Valorant receives patch 1.0.7, and these are the changes
As a constantly running game, Valorant has received a new patch, 1.0.7. There are many changes that have been detailed on the game's official website. We list them here below.
Table of Contents
Valorant agent update version 1.0.7
Sage
Healing: Healing has been reduced: 100 over 5 seconds >>> 60 over 5 seconds. Healing herself has been reduced: 100 over 5 seconds >>> 60 over 10 seconds. Riot Games wants to reduce the total amount of healing done over the course of the round. They want to prevent you from always betting on healing itself and, if it does, making it more expensive.
Orb of Slowdown: Size reduced by 30% .This should slightly reduce Slowing Orb's power and increase Intent. Right now, Orb of Slow covers much more ground than it should if cast properly.
Barrier Orb: Cost reduced: 400 >>> 300.
Fortified Barrier: Wall spawns at 400 health; After 3 seconds of delay, the wall is fortified to 800 health. Riot wants the barrier to be easier to counter and reduce its power when used in response to an attack.
killjoy
Nano-swarm: Added a charge time before it deals damage. Damage per second reduced: 60 >>> 40. Visual effects have been added to make it easier to place the grenade on the ground. The range of the stealth sound has been slightly increased. Riot says that Facing the Killjoy Nanoswarm is a nightmare for gamers. It is intended as a powerful time-saving tool for use after the Spike is attached. But they believe that it currently deals much more damage than desired and players cannot counter it as they should.
Turret: Sova's Recon Projectile no longer reveals it. Now shoots more effectively at an enemy's last known location.
Viper
Toxic screen: Can now be placed during the purchase phase in rounds, through spawn barriers. Toxic Screen now reaches its full length faster, once it begins to form. In many situations, this change should allow Viper to start the round with the screen already on and join his team before the barrier disappears (or creates uncertainty about where he is at the start of the round). Increasing the speed at which the wall climbs should reduce the strange period that occurs when it begins to unfold but does not cover all the angles that Viper and his allies would expect.
Decomposition: Decay on all Vapor abilities no longer affects allies. The main target of this change is Viper's Viper Pit, and it should serve to reduce some of the accidental collateral damage it can cause to your team. Thus they intend to favor the development of new strategies around their final as a team.
Pit of the Viper: When Viper deploys Viper Pit now, he appears on his team's minimap.
Breach
Riot Games advises us that the changes introduced in version 1.0.7 of Valorant do not represent all the changes that Breach will undergo. They will put more changes in future updates.
Blinding Explosion: Off-screen flashes now behave the same as other flashes in the game. They also apply a small amount of glow more aggressively. The loads increase: 2 >>> 3. The load period is reduced: 0,6 s >>> 0,5 s.
Breach should be an option to consider for offensive tackles and utility. Although the power of the blast was quite good, the fact that he had so few charges was preventing him from fulfilling this role in his team. Considering you need allies to capitalize on your flashes, having more of them should make up for it.
Unstoppable Fragment: Detonation delay between explosions has been reduced: 0,3 >>> 0,255.
Shock: Shock now stops aiming at players and prevents me from targeting them again.
Owl
In Valorant version 1.0.7, the physical appearance of the Sova cape has been updated. That way you don't get out of your impact box so much.
We've polished Sova's hands in first person to match the other agents when it comes to looks.
Weapon upgrades
- Scope deflection effect updated when being shot by all shotguns. When you are shot in the head from a shotgun, the deflection of the sight will be less than in other weapons.
The marking of all shotguns has been adjusted for targets greater than 10 meters: - When hitting an enemy more than 10 meters away, a mark value other than the standard will be applied.
- New Dial: 30% slow for 0,5s gently decaying back to normal speed.
- The goal of these changes is to improve the feeling when playing against shotguns and to make sure they don't end up doing weird things. For example, marking or deflection with a greater range than expected allows a teammate to end up killing an enemy under the effects of the debuff, or making it difficult to face a weapon that is lethal up close but should not be too much threat beyond its effective reach.
Weakening of the Shorty: - The range of the first reduced damage is reduced: 9m >>> 7m.
- Headshot multiplier has been updated: x3 >>> x2 (now the same as Judge and Bucky).
- Here, its purpose is that Shorty users have to work a little harder to get a kill. So they will have to be a bit closer to their goal to achieve it.
Weakening of the Judge - Price increases: 1500 >>> 1600.
- They want to see if reducing the Judge's power a little bit, along with the other changes to the shotguns, makes it more fair to take on this weapon. We will follow up and make further changes if necessary.
