“So no agent changes?”
slams phone into ground and breaks skateboard
“So no agent changes?”
slams phone into ground and breaks skateboard
We’re keeping an eye out but overall agents were looking fairly healthy so we opted to give y’all some time to play and develop the meta in the early days of Rated.
We’ll likely be making some tweaks next patch, though. Generally speaking, we don’t want everyone to feel like the game meta changes wildly every two weeks, so if we’ve got a chance to go light with changes we’ll probably take it and use that extra time to analyze the meta’s development.
Twin Shadows. Still in the game.
Twin Shadows? You mean spooky ghosts?
Until you have dynamic que and not solo/duo que matchmaking experience for solo players will suck very hard. Also leaderboard and past radiant, radiant 500 vp? You have the best matchmaking in League now, but you are repeating old mistakes from 2016.
Sorry, I don't work on this stuff but we appreciate the feedback! Balance team just works on game content work, not features like Rated, queues, matchmaking, etc.
what's up with viper playrate after buffs? she's picked in like 10% of my games and flamed by everyone for it.
Viper's one of our most complex agents and was rarely getting played pre-buff - we didn't want to back to back buff her, since a lot of players were getting back into her kit and trying her out after the first buff and we expected there to be some learning curve going on.
We're keeping an eye on her, though - if she continues to need buffs we'll continue to buff her, we're just trying to tread lightly and not slam big buffs in back to back patches.
Ahhh, a fellow man of culture I see. Who even calls items and even jungle camps by their actual name? I remember doggo smite, now I can have 2 doggos.
RIP doggo smite. I still call chickens wraiths, I'm ancient
Have you seen Reyna?
Reyna's not bad, but she's not objectively strong either. She's not the strongest agent in any MMR range, and actually isn't even the strongest Duelist agent in any MMR range. She's still pretty good on average, and we're talking about whether we can make changes to make her a bit less frustrating to play against... but unless something changes this upcoming patch, Reyna changes likely won't be centered around cutting down her power (since she's not too strong in any MMR range right now).
Can I ask what the "Input queue updated from 0.083 >>> 0.1175" change for the Guardian does?
This comment lower in the thread explains it really well, actually
https://www.reddit.com/r/VALORANT/comments/hmuao8/valorant_103_patch_notes/fx7e4ii/
I’m pretty sure that type of stuff doesn’t go in patch notes
This was minor enough to keep out of patch notes. The change did go in
I thought the daily "kill enemy while ally plants/defuses spike" was supposed to be removed in this patch? Was this missed?
The mission was removed with this patch. It didn't make the cut for patch notes, but the change was made
No mention on the HUD bug. well done
Heyo! We're having a tough time with that bug, it just doesn't consistently show up for us in testing. We've put in a speculative change, but we did not include it in the patch notes because we're not confident it will fix the issue. If it's still happening for folks after the patch, getting me your logs would help a ton!
that ignores all facts and statistics.
She was picked TWICE out of 154 chances in the last tournament post-buff. 1.2% pick rate. The next lowest pick rate is Reyna who had OVER 10x HER PICKS at 26 picks. 16.8% pick rate.
No one is ignoring facts or statistics.
Professional play and Rated queue are very different beasts and we approach balancing on those metrics very differently. We don't solely balance the game around pro play - we look at all levels, because we care about all of our players. Also, pro play generally tends to take a bit to adapt to more recent changes; when teams practice with a certain comp, switching things up and being confident enough to pull them out in a tournament takes time.
So, yeah, we're keeping an eye on Viper here overall, but I just don't want to set the impression that her having a 1% pick rate in a tournament means she absolutely deserves buffs (it could, but it's not a guarantee, especially after just one patch in a very early pro meta). There are going to be a lot of metas in Valorant that exist in pro play that don't translate to standard play and vice versa, and we need to be able to balance both accordingly.
Can anyone explain what this Guardian change means?
Input queue updated from 0.083 >>> 0.1175
Hey Swagsparian! Input queue means the time in which your input (firing the gun in this case) will be queued up. for example:
You left click twice with the guardian within 0.1175s. The gun fires but your 2nd left click was done while the weapon is firing. The 2nd shot will come out when the gun is able to do so.
