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Hello all!

This is Lisa Ohanian, writing on behalf of the Modes team on VALORANT. You might know us from such hits as Spike Rush, Deathmatch, Snowball Fight, and now Escalation — which is what we’re here to answer questions about today! This was one of our most highly-requested modes, so we’re really excited for this one to go live to you.

While we’ll focus on Escalation today, questions about other modes (current or past) are fair game for this AMA. You’re also welcome to ask about the future... but we reserve the right to keep a few surprises up our sleeve.

This is your time to give us all your thoughts on Escalation so far - including first impressions, funny stories, and any questions about how the mode works or why we approached it the way we did. We’d also love to hear about other things you’d like to see from the Modes team, and what you love/hate most about our other modes... although please keep the hate minimal and team-oriented so I don’t have to spend my day cheering up a sad dev team ;)

We’ll answer your questions from now until about 11am Pacific Time, and we will update this post to let you know when we’re heading out.

Here’s the team for today:

  • CrushBreeze - David Baack (Engineering)
  • Darkhorse4Life - Jared Berbach (Production)
  • LastMinesweeper - Isaac Schaaf (Engineering)
  • ManWolfAxeBoss - Joe Lansford (Design)
  • RiotPwnieride - Lisa Ohanian (Production)
  • RiotRectifyer - Sebastian Dalby (Quality)
  • RiotTKDJoe - Joey Messick (Insights)
  • RiotWrekz - Jordan Anton (Design)
  • tehleach - Kyle Leach (Design & Engineering)
  • TraxCode - Paolo Trocchia (Quality)
External link →
over 3 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by kinofjack

Will there ever be any small team modes with small maps similar to gunfight in call of duty or aim maps in csgo?

There are a bunch of modes were excited about that would require their own maps to play well. No immediate plans, but hopefully something we can deliver in the future.

over 3 years ago - /u/tehleach - Direct link

Originally posted by [deleted]

[deleted]

hello! We talked about this a lot, and actually have a FFA prototype built - it's something we'd like to ship in the future! Couple reasons why we went team first:

  1. When we create a mode, we target some specific goals that we feel the game's currently missing. For Escalation our goals were: a short, low stress, high uptime mode that's fun to play with your friends. The fun to play with friends part pushed us towards a team-based mode.
  2. Gungame modes obviously inspired this mode, and we noticed how a lot of other gungames are presented as "team" modes, but they end up just being a FFA race - you don't care if your team wins, you only care how you individually place. We could have gone this direction, but we wanted to try something different and actually have some team goals, shared progression, and an endgame where the entire team comes together for a crazy fight with a tough weapon.
over 3 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by PlasmaPhire

How do you guys envision map creation and the number of maps you plan on producing.. a possible timeline? Cheers!

There are a bunch of modes were excited about that would require their own maps to play well. No immediate plans, but hopefully something we can deliver in the future.

over 3 years ago - /u/tehleach - Direct link

Originally posted by foe409

Why did you make Escalation a team mode not a ffa

over 3 years ago - /u/tehleach - Direct link

Originally posted by ItsMeB46

Do you have plans to make Escalation into a FFA style, or add the option for us to choose Team or FFA?

over 3 years ago - /u/tehleach - Direct link

Originally posted by AcanthaceaeStatus

Will there be a ffa escalation in customs to mess around with a group of friends?

replied above

This likely won't be possible until we ship a FFA version of the mode due to the way our game modes currently work tech-wise. BUT yes, we'd like to ship a FFA version of this eventually.

over 3 years ago - /u/tehleach - Direct link

Originally posted by Hurdenn

Firstly, I need to say to you guys that I love Escalation and globally the game is great.

Do you think it'll possible to increase the player number in escalation or make it a three-team game mode?

Glad you're enjoying escalation! So player count is a weird one - we did some testing of 7v7 and it definitely upped the pace on the game. Some people really liked it, some people thought it made an already chaotic mode too chaotic. I felt pretty neutral either way, but the reason we ended up shipping 5v5 was mainly due to party sizes. A 7v7 would present one social problem: you queue up with your 5 stack between games, and now you get 2 randos attached to your team and no longer have full agency of the result of the game. And if we wanted to allow people to queue as 7 there would be a ton of client work to do and it would have caused us to delay this mode longer than we wanted to. 7v7 would also present a tech problem: assembling a team of 7 is harder for the matchmaker than assembling a team of 5, and we weren't sure how healthy the queue would be for this mode, so we were worried about creating long queue times with teams of 7.

over 3 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by Health_Own

What does the process of creating a new game mode look like? Are there any scraped game modes that we wont be seeing? Do you guys ever plan to have a daily rotation of modes?

We generally set out with a set of goals in mind, but we've done some "blue sky" explorations as well. For Escalation, we definitely knew we wanted "gun game" and some light team coordination.

There are several modes that are "on ice" for now. Not scrapped, because we may pull them back, even just in part, for the future. I'm super excited about redacted.

We plan to have a robust ecosystem for modes someday and daily rotations could certainly be a part of it.

over 3 years ago - /u/tehleach - Direct link

Originally posted by Shubham_Agent47

When are the devs going to make knife hit detection system more accurate? The escalation game mode makes it painfully obvious how bad it is

hahaha so you're saying you saw through my "just make the knife bigger and hit harder and make you go zoom" approach?