Vandal upgrade: - Increase the rate of fire: 9,25 >>> 9,75.
- Damage increased: 39 >>> 40.
- The goal of this is for the Vandal to be able to compete with the Phantom. We consider these two weapons to be more or less the same height and hope that these changes will suffice.
Hit visual effects update in Valorant 1.0.7
Riot has made some minor adjustments to the visual effects to improve the clarity of the hit log in Valorant version 1.0.7. Given the sensitivity of the hit log changes, they have been very attentive to player feedback on these changes and we will make the appropriate adjustments.
Hit VFX confirming server registration will now appear at the location of the hit on the character and will be fixed at that position. They previously appeared in the corresponding game space location and stayed there).
There have been issues with hit log clarity for players moving to the location of the hit visual effect. For example, when a player lowered their head and placed it in the space where the visual effect of a body shot occurred. These situations created confusion as to where the shot had hit. With this change, it should be clear where a shot was fired (also which part of the body) even when the character is moving.
Additionally, the effect of a client-predicted slight flash at the location of the game space of a hit now also immediately appears. With the change that sets the typical impact visual effect on the server, they want to integrate immediate information about the bullet so that you can see in which zone your shot has finished and that you adjust your aim accordingly. Take this new visual effect as an improved trail. It should be noted that the bullet is predicted by the customer; In other words, seeing this effect does NOT mean that your shot has been registered on the server (as it happens with contrails).
The colors and shape of the impact flash visual effect have been adjusted to more closely resemble the visual effect of blood.
Context: We want players to be able to play with either of these options without feeling that one provides more clarity than the other.
The size of the headshot visual effect has been adjusted. The scale of both the blood and the flashes is slightly reduced.
At long range, especially, the headshot visual effect covered the player's head on many occasions, making it even more difficult to follow players after the effect. We have scaled this effect down a bit in order to make it easier to track goals.
Valorant Competitive Mode Updates in Version 1.0.7
Redo game: Now, when a 4v5 game begins (or even more lopsided teams), players will have the option to cancel the game they are in so they can queue up to play another. If any player disconnects at the beginning of the game (when the purchase phase begins) at some point in the first round, a vote can be opened to redo the game at the beginning of the second round by typing / remake in the chat.
All the players on the team that are connected can decide whether to redo the game. That all connected players agree is a requirement to redo the game. The vote to redo game will last the period of the purchase phase; If not all have voted by the end of this sentence, the vote will expire.
If the vote is decided to redo the game, the players who voted will not receive EXP or adjustments to their MMR for that game. It will also not appear in the game history. Disconnected players (those not voting) will lose MMR for the game as if it were a normal loss and will receive a withdrawal penalty equivalent to disconnecting from a game that has been played to the end.
Visual effects for Act Ranks have been updated. They hope that it will be easier to differentiate the victories in the different divisions of the ranks. They have changed the way the restriction message appears to players who need to play more non-competitive games in order to access competitive mode, as it could be misunderstood. The purpose is that it is better explained that Deathmatch and Spike Fever do not serve to unlock the competitive one.
Quality improvements
- Spectators can change the player's aiming line (default shortcut: R).
- Spectators can change which teams are visible (default: H - Everyone, J - Allies of the player being watched, K - Enemies of the player being watched, L - None).
- The indicators displayed when corpses are deactivated are now due to the colorblind mode settings.
- The order of spectator hotkeys when selecting players should no longer become random during overtime.
- Spectators should be able to see the money of the player they are watching on the HUD.
- Added an option to disable the UI in game (General -> Hide UI in game).
- An option has been added to deactivate the scope (Look -> Disable scope).
- Spectators can hide the character's arms in the first person (General -> Hide arms in the first person).
- Spectators can activate the team color for the sights of the spectated targets from the settings menu (General -> Use team color for the scope).
- FPS has been improved by allowing a greater variety of visual effects to be multi-threaded, such as Brimstone's Smoke Screen and Breach's Unstoppable Fragor.
For Valorant players who prefer to keep their identity private in game, they have added these features in version 1.0.7: - Hide my name from players who are not members of my party (the agent's name will be displayed).
- Hide the names of players who are not members of my party (agent names will be displayed).
These options will apply from the agent selection until the end of the game. We have also included an option to automatically hide + reject friend requests.
Error correction
Fixed an issue where, when both teams wanted to surrender at the same time, the team that started voting second would not have the option to vote.
Lastly, a bug has been fixed that would display the act range description only in English when another language had been selected.