If you left click twice but the 2nd click was outside of the queue time and still within the weapon's firing state, the 2nd shot will not come out.
This change doesn't make the weapon shoot any slower than its Rate of Fire, its intended to make consistently shooting the weapon feel more smooth and not feel like it "jams" when you're mashing the fire button. Hope that clears it up!
Anyone know if any of the bug fixes helped to permanently end the “I can’t see any agents on the agent selection screen before entering into a match” issue?
We have a tentative fix for this elusive bug, but it will be in 1.04 - it barely missed the cut for 1.03.
If this bug happens to you often, these steps might make it less frequent: - Keep your client on the AGENTS page while waiting for match start - Close programs that can cause a lot of disk activity (file copies, downloads, etc.) while playing
Why does the text accompanying/explaining the changes often not make sense in the context of the change?
For example, regarding the Guardian changes:
"Its fast fire rate made it more powerful in close range situations than we’d like" "the weapon’s long-range, precision shot fantasy"
Okay so you want it to be specifically a long range DMR and nerfed the RoF to make it weaker up close, but then..
"We hope these changes will sharpen the Guardian’s identity as a long-range, versatile weapon"
If you've nerfed it up close then it's become less versatile, aside from that, versatility and 'sharpened identity' are basically oxymorons. Makes it feel like some of the context is just word soup without thought put into the meaning of the sentences.
I wrote that so I can probably give some context - the Guardian is still pretty versatile in terms of the broader weapon arsenal. A dedicated long range weapon would be something like the Marshal or the Operator, where you’re at a substantial disadvantage in close range engagements - the Guardian is intended to be stronger at long ranges, but still strong enough to be usable in close/medium range, even if it’s not optimal.
The Rifle weapon class tends to be defined by its versatility compared to other weapon classes - they’re generally powerful at all ranges, even if they get beat by specialized weapons at the edges (snipers long range, shotguns short range). That’s what the versatility component means there - we want it to still be usable in medium and close ranges, but just be best used at longer ranges than the other Rifles in the Arsenal. If you want to use a long range leaning weapon that doesn’t get destroyed if you’ve got to clear some close range angles, the Guardian’s there for you.
I'm curious about one thing - in LoL changing the meta often is what keeps the game fresh. This obviously isn't a good approach for an FPS, but how do you plan to do it in Valorant seeing as actual content can't be produced so often as balance changes ?
This is a broader design question I’m not the best equipped to answer (I’m in insights, not design) but I think one key difference between us and League is that we get “free freshness” via our map ecosystem. League games are always one big accumulator function which makes the curve of a game feel different, but it always takes place on SR which has a patch meta.
For us, having different maps, different sides, and different economic states I think makes a “single patch meta” hopefully feel much more diverse; the meta on Ascent may not be the same as the meta on Bind, you play both offense and defense in a single game, etc. I think that’s a cool thing that gets us a lot of variety and freshness on any individual patch.
Thank you for the response! I don't know if you're able to talk about it, but are there plans for an accept/decline button for matches ? I often find myself wanting to decline and I'm forced to dodge and be penalized. The changes in this patch are awesome, especially the owned filter for collections, but this is the one change I'm looking forward to the most.
Of course! Regarding accept/decline - unfortunately I don’t work on the feature side of the project so I can’t really speak to stuff like match accepts/queues/etc at all
how do i get suchs logs and how would i go about sending them ur way?
The logs will be here:
C:\Users\%USERNAME%\AppData\Local\VALORANT\Saved\Logs
You can send them to me via a google drive link, pastebin, or any other site like that. I don't need any more for 1.02 version of the game, but if you see issues in 1.03, that would help!
alright! thank you very much. i already had the bug happen once today but i'll test it out again and send you the logs should it happen again! take care
Gotcha! Yeah the patch isn't out yet so you'll definitely see no change yet
"Didn't make the cut"? Just list all the changes man.
Yup we intended to, I meant my team didn't submit the change in time. That's why I am trying to be a bit proactive in messaging it out. My apologies!