pit is now shown on her team’s minimap when deployed
Breach
- FlashpointOff-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressivelyCharges increased from 2 »> 3Reduced windup time from 0.6 seconds »> 0.5 secondsRolling ThunderDetonation delay between blasts decreased from 0.3 »> 0.255ConcussionConcuss now de-scopes players and prevents re-scoping
Sova
- 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
Weapon Balances
- ShotgunsWhen getting headshot by a shotgun, the aimpunch will be lower than all the other weaponsAll shotguns tagging tuned for targets beyond 10 metersHitting an enemy past 10 meters will apply a different tagging value to them instead of the standard taggingNew tagging: 30% slow for .5s on a smooth curve going back to normal speedShorty1st falloff range reduced from 9m »> 7mUpdated headshot multiplier from 3x »> 2x (now the same as Judge and Bucky)JudgePrice increased from 1500 »> 1600VandalIncreased firing rate from 9.25 »> 9.75Increased damage from 39 »> 40
These updates should shake up the meta. Sage has been an insta-pick since the game’s release and recently the Vandal fell off in favor of the Phantom. It is possible with this buffs and nerfs players will expand their horizons when it comes to picking an agent and the essential rifle.
Heal reduced from 100 over 5 seconds »> 60 over 5 seconds Self heal reduced from 100 over 5 seconds »> 60 over 10 seconds
Size reduced by 30%
Cost reduced from 400 »> 300Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP
Added a brief windup before damage beginsDPS reduced from 60 »> 40Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased.
No longer revealed by Sova’s Recon Bolt More effectively shoots at an enemy’s last known location
Can now be placed during the buy phase of rounds, through spawn barriersToxic Screen now goes up faster along it’s full length, once it starts to form
Decay on all smoke abilities no longer affects allies
The area of Viper’s Pit is now shown on her team’s minimap when deployed
Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressivelyCharges increased from 2 »> 3Reduced windup time from 0.6 seconds »> 0.5 seconds
Detonation delay between blasts decreased from 0.3 »> 0.255
Concuss now de-scopes players and prevents re-scoping
When getting headshot by a shotgun, the aimpunch will be lower than all the other weaponsAll shotguns tagging tuned for targets beyond 10 metersHitting an enemy past 10 meters will apply a different tagging value to them instead of the standard taggingNew tagging: 30% slow for .5s on a smooth curve going back to normal speed
1st falloff range reduced from 9m »> 7mUpdated headshot multiplier from 3x »> 2x (now the same as Judge and Bucky)
Price increased from 1500 »> 1600
Increased firing rate from 9.25 »> 9.75Increased damage from 39 »> 40