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.

Valorant agent update version 1.0.7

Sage

Healing : Healing reduced: 100 over 5s >>> 60 over 5s. Self-healing reduced: 100 over 5s >>> 60 over 10s. Riot Games wants to reduce the total amount of healing she performs over the course of the round. They want to prevent her from always relying on self-healing, and if she does, make it more costly.

changes-valorrant-1.0.7
changes-valorrant-1.0.7

Slow Orb: Size reduced by 30%. This should slightly reduce the power of Slow Orb and increase its accuracy. Currently, Slow Orb 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: A cooldown has been added before it deals damage. Damage per second reduced: 60 >>> 40. Visual effects have been added to make it easier to spot the grenade on the ground. The stealth sound range has been slightly increased. Riot says that facing Killjoy's Nano Swarm is a nightmare for players. It's intended as a powerful tool for buying time and for use after planting the Spike. But they believe it currently deals far more damage than intended, and players aren't able to counter it as effectively as they should.

Turret: Sova's reconnaissance shell no longer reveals its location. It now fires more effectively 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 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 in place and join her team before the barrier disappears (or create uncertainty about her location at the start of the round). By increasing the speed at which the wall rises, the odd period when it begins to deploy but doesn't cover all the angles Viper and her allies would expect should be reduced.

Decay: Decay on all vapor-based abilities no longer affects allies. The primary focus of this change is Viper's Pit of the Viper, and it should reduce some of the accidental collateral damage she can cause to her team. This is intended to encourage the development of new team strategies around her ultimate.

Viper's Pit: Now, when Viper deploys Viper's Pit, it 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 flares now behave like other in-game flares. They also apply a small amount of glare more aggressively. Charges increased: 2 >>> 3. Charge time reduced: 0,6s >>> 0,5s.

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 roar: The detonation delay between explosions has been reduced: 0,3 >>> 0,255.

Shock: Shock now stops aiming at players and prevents him from aiming at 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

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

Remake: Now, when a 4v5 match (or even more unbalanced teams) begins, players will have the option to cancel the match they are in and queue for another. If a player disconnects at the start of the match (when the buy phase begins) at any point during the first round, a vote to remake the match can be opened at the start 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

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.

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