A Riot Games já divulgou as notas de atualização do patch 1.07, o próximo a chegar ao VALORANT entre hoje e amanhã com alterações significativas em diversos agentes e armas.

Uma das grandes novidades do Ato II do FPS, a KillJoy viu as suas habilidades serem mais limitadas de forma a balancear a sua jogabilidade, não estando sozinha neste departamento uma vez que a Sage também teve o seu valor bastante reduzido com as alterações aplicadas.

Por outro lado, a Viper continua a ser beneficiada pela equipa de produção de jogo com esperanças de se tornar cada vez mais viável a nível competitivo e uma opção regular para jogos – com um set já por si bastante útil, o Breach saiu ainda mais melhorado desta atualização com os extras adicionados.


Os destaques do Patch 1.07

Nas armas, a Riot Games continua a arrumar o departamento das caçadeiras com "nerfs" aplicados no seu comportamento e características. Uma das riffles de eleição, a Vandal promete tornar-se mais letal com o aumento da frequência de disparo.

Nos jogos competitivos, uma opção de "Remake" foi adicionada quando uma partida começa em 4vs5 ou cenário piores de desequilíbrio devido a desconexão de um ou mais jogadores.

Os utilizadores irão ter a opção de acabar com o jogo instantaneamente e entrar em queue para um novo, não sendo penalizados por isso.

Em baixo, os principais destaques do Patch 1.07 (a versão completa pode ser lida aqui):

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]

  • Size reduced by 30%

[Barrier Orb]

  • Cost reduced from 400 >>> 300
  • Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP

KILLJOY

[Nanoswarm]

  • Added a brief windup before damage begins
  • DPS reduced from 60 >>> 40
  • Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased

[Turret]

  • No longer revealed by Sova’s Recon Bolt
  • More effectively shoots at an enemy’s last known location

VIPER

[Toxic Screen]

  • Can now be placed during the buy phase of rounds, through spawn barriers
  • Toxic Screen now goes up faster along it’s full length, once it starts to form

[Decay]

  • Decay on all smoke abilities no longer affects allies

[Viper’s Pit]

  • The area of Viper’s Pit is now shown on her team’s minimap when deployed

BREACH

[Flashpoint]

  • Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressively
  • Charges increased from 2 >>> 3
  • Reduced windup time from 0.6 seconds >>> 0.5 seconds

[Rolling Thunder]

  • Detonation delay between blasts decreased from 0.3 >>> 0.255

[Concussion]

  • Concuss 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 UPDATES

  • All shotguns aimpunch update
  • 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
  • Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging
  • New tagging: 30% slow for .5s on a smooth curve going back to normal speed

[Shorty]

  • 1st falloff range reduced from 9m >>> 7m
  • Updated headshot multiplier from 3x >>> 2x (now the same as Judge and Bucky)

[Judge]

Price increased from 1500 >>> 1600

[Vandal]

  • Increased firing rate from 9.25 >>> 9.75
  • Increased damage from 39 >>> 40

COMPETITIVE UPDATES

[Remake match]

  • When a match begins with a 4v5 (or more lopsided teams), players will now have the option to end the game they’re in and queue for a new one.
  • If any player is disconnected at the start of the match (beginning of buy phase) through the entire first round, a remake call may be triggered at the start of the second round by typing /remake in chat.
  • All connected players on the team that called the remake may vote to remake the game— It’s required that all connected players agree to remake the game
  • The remake vote will last for the duration of the buy phase, if the vote is not passed by the end of buy phase it will expire
  • If the vote is successfully passed and the game is remade, all players who voted do not receive any XP or MMR adjustments for the match. The match will also not show up in match history. All disconnected players not part of the vote will take a full MMR loss for the game, and receive a leaver penalty equivalent to disconnecting from a full match..
  • Act Ranks visuals have been updated to better differentiate wins at different rank tiers
  • Changed some potentially misleading verbiage in the restriction message for players who need to play more unrated games to unlock competitive play