Patch Notes – Valorant 3.00 official patch notes

Patch Notes - Valorant 3.00 official patch notes
With Patch 3.00 we finally get the new agent Kay/O | © Games

Valorant Patch 3.00 is finally here! With the new patch we also get the new Episode 3 Act 1 and the brand new Agent Kay/O in Valorant. Check out the official patch notes and everything you need to know about Valorant Patch 3.00 here!

As we predicted, Valorant Patch 3.00 brings a lot of new changes to the game. Basically, every agent and weapon sees changes. Also, and almost most importantly, we finally see the new agent Kay/O!

 

Co-lead designers Max Grossman and Sal Garozzo explained the ambitions of this patch:

There are many changes with this patch, but they focus on two important components of the game: The importance of accurate marksmanship and the expansion of the tactical sandbox.

Valorant 3.00 Official Patch Notes

Without further ado, lets take a look at the Valorant 3.00 Official Patch Notes! But be warned: this is going to be long….

Without further ado, lets take a look at the Valorant 3.00 Official Patch Notes! But be warned: this is going to be long….

Agent Updates

In order to create more dynamic matches, we have adjusted the prices of abilities, cooldowns, and ult costs for each agent. We noticed that some agents were having too much impact on the match with their abilities without feeling it financially.Our goal is to better distribute abilities in a round so you have to think more about what you buy and when.

All Agents

  • Signature abilities now only grant one charge per turn, instead of granting one charge every turn.

If your signature ability has two charges and you have one left at the end of the round, the second charge is not replenished.

  • Charges obtained through cooldowns are now always temporary
  • Sight now returns faster after glare effects

Astra

Astra is very popular at higher ranks, and we find that their play patterns are hard to counter. Astra is supposed to create pressure all over the map, but she currently does that too often. Opponents can’t launch counter actions. These changes are to allow opponents to take more actions and extend the cooldown window after she uses or recalls her stars.

Nova Pulse (Q)

  • Cooldown increased 12 >>> 25

Gravity Well (C)

  • Cooldown increased 12 >>> 25

Stars/Astral Form (X)

  • Stars placed in the purchase phase are inactive.

When the barriers fall, their stars recharge for 1.4 seconds before becoming active and usable.

  • Astra can now see the location of the spike when Astral Form is active.

This display is not animated, so it does not give any further info on the spike’s status.

  • Recall cooldown increased 8 >>> 15
  • Granted signature charges decreased 2 >>> 1
  • Star cost decreased 200 >>>150

Breach

By KAY/O, we need to take a look at our other initiators.

Breach’s third blinding charge is removed to spread his blast across his entire arsenal. The updates to his other abilities provide more stable damage to Breach and his allies. We’re also shortening the cast time of some abilities and slowing down his lightning charge to allow Breach to re-equip his weapon and use his tools.

Lightning charge (Q)

  • Total charges decreased 3 >>> 2
  • Cost increased 200 >>> 250
  • Projectile speed decreased 2.500 >>> 2.000

Warp line (E)

  • Total charge time decreased 1.5 >>> 1 second
  • Width increased 600 >>> 750
  • Indicated recharge time decreased 1.3 >>> 1 second
  • Duration of concussion increased 3 >>> 3.5 seconds
  • available earlier 1 >>> 0.7 seconds
  • Cooldown increased 35 >>> 40

Aftershock (C)

  • Now explodes three times and deals 60 damage with each explosion without
    loss and at 0.6 second intervals.
  • Explosion radius increased 260 >>> 300
  • Weapons are available earlier 1.1 >>> 0.9 seconds
  • Cost increased 100 >>> 200

Thunder Roar (X)

  • Width of all explosions increased to 2,300 (previously only the case for the last explosion)

Brimstone

Fire bombardment (Q)

  • Cost increased 200 >>> 250

Cypher

  • Neural Thief (X)
  • Required Ult points decreased 7 >>> 6

Jett

We have reversed the trap wire interaction of Jett and Cypher. When we introduced this change, we felt that Jett was weak and Cypher was too dominant. As players have learned Cypher’s mechanics and Jett has earned her place in the game, Jett should now have to plan around Cypher’s well thought out traps instead of just dashing through them.