Yeah - we know the knife is not in a great state as it is. Some of the key issues from our perspective are reliability, hit satisfaction, and situational viability. We've got ideas on how to improve each of these areas but unfortunately couldn't get them in in time to ship with this mode. This is something we'd really like to do in the future, it's just a question of when makes the most sense to do it. There is an argument to do it to ship alongside this mode, but it probably would have added a month or so to the dev time for this mode and the rest of the mode was ready so it felt wrong to hold it and we felt that "BIG KNIFE" worked as a silly bandaid to make knife round at least bearable if not good.

over 3 years ago - /u/tehleach - Direct link

Originally posted by namdet

I actually really enjoy the Escalation mode! Not sure if this has been answered yet but Howcome when it comes to upgrading the gun, not everyone on your team upgrades?

Also any rioter reading this, I appreciate you and would love to get a Riot Fistbump buddy

Info: withthehomies#NA1

Hello! So the way levelling works is a bit tricky:

  1. Your team needs 7 points to move on to the next level. Current level kills give 1 point, previous level kills give .5 points.
  2. You (individually) need 1 kill to move on to the next level.

If your team moves on before you've gotten a kill, you'll be left behind until you get a kill, at which point you'll auto-advance.

over 3 years ago - /u/RiotRectifyer - Direct link

Originally posted by NotToDisturb

Hello!

First, thanks Mode Team for taking the time to read our questions and for bringing us cool modes!

I would like to ask whether there are any plans for adding temporary game modes like Snowball Fight and Escalation(although hopefully this one stays, liking it a lot so far) to the Custom Game selection.

Also, friendly reminder that the lore community and surely many more people would love a story mode :P

Thanks you again for reading!

Hey!

We're consistently evaluating how we'll be bringing back temporary modes in the future. Escalation (and Snowball Fight) are part of the Custom Game mode selector when the mode is active!

over 3 years ago - /u/tehleach - Direct link

Originally posted by CrushBreeze

We have a separate characters team that handles that stuff, so as the modes team we don't have too much say over those types of things. Too bad, or I would buff Viper to high heaven. I would make a change like, if you ever touch her snake bite at all, you only have 30 seconds left until you die of poisoning. She is the best!

CONFIRMED CRUSH BREEZE IS NOW ON CHARACTERS TEAM

over 3 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by tehleach

hahaha so you're saying you saw through my "just make the knife bigger and hit harder and make you go zoom" approach?

Yeah - we know the knife is not in a great state as it is. Some of the key issues from our perspective are reliability, hit satisfaction, and situational viability. We've got ideas on how to improve each of these areas but unfortunately couldn't get them in in time to ship with this mode. This is something we'd really like to do in the future, it's just a question of when makes the most sense to do it. There is an argument to do it to ship alongside this mode, but it probably would have added a month or so to the dev time for this mode and the rest of the mode was ready so it felt wrong to hold it and we felt that "BIG KNIFE" worked as a silly bandaid to make knife round at least bearable if not good.

Big knife.

over 3 years ago - /u/RiotRectifyer - Direct link

Originally posted by priyansh16

Contrary to others, I actually prefer the team approach to the new mode rather than ffa. I feel once you lag behind in ffa, there is no way to catch up and feels like you have already lost and makes you want to ff and try again in another match. Keep up the good work!

This was a big reason we went with the team approach. We absolutely understand the desire and enjoyment of a FFA Gun Game, but Valorant's mode ecosystem need a high uptime, low stress mode that can be played socially with friends and we felt that this approach was surprisingly fun.

over 3 years ago - /u/RiotRectifyer - Direct link

Originally posted by Epic_Semibold

God I've finaly found the person behind this absolute banger of escalation gamemode. This is the only gamemode that complete the challenge of helping me with my aim.

This mode has single handedly improved my skill with the Marshall to the point that it's one of my favorite weapons in the game now.

over 3 years ago - /u/tehleach - Direct link

Originally posted by mr_meowser06

How do you guys come up with new game modes?

This is a great question! The way we currently operate involves two parallel streams:

One stream is prototypes. Basically at the very beginning of our team we did a ton of brainstorming, both as a team and individually. We noted down modes we loved in other shooters and we talked about funny/crazy mechanics from our game we'd like to isolate & expand on. From there, over the past year-ish (our team is still pretty young), various people on the team have actually built out these prototypes. We've tested some pretty wild modes that really push systems in the game as they currently exist, and I can't wait for those modes to be closer to shippable :)

The other stream is product goals. As a team we feel like there's still a lot of room in the game for modes, so if we sat around prototyping for our entire existence we'd never ship ya'll any modes. So, we identify the most pressing needs in VALORANT as a whole and come up with a list of goals, and the types of players those goals would serve, and we use those goals to decide which mode we ship next. Sometimes that's a prototype we've already built, sometimes we build something new if none of them fit. If you look at what we've built so far it should be pretty clear the goals of each one - spike rush was our way to show players the "core" of VALORANT in a shorter setting with a bit less stress. Deathmatch was our mode to get fast reps on weapons for as long or short as players want. Snowball and now Escalation have both been looking to create a short higher uptime mode that provides opportunities for social play with friends.

over 3 years ago - /u/tehleach - Direct link

Originally posted by RiotWrekz

what if bigger knife?

over 3 years ago - /u/RiotNu - Direct link

Originally posted by luchokoldo

u/riotnu you can master that gamemode

As the Best Spike Rusher in NA, I agree that I would do very well at this mode. My taped down W key would be even more powerful.

over 3 years ago - /u/RiotRectifyer - Direct link

Originally posted by mcresto

I would really appreciate a random weapon option for DM. Is this in the cards?

