Altombre

Altombre



02 Jun

Comment

Originally posted by OHydroxide

Hey I just had a question about the Raze nerf if you're able to answer. I think it's a good way to nerf that ability especially with people using it as a second nade, but do you guys think Raze was too strong? I just didn't expect a nerf without a compensation buff. Her tournament pick rate is rising but still fairly low when compared to the top picks.

First just to set a bit of context: one of our commitments as a balance team is that we aim to create an enjoyable, balanced experience for players across all of our skill levels. With that in mind...

The tournament scene is still early on right now and the meta is adapting; our hope is that with some of the Sage/Cypher nerfs in the past patches, alongside some of the Omen/Phoenix/Jett buffs, that we'll see some more meta differentiation there. If Raze needs serious work to be a viable pick there, we'll look into that too.

Looking at the actual matchmaking playerbase though, yes - Raze was one of the stronger agents across a variety of skill ratings last patch, so she's deserving of a nerf. Compet-level changes will take more nuance and communication as the scene becomes a bit more solidified!

Comment

Originally posted by MoonDawg2

Hello I wanted to ask, are this all the changes for mid on Split? It feels a bit underwhelming since it's essentially the same lines of sight for the most part. Is there a small box to jump on to get on the small platform on mid?

I think split's real issue is that it's just too mid based. If you take mid control your chances of winning massively improve, but that's also a slippery slope that makes the map too atk sided since rotations are so extremely easy to shutdown and retakes are rather hard to do.

I can't wait to try it out though. There's a high probability that I'm missing something, but overall great changes all around.

You guys have a challenge on that map. Maybe changing entrances in the future will be the way to go, idk. Froggie hat

These are all the changes we have currently, but YES there is a small box to jump on to get to that small platform in mid. Hopefully, it should be easier for attackers to make bits of progress through mid with the ability to hop up to that ledge and isolate angles more easily. If this doesn't end up playing out the way we'd hoped, though, we will continue to make changes to the map to improve the experience.

Comment

Originally posted by SimplyFrankie

Gotcha, well thank you so much for responding notheless, I appreciate it!

Of course! We always appreciate your feedback on stuff like this.

Comment

Originally posted by Daiephir

I have a question regarding Sage, have you guys iterated with giving Sage's heal a 2 kill recharge like Phoenix/Raze?

Starting context: I'm not a designer, I'm insights on gameplay overall, so take my opinions with a grain of salt!

We haven't; currently that mechanic is only present on our Duelist class (Phoenix, Jett, Raze). That definitely doesn't mean Duelists will be the only agents to get 2 kill resets, but that tends to serve as a function to encourage those agents to get kills and optimize their uses, instead of trying to optimize net round value by using abilities off cooldown.

Purely my opinion, but personally, I find abilities like Sage's heal or Sova's recon dart more interesting on cooldown models because they challenge the user to debate between getting max value between cooldowns (using Sage heal as soon as anyone gets hurt, throwing Sova darts at round start) vs. trying to get the max value with a single use (but in doing so and waiting for the perfect moment, risking not getting additional casts before the round is over). The kill reset model shifts that decision ma...

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Comment

Originally posted by SimplyFrankie

Any comment or insight?

/u/Altombre /u/Riot_Milkcow /u/RiotNu

It would be very much appreciated!

Unfortunately I don't have any insight here - there are tons of folks on the team like myself who just don't interface with bugs at all, so I can't speak to this. Sorry!


01 Jun

Comment

Originally posted by diyard

Hi, any info on battle pass?

Sorry, I work specifically on gameplay content (agents, maps, weapons, live balance) so I don't have much context on the battle pass specifically. /u/Riot_Preeti and u/RiotSWAGGERNAU7 may know more!

Comment

Originally posted by Ralouch

The changes you've made to raze and omen are so well thought out, so great job so far. Maybe if vipers identity was more apparent/powerful. She's so map reliant with her wall cheese that maybe some adjustments can be made to make her more well rounded.

Thanks! Game balance is always an ongoing lesson, so we'll continue to iterate as time goes on. And yeah, I'd agree with your assessment on Viper. Can't speak to any details yet, but we're on the same page.

Comment

Originally posted by SyzbuH

Just curious, was there a reason you guys never had the snake bite slow implemented? Was it something that was tried before beta and wasn’t liked, and just never taken out of the description?

Just an out of date tooltip, Snakebite hasn't slowed for a very long time internally iirc. For clarity, that's not currently something we're looking at for future Viper changes either. Maybe that'll change, but as it stands now it seems unlikely that we'd add a slow to that ability anytime soon.

Comment

Originally posted by TheOnePercent44

They added Frog Hat.

That is all.

froggie hat

Comment

Originally posted by TuffPeen

LETS GO

Edit: No viper buffs I cry

We've got lots of ideas for Viper, but nothing that we felt comfortable fitting into this specific patch window. We haven't forgotten you poison bae mains though, keep an eye out in the future!


30 May

Comment

Originally posted by stormcaller_op

This is potentially ok but I hope she cannot get above 150 if she already has armor.