Upwind (Q)

  • Cost increased 100 >>> 150

Tailwind (E)

  • No longer destroys Cypher’s drop wire

Cloudburst (C)

  • Cost increased 100 >>> 200

Blade Storm (X)

  • Required ult points increased 6 >>> 7

Killjoy

Alarm Bot (Q)

  • Recall cooldown increased 7 >>> 20

Turret (E)

  • Recall cooldown increased 10 >>> 20

Omen

Paranoia (Q)

  • Cost decreased 400 >>> 300

Sinister Veil (E)

  • Number of signature charges reduced 2 >>> 1
  • Omen’s second smoke now costs 100
  • Cooldown increased 35 >>> 40

Fogged steps (C)

  • Cost increased 100 >>> 150

Phoenix

Nasty Throw (Q)

  • Cost increased 200 >>> 250

Raze

Figure

  • Figure has been updated

Boombot (C)

  • Cost increased 200 >>> 400

Full pipe (X)

  • Required ult points increased 7 >>> 8

Reyna

Stare (C)

  • Cost increased 200 >>> 250

Sage

Slowing Sphere (Q)

  • Cost increased 100 >>> 200

Barrier Sphere (C)

  • Cost increased 300 >>> 400

Resurrection (X)

  • Required ult points increased 7 >>> 8

Skye

Skye no longer has a third blinding charge, but gets charges with decay time for her signature ability. Skye no longer needs to discard her weapon to cast Polaris. There have also been some general improvements to projectile control. Pathbreaker’s sight radius was a bit too small to cover medium sized spaces – although that’s what it was intended for – and Stun needs a bit more bite since it’s so hard to hit. Hopefully, with these changes, Skye will be chosen more often in the single player queue and can earn her spot.

Pathbreaker (Q)

  • Sight range increased: 1,750 >>> 2,250
  • Maximum duration of concussion increased 3 >>> 4 seconds
  • Cost increased 200 >>> 250

Polaris (E)

  • Charges reduced 3 >>> 2
  • Charges are recharged with 40 seconds cooldown
  • No need to equip again to use the glare
  • Polarstern’s projectile now takes curves tighter and responds better to control
  • Audio is now less muffled when casting 3,250 >>> 1,250
  • Cost of charges increased 100 >>> 250

Sova

Shock Arrow (Q)

  • Cost increased 100 >>> 150
  • Reconnaissance projectile (E)
  • Cooldown increased 35 >>> 40

Owl Drone (C)

  • Cost increased 300 >>> 400

Fury of the Hunter (X)

  • Required ult points increased 7 >>> 8

Viper

Snake bite (C)

  • Duration reduced 8 >>> 6.5 seconds
  • The edges of Viper’s acid field form more quickly to ensure that enemies within it for the entire duration take lethal damage.
  • Cost increased 100 >>> 200

Viper has become much more popular again and is used to stop enemies and prevent the spike from disarming. Hopefully we can get that down a bit.

Yoru

  • Take them by surprise (Q)
  • Cost increased 200 >>> 250

Surprise Visit (E)

  • Cooldown increased 35 >>> 40

Weapon updates

Since the release, there has been a lot of discussion about shooting techniques. There are situations where you should move and shoot at the same time, but currently this tactic is stronger than we would like. This patch focuses on one piece of the puzzle that we haven’t adjusted yet.

A running player fires at you without slowing down; you return fire, hitting him and slowing him down. So he slows down and the shots become more accurate, even if he didn’t mean to stop. This behavior underlies many clips that are sent to us. The changes in this patch should fix that, especially at longer range. Overall, we want to reward proactive, accurate movement.

We’ve lowered the slowdown, reduced the dead zones, and lowered the accuracy of movements. In this way, we want to make combat snappier without squelching players’ intuition and instincts.

Shooting while walking (not running) has always been quite accurate, allowing players to fire fairly precise shots at medium range. With the new changes, the accuracy of mid-range walking shots will be significantly lowered, so players who stop will be rewarded.

We’ve also adjusted the accuracy of secondary weapons and submachine guns while walking to make firefights with these weapons more exciting without losing their identity. They are still quite accurate at short distances.