This isn't something we have explored, but I am personally a huge fan of this. I am a fan of randomized engagement and would absolutely use this

over 3 years ago - /u/tehleach - Direct link

Originally posted by [deleted]

[deleted]

Great question! Yeah so we all know in VALORANT "you don't kill with abilities". But for Escalation we specifically were looking for only the abilities that could do just that :D And furthermore we upped the damage on almost all of them - this was necessary because the ability levels felt almost impossible, especially if you got stuck on them - getting a kill with a shock dart that does like 90 max damage if everyone else has guns is basically impossible. So I ended up roughly doubling damage on all the abilities other than raze ult.

ANYWAYS - we started by looking at all abilities that could realistically secure kills. There actually aren't that many - it's basically Raze's kit, shock dart, mollies, a set of ultis, and then some weird ones that TECHNICALLY could kill you but never should like a cypher trap or killjoy turret. We picked out the ones that felt diverse and like they'd be the most fun, and then I did some frankenstein work to allow all agents to use them. I ran into some crazy technical issues on a few of them, and others like jett ult / brim ult / sova ult ended up looking like a ton of work after finishing the work on raze's ult. So we ended up with the set we have now. We're definitely open to expanding this set if the mode is successful and we leave it on longer-term.

over 3 years ago - /u/tehleach - Direct link

Originally posted by Health_Own

Thee golden gun from spike rush is a great concept, any plans for a "One in the chamber" type mode? or at least another use for the golden gun?

A golden gun focused mode would be fun... 🤔

over 3 years ago - /u/tehleach - Direct link

Originally posted by Odd_Plantain_1633

Is there a way u could possibly add Jett knives to the game mode?

Sorta answered here

over 3 years ago - /u/tehleach - Direct link

Originally posted by ManWolfAxeBoss

We generally set out with a set of goals in mind, but we've done some "blue sky" explorations as well. For Escalation, we definitely knew we wanted "gun game" and some light team coordination.

There are several modes that are "on ice" for now. Not scrapped, because we may pull them back, even just in part, for the future. I'm super excited about redacted.

We plan to have a robust ecosystem for modes someday and daily rotations could certainly be a part of it.

oh man some of the internal playtests on redacted have been so hype, can't wait to see players get a redacted and transition it into a double redacted so the redacted gets redacted.

over 3 years ago - /u/tehleach - Direct link

Originally posted by SnooMemesjellies6310

Is Escalation intended to be a sorta gun game or the guns are completely random? I sometimes feel like the next tier of weapons is better than the last (ghost then sheriff)

So the intention is that it's roughly strong (very lethal) to weak (not very lethal), with some randomization. The randomization does allow for some relative deviation from that lethality - sometimes you'll see light weapons & pistols ordered with a weaker one before a stronger one - that's intentional currently, but something we'd be open to iterating on if people don't like it. The alternative would be to basically have a hard-set strength rating of each weapon and never let a weaker weapon show up before a stronger weapon - but I'd worry that would become stale quicker.

What are your thoughts on how it works now? Would you want it to be more true to the strong -> weak curve, or more random? Would you like to see it sometimes go weak to strong, sometimes full random, sometimes strong to weak? These are all options we considered and things we could do in the future, we just felt like strong->weak with some randomization felt best for this team-based version of the mode.

over 3 years ago - /u/tehleach - Direct link

Originally posted by tehleach

CONFIRMED CRUSH BREEZE IS NOW ON CHARACTERS TEAM

As someone not on characters team who also loves viper, I think we make her ulti continuously expand until it envelopes the entire map and last multiple rounds and it can only be cleared if jett uses her wind dashy abilities to clear the air, would be a double buff to jett and viper at the same time, good way to funnel some of jett's power to help the team too. And then later on maybe we make an agent who has big fan and can fan away the smoke

over 3 years ago - /u/tehleach - Direct link

Originally posted by CrushBreeze

Brimstone ult now ignites Viper's ult cloud and one shots all enemies within it

ayyy we spellbreak now poison + fire gauntlet combo is nasty

over 3 years ago - /u/tehleach - Direct link

Originally posted by Sir_Cunt99

But what about 4v4v4?

2 teams would end up creating a lot of work across our entire stack, we have a lot of assumptions that there are maximum two teams. The work we did for deathmatch makes this a bit easier but it's still a ways off. We do want multi team modes at some point, but the cost to get multi team working means the mode will need to really call for it, and escalation didn't.