I don’t want to spoil any fun speculation but I will say this - yeah she can’t go over 150.


23 May

Comment

Originally posted by Its_Vexe

Abloopdadooda made some good points in this post.

While I do agree with many of the issues they’ve pointed out as interfering with a competitive environment, bugs on release are acceptable and most players won’t mind, and some of the bugs you listed are already being addressed (hitreg issue)and they probably had to discuss Raze/Jett and Viper boosting so that’ll be addressed for sure. They took out sage wall heaven-peeking on Haven so they will surely take boosting out too. It’s just a beta, release without ranked and the rare chance you come across exploiters in lower elo (mostly new players will be here obviously) it just seems like they’ll have it at an acceptable state post June 2nd.

All I’m saying is, Riot games should know what they’re doing by now(LoL is 10+ years), and they must have some plan to tackle the issues that have been most glaring/prevalent in the community.

I see a minimum of like 2-3 rioters a day addressing/looking at posts and replyi...

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Yeah, we're looking at all of the issues that get stated pretty often (FPS drops, hit reg, map exploits, etc.) and have solutions we're shipping for our launch patch. I know these things are frustrating (they're frustrating for me too, so I absolutely understand) but we're committed to fixing them and they're very solvable problems.

VALORANT is about to be a truly live game, and it will always have something to fix, add, or change - whether it's balance changes, improving performance, adding new content, etc. - and that'll never stop. I totally understand concerns around some of these issues coming into launch, but I also want to reinforce that we don't see launching VALORANT as the "finish line"; rather, it's the start of a marathon. We are committed to supporting this game for years to come, regardless of what issues crop up - so keep giving us feedback and we'll keep finding more things to fix, add, and change to make the game better.


22 May

Comment

Originally posted by -UnaBLe-

I think there is a few more issues which are realy important such as FPS drops and low fps, high ping and a few more but they can be fix fast because before 0.5 version we had a good fps.

We're looking at all of these for the launch patch (and have talked about a few in dev blog posts over the last few days). I don't work on any of the groups directly tackling these issues, so I can't give much more context than that, but rest assured we're aware of these and working hard on resolving them.


13 May

Comment

Originally posted by OldSpyceyy

One last thing, how come y’all got rid of some player cards a week or 2 ago? Like the yellow stained glass looking one

A lot of that stuff is just in flux right now in general - there are more player cards we’re working on that’ll come in a later patch, so might have something to do with that. I don’t work on that team so I don’t have any super specific context to give, sorry about that!

Comment

Originally posted by JohnnyH2000

Thanks for the response even tho everyone else didn’t like it

Reddit can be fickle, sorry about that. Your points made sense; I hope my post helps convey a bit more of our philosophy around the change!

Comment

Originally posted by Gloopburtnoodge

Bhopping feels way easier after the patch dont know if that’s just me tho.

You’re just nutty at bhopping, go get em champ

Comment

Originally posted by JohnnyH2000

Not gonna lie I’m kinda unhappy about that.

My comment about this about a week ago:

Whenever I resurrected someone, there are a bunch of ways for people to notice.

  • 1: Distinct noise (+ animation time of vulnerability)- which can be used to sonically locate where I and my teammate are.

  • 2: Kill feed notification- instead of red/green or green/red, it’s all red (to the enemy team).

  • 3: Top bar, I doubt anyone would miss this- as soon as someone is resurrected their agent icon is returned to the score bar.

  • 4: The teammate I’ve resurrected themselves- any usage of abilities, saying voice lines, or instances of getting spotted by the enemy team should be more than enough of an indication that they’re fully alive and capable of shooting back.

  • 5: The scoreboard- Holding TAB displays the statuses of everybody’s Ultimate abilities. If you notice that all of a sudden my ult status which was READY w...

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I don’t disagree with a any of the points you’re making - there are plenty of ways to notice Sage Rez outside of the VO line, it’s just more about sticking to a consistent, easily understandable paradigm for ult callouts. We want ults to feed into the tactical decision making loop for a round, and want all players to be immediately aware of that info to inform their strategy. The idea of an ult having extra power because it’s easy to miss in the moment doesn’t sit super well with us in general.

Sage Rez definitely showed players a good amount of info, it just wasn’t as clear as other ults and didn’t fit our intended paradigm, so we brought it into the fold. I can’t speak to Sage’s character on the yelling portion unfortunately, that’s not my specialty!!

Comment

Originally posted by treyhest

Snakebite slow when?

Haha we think Viper needs some love, but as far as I know right now this isn’t something we’re considering at the moment. That tooltip is just outdated! We’re mulling over some other options for Viper in the future, though.

Comment

Originally posted by OldSpyceyy

Oh ok, so they still work the same then?

Mechanically things should work the same, yeah, the animation just looks a bit different now!

Comment

Originally posted by OldSpyceyy

Did y’all change the animation for b hops?

Jumping anim changed a bit this patch yeah, so bhops look a bit different too. Not an intentional change to target bhop animations, just an emergent result of other anim work