Patch Notes - Valorant 3.00 official patch notes
See all important changes of Valorant Patch 3.00 in this overview. | ©

All weapons

  • Bullet marking lowered from 75% slowdown >>> 72.5% slowdown

“Marking” is the effect when you get hit

  • Weapon dead zones lowered from 30% >>> 27.5

“Deadzone” in VALORANT stands for the movement speed above which shots become inaccurate

All assault rifles

  • Inaccuracy in running adjusted from 1.3 >>> 2.0.
  • Running unchanged at 5.0

All MGs

  • Inaccuracy in running changed from 0.5 >>> 2.4.
  • Race unchanged at 6.0

All submachine guns

  • Inaccuracy in running changed from 0.3 >>> 1.0.
  • Race inaccuracy changed from 2.0 >>> 2.5.

Classic

  • Inaccuracy in running changed from 0,25 >>> 0,84.
  • Changed inaccuracy at race from 1.5 >>> 2.1.

Frenzy

  • Price reduced from 500 >>> 450
  • Inaccuracy in running changed from 0,25 >>> 0,8.
  • Inaccuracy in racing changed from 1.0 >>> 2.0.

Ghost

  • Changed inaccuracy in running from 0.25 >>> 0.92.
  • Inaccuracy in running changed from 1.85 >>> 2.3.

Sheriff

  • Inaccuracy in running changed from 0,25 >>> 1,2.
  • Race inaccuracy changed from 2.0 >>> 3.0.

Judge

  • Price increased: 1.600 >>> 1.850
  • Damage loss at 10 m decreased from 13 per bullet >>> 10 per bullet
  • Damage loss at 15 m decreased from 10 per bullet >>> 7 per bullet

Judge is supposed to be a destructive melee option. We have the impression that it was a bit too exclusive. At longer range it also gave better results than intended, so we’re changing that.

Bulldog

  • Hip Fire (Auto Mode): Fire rate increased from 9.15 RPS >>> 9.5
  • Price lowered from 2.100 >>> 2.050

The Bulldog didn’t feel important enough at short and medium range where there is little use of sights. We are increasing the rate of fire and lowering the price to make it a more enticing option.

Shorty

  • Price lowered from 200 >>> 150

Stinger

  • Price lowered from 1,100 >>> 950

Bucky

  • Price reduced from 900 >>> 850

Marshal

  • Price lowered from 1.000 >>> 950

Ares

  • Price lowered from 1.600 >>> 1.550

Operator

  • Price lowered from 5.000 >>> 4.700

Weighted Mode Updates

Our focus for Episode 3 is on matchmaking accuracy and fairness. We’ve reworked our system so that these two items should be more enjoyable for a majority of players. Without going into too much detail, here’s what you can expect in Episode 3.

Our goals for the player experience:

  • Wins should matter most – at every skill level.
  • We want to the assessment of individual performance, because that’s how fair, balanced matches come about.
  • The rank should be able to accurately represent your current skill level.
  • This way you are more likely to play on your main account and reach the right rank faster.

This is what you can expect from our changes:

  • Older accounts no longer give the impression of being “stuck.” As you improve, your rank should reflect that, no matter how old your account is.
  • Matchmaking will be improved for all ranks, making it easier to advance, but preventing runaways up or down.
  • Victories still affect rank the most, but individual performance will be included in matchmaking from Immortal+ onward

So the highest levels should be able to play better matches.

  • Close matches have less impact on rankings
  • Ranking curves adjusted so that promotions and relegations seem less arbitrary appear
  • Rank distribution updated
  • Ranking matches increased to diamond 1

So players at higher levels should have to grind less

We’ll keep an eye on these changes and adjust them as we see fit. We look forward to seeing what players do with these changes and ask for feedback during Episode 3!

Performance updates

We’re looking forward to big improvements for 3.0! These updates are the result of great effort and successful collaboration between many VALORANT teams. Performance is measured in the small things and we can actually always make small changes. Now there are many small changes at once.

Players with medium or good computers (CPU) can expect up to 6% performance improvement due to the following changes:

  • Improved clipping calculations through multithreading
  • Improved use of multiple cores for distributed tasks
  • Optimized camera calculation
  • Optimized ambient noise for each map
  • General improvements for all skill animations

Social updates

  • Floating banners have been added to the Social window.

