penguinVALORANT

penguinVALORANT



Yesterday

Comment

Originally posted by oeb1storm

Have you guys thought about making any changes to Omen's ult?

Maybe it's just me but I feel it's more situational and less powerfull then most other 7 point ults.

Yes. Too early to promise anything but it's on the radar!

Comment

This was poor patch note writing from us and we're planning on updating the patch notes for better clarity here soonTM

The red triangle should accurately represent when a smoke will fall versus stay up.


20 Nov

Comment

Will pass this feedback on to the lighting artist who worked on the changes. Glad people are enjoying the changes!

Comment

Originally posted by Double_Phoenix

Willing to bet someone copy pasted part of the high tide code and its still referencing an asset that's unique to Harbor lol

yep


12 Nov

Comment

Originally posted by Symysteryy

its definitely Neon stun, you can hear its audio. I have no idea how though.

There's a Neon on the enemy team. She likely stunned A link to get into B link to flank C.


21 Oct

Comment

Generally agreed, thanks! Will add this to our backlog.


21 Sep

Comment

Originally posted by ConfussedTaco

the visuals should be updated to impy they linger. the one rn looks like its a one time hit or miss thing

Seems reasonable to me, I'll add it to our backlog of fx improvements.


17 Sep

Comment

(Also question why is reynas flash so bad? It literally combines weaknesses of normal&gekko blinds. 1)you can turn away from it. 2)you can shoot it)

Reyna's flash is weaker for a few reasons:

1) It's asymmetric, meaning it does not affect allies. This originally was more of a unique strength pre-Gekko launch.

2) It can be cast through thick walls. Reyna players don't typically utilize this to its full extent imo, but you can do things like flash B on Haven from sewers, or flash for a teammate through other very thick geometry

3) The equip time out of the Leer is very fast, allowing you to swing while it's forming. Other flashes have longer delays to try to incentivize more teamwork.


11 Sep

Comment

Originally posted by TiredCoffeeTime

Interested in seeing Astra being played more but not sure if more TP range is enough to make Chamber more popular given how much comments were about his trip having limited range or not having two etc

We were testing some other things alongside these changes for Chamber but given his dominance in the past we opted to tread a little lighter. There are some windows in the future for additional follow up if this turns out to not move the needle meaningfully.


08 Sep

Comment

Originally posted by kanksuhub

A part of being gold is being convinced you can't win a 1v3 regardless of circumstances.

That's a part of being a valorant player. Saying "I'm dead I think" gives you a 50% chance of making the best play you've made that day.


10 Aug

Comment

Originally posted by BhatsterYT

So will you mention the neon bug fix in the next patch or is it gonna stay like that as a hidden bug fix?

I'll get on adding it to the next patch notes on Monday, would be in 9.04 notes most likely.

Comment

Originally posted by Sanguis_Plaga

Yeah but why just some agents?

Neon can sprint and slide unlimitedly during the pre-round because:

  • it's enjoyable to fidget with
  • also the slide is also a somewhat difficult learning process on the inputs side, so being able to practice it during low-stakes pre-round is nice

Chamber we've discussed removing his free verticality TPs from in the past, but opted not to given:

  • free-pre-round boosting is usually done to defensively posture on angles, (especially with a sniper rifle) which we view as a part of Chamber's defensive profile.

  • Also, given that Rendezvous has a cooldown it would be extra punishing if you were late on his pre-round chores or setups and potentially cost him his signature ability, which is particularly painful given he wants to have it for combat in early round barrier-drop fights.

Comment

Originally posted by ThorAsskicker

Yeah there's no way you're supposed to get a free slide like that. It's probably just an unmentioned fix

This is correct, this is legitimately my bad (just forgot to add the bugfix to the patch notes). Neon getting 3 potential slides a round is pretty crazy at a baseline (2x slide + ult refresh, even before kill resets) but we fixed some impactful balance-impacting bugs that had always been around while looking into making the Neon changes and some of them had to go out a bit later than 8.11 for QA/testing/engineering review etc


05 Aug

Comment

Originally posted by bl123123bl

Guardian has no second shot recoil and 10 more damage per shot that puts it ahead

fair point, added "in some ways" wording.

Comment

Originally posted by bl123123bl

No damage fall off at range, 1.5x zoom, and the fastest draw in the west

I love my pocket guardian

It's actually better in some ways than a Guardian since you move faster with it equipped!


26 Jul

Comment

Ultimately, ranked winrates often manifest as characters that have very low costs of failure.

Characters like Clove or Reyna do not meaningfully screw their team over if they are executing poorly. Sure, they can have bad KDs and not perform well, but they are often not actively detracting. A KAY/O player with 0 lineups for knives who isn't communicating any flashes can make the game legitimately a lot harder to win for his team. Omen probably just loses a lot because a lot of his strengths are much better in coordinated settings (playing for retakes with his paranoia or using it for set plays) and he's often playing vs Clove, who is generally a lot easier to play and get value out of, especially for average players in uncoordinated settings.

It's important that VALORANT has some characters that do incentivize teamwork and have long-tail mastery curves around teamplay utility. Characters like KAY/O make the game better for those who are willing to invest t...

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13 Jul

Comment

Originally posted by Melthiela

Same here, literally came back into the game just to play Clove.

gottem


25 Jun

Comment

Originally posted by Muzza25

Can we get the same function for viper smoke as a cheat as well? If you wanna test stuff or demonstrate it to others you gotta wait for it to recharge every time

Yep. It'd be a hookup within the fuel system to futureproof it.

Comment

Originally posted by Kush_the_Ninja

It really isn’t that confusing, I was just more surprised that he’s not getting touched on console.

This is just a process issue with how our patching process works currently - we'll be working on trying to make sure there are as few delays as possible in the future between updates on the different platforms

Comment

Originally posted by alienkaleql

Sounds reasonable

agree, will look into it