Valorant

Valorant Dev Tracker




30 Jul

Comment

Originally posted by Pojobob

Maybe unpopular opinion but I think this is way too much in one go and I wouldn't be surprised if this is a big overnerf.

/u/pojobob,

I will write you a formal apology letter if this is a big overnerf

mods, i give u permission to ban me if i bamboozle

Comment

Originally posted by Royal_Finish3r_1976

They increased the DPS with a Neon ult if you are consistently aiming at your opponents head, and they also decreased the slows Chamber's Tour de Force and Trademark. It seems as though they're focusing on keeping Valorant a fast paced game.

Edit: I wasn't sure if TTK was the right term so I changed it to DPS

Chamber's slow nerfs were targeted mostly as a consistency thing - 10 second slows are exceptionally painful, especially when they can proc multiple times throughout a round from Tour de Force. I don't personally expect that much statistical movement as a result of that specific change, but it's still a change worth doing given no other slow in VALORANT is that long, so it's likely excessively frustrating for power that doesn't necessarily need to be there.

Comment

Originally posted by JALbert

The size of the field around the anchor you need to be in to activate the ability.

This is correct, it is this & not the overall map distance he can travel.


29 Jul

Comment

Originally posted by Bannedforpepeavatar

Pretty sure Masters wasn't being played on the new patch, so I dont think they would have had the phoenix changes

This is correct. LCQ is the first patch of VCT that will have Phoenix changes

Comment

This is awesome!

So as someone who use to work on COD weapons, I'm not an animator but the weapon designers help the animations with a lot of the screen tilts, shakes, and usually handle most of the recoil.

I highly recommend referencing the newest Modern Warfare, they had a decent amount of time and put a ton of work into their Animations.

It looks like your shake may be a little strong, but you pointed that out in one of the other comments. In my opinion, and again I was a weapons designer not an animator, I would only apply that shake when there is a force that gets noticeably distributed through the body. I think there is a shake occurring when the weapon is taken off of the shoulder to start the reload/inspect, it's awkward because it's hard to visualize that action in first-person and how it impacts the player.(You can tell the weapon comes to a stop against the shoulder when you push it back in after the reload, you can't tell when the weapon leaves c...

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Comment

Fall damage jumping out of heaven on Haven :(


28 Jul

Comment

thought this was a post about edgy characters but nice I like the strat


27 Jul