Hover over your friends list to learn more about the players. Rank, account level, Riot ID, note, title, player banner and more!

  • You can now invite players to your own games via Riot ID.

Gameplay updates

“Round Rollback” feature for custom games in tournament mode.

  • This function allows you to reset the game to the beginning of a previous round and play from there
  • This feature can be set when creating a custom game under “Options” when you turn on tournament mode.

Moderators can initiate a rollback. If cheats are enabled, all players can initiate a rollback.

  • In the match, the round rollback is located in the menu under “Cheats”.
  • Outer crosshair lines can be turned on and off!
  • Adjusted timings for supports and thresholds for supports with abilities to be more consistent.

Progress updates

Happy Birthday, VALORANT! To celebrate, we’ve added a new pass called “Year One”. Unlike the battle passes, it is free of charge.

  • The pass will be active for the course of patch 3.0 and will end with the release of 3.01, so grab your loot.

No party without friends. We’ve added a team boost: You will now get extra XP when playing in an arranged group.

  • +8% boost for one more player, +12% for two, +16% for three, and +20% for a full party. This boost is also active for the course of Patch 3.0.

We’re also adding account level ups permanently: A new way to give credit for your playtime in VALORANT and reward you for playing is coming into play.

  • Your account player banner will now have a numerical level indicator that represents how much you have played.
  • Also, depending on how much time you have played prior to patch 3.0, you will be placed directly on a specific level.

Error handling

Agents

  • Allies blocked by Sage’s Barrier Sphere during revival will destroy the wall to avoid getting stuck.
  • Fixed a bug where Skye’s pack would show up on the mini-map even if it wasn’t visible to enemies.
  • Fixed a bug where Viper’s Ult was not showing as active to the team when Snake Pit was active.
  • Fixed a bug where Cypher’s Spy Camera was placed on Icebox center in the map.
  • Fixed a bug where Reyna’s Eliminate could not be re-purchased if the Buy menu was closed and reopened during the purchase phase.
  • Fixed a bug where Sova’s Hunter’s Wrath could be cancelled when charging the shot to bypass the discard animation by equipping a weapon, ability, or spike.
  • Fixed a bug where a second loadout could not be purchased when buying Cypher’s Trap Wire/Cages and Killjoy’s Nano Swarm during the purchase phase.

Ranked

  • Fixed a bug that caused a delay in updating the leaderboard score in the match history after short past scored matches.
  • Fixed a bug that caused a graphic error to appear in the history screen when losing the “Immortal” rank.
  • Fixed a bug that caused friends’ history to load permanently.

Social

  • Fixed a bug where friends’ names in the Social window merged when interacting. It’s just too hot!

Content Support

  • Fixed a bug where skins were incorrectly displayed in the collection.

Gameplay technology

  • Fixed a bug where the inner crosshair on/off feature was not working.
  • Fixed a bug where area effect kills were not assigned to the correct character when an enemy was weakened.
  • Fixed a bug where the flashing and sounds of the spike icon were out of sync.
  • Fixed a bug where the progress bar of allies was not always displayed when disarming the spike.
  • Fixed a bug where the kill feed of observers did not display team colors.
  • Reverted the bug from the previous patch that fixed the gyro arms because animations were getting wonky.

Woah, that was a lot! We warned you that Valorant Patch 3.00 is big! The team at Riot Games definitely put a lot into it. Changes to every agent and weapon? That sounds exciting and potentially dangerous, and we’re excited to see how the game will change. What do you think of the changes in the official Valorant 3.00 patch? Let us know on Facebook and Twitter!

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What are Patchnotes?

Patchnotes are specially designed to appear only in the appropriate places.

What is Valorant?

Valorant initially appears to be a cross between CS:Go and . A competitive shooter where two small teams compete against each other.

Your team is either ready to attack or defend, with the attackers placing a “stinger” (essentially a bomb) that the other team must then defuse or preferably prevent you from placing at all.

The attacking team can win by either eliminating the defenders or placing the stinger and then protecting it from defusing until the timer runs out. The defenders can similarly win by destroying the attackers before they have a chance to plant their stinger, or disarming the stinger after it has been planted.

Each team of five can play as both attackers and defenders during a game. Each game has a total of 25 rounds, with the first team to win 13 rounds declared the winner

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