Valorant

Valorant Dev Tracker




08 May


03 May

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The bug is fixed in the live game and the skin levels are back on! https://twitter.com/VALORANT/status/1786214171903946824


02 May

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Originally posted by echogecko4

Thank you for commenting and confirming for everyone! I’d love a riot gun buddy for my services as the messenger ;) lol. appreciate you guys reaching out and replying to the mass posts that have popped up on the sub about this issue.

Np, we feel bad about the competitive integrity issue and also feel bad that folks can't use their skins.

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Originally posted by JaysALlama

Judging by this tweet it seems to be an actual thing

Yup, it's real (the SEN tweet is a meme tho). That's why we've disabled certain levels on certain skins: https://twitter.com/VALORANT/status/1786098435017564296

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Originally posted by echogecko4

If anyone wants an answer as to why, the devs have temporarily disabled some of the skins upgrades due to a bug with seeing enemies through walls. Here is the link to the tweet announcing this temporary change: https://x.com/valorant/status/1786098435017564296?s=46&t=X3P56ewOxg_3siz_NWq8WA

Sorry folks, this is right. We're working on a fix for all of these! We're sorry we had to disable these levels but we didn't want the competitive integrity to affect your games. Likewise pro teams are not allowed to use these until they're fixed.

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We turned off certain levels for certain skins due to the competitive integrity issue (accidental wallhacks): https://twitter.com/VALORANT/status/1786098435017564296


01 May

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Originally posted by Pojobob

"overly disruptive in the interim" They heavy heavy nerfed the most used agent in the game lol. How are they going to be more disruptive than that?

I talked about this a bit on Twitter, it's hard to convey the context in that few characters. Masters Shanghai itself is on 8.08, but they'll play on 8.07 until then. So, our hope was that by getting these changes out for 8.08, teams will have to time to actually adjust to them before having to play on them competitively rather than flipping things immediately. We also wanted to get ahead of Cypher and Viper and are trying to be more proactive with balance changes this year.

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Originally posted by Sea_Roy

How do you address the radical difference between Pro level play and even the highest level of ranked, non-pro play? As it stands with the example of the latest Viper nerfs, the focus seems solely on faciliating pro-play while ignoring the issues in ranked.

It should come as no surprise to anyone that organized, pro play is massively different than even the best ranked game, and as a result there are fundamental differences in how the game is played. This in turn results in different usages in agents, with Viper being a very notable example. While I can sympathize with the goal of wanting to push players towards becoming better, having agents / maps / gameplay designed for organized pro-play and expecting them to function similarly in ranked, which is inherently disorganized, seems like a pipedream that will leave many that never reach that level disappointed.

Hey! This is a great question. I also appreciate you challenging the perceived mindset while also being super respectful.

Candidly, this is a really difficult space, and I think deeper topics like this are probably better handled over voice than text. I think there are a few things I can highlight, though:

  • When we make content, we do aspire for it to be relevant in as many environments as possible. That means across the spectrum of skill (lower skill to higher skill) as well as across the spectrum of coordination (lower coordination to higher coordination).
    • Pro play is high skill, high coordination.
    • Playing in Premier with a crew of lower ranked friends might be low/medium skill, high coordination.
    • Playing in high level solo queue would be high skill, low coordination. Et cetera.
  • I agree that some of our content doesn't feel as relevant as it could be across some of these variables. Some things feel a lot bet...
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Originally posted by [deleted]

[deleted]

Yall are owed a deeper explanation on this, but the short version is that:

  • Replication saw very low player numbers, to the point of queue health concerns (players waiting in queue for long periods of time OR playing in pretty lopsided/unbalanced matches). There just weren't that many people who played it, even if it might not feel that way for folks who loved it.
  • Replication takes a non-negligible amount of work for us to maintain, given the unique nature of the bugs it can create with all the interactions there. It creates a little pocket of special issues we have to address that are only relevant in Replication, whereas most of our bugs permeate across many of our modes (meaning when you fix them, you're improving the experience in lots of different places)
  • Replication also is difficult to maintain in terms of performance, with some players in some scenarios (for example, 10 vipers) in our minimum spec machines falling to really low FPS thresholds ...
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Originally posted by Emrayoo

Do you have any news about a replay system for us?

We'll have more details on that front just explaining where things are at in that May video as well.

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Originally posted by Clear-Organization25

i have a question. Is replication coming back soon anytime in the coming updates?

There aren't any current plans to bring Replication back this episode, no

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You're not alone - I love the card too.

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Originally posted by JackIsntTheBox

(You probably can't answer this, but) Are the aforementioned changes you guys plan on making purely agent changes, or can we expect changes to other parts of the game (i.e: maps, game modes, etc)

For 8.11 we have agent balance changes and an update to the map rotation; those are the things that the Live Game team will be talking about in the video specifically.

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Originally posted by presidentofjackshit

Is there more significant Cypher/Viper stuff or is it mostly aimed at other agents?

8.11 will be other agents

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Originally posted by Lahemmy

Do we have any sort of timeline on when the ranked map rotation might change? I think a fair portion of players currently feel as though it’s getting quite stale. Thanks in advance.

We'll be rotating it in early June, right after Masters Shanghai!

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Originally posted by TalonJames

Is the video some sort of 'State of the Agents'? Feel's like its been awhile since one of those.

Also, you probably cant answer this but is the team looking at Reyna for potential changes?

Kind of, broader scope than agents - we have a few teams that have sections. The Live Game team (we do balance and such) is one of the teams that has a section. Can't go into details on the specifics quite yet but I'd be sure to watch it!

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Originally posted by LeKobeBrames

Are these changes being looked at holistically? Or is the target to combat staleness in the meta from a professional aspect which will trickle down to us casual ranked gamers.

Holistically. But, it's worth noting that VALORANT is fundamentally a competitive game - and if the game doesn't function at the highest level, we think we've failed. We tend to bias towards high level or pro balance because that is the pinnacle of VALORANT play that, as players learn and get better, they should be aspiring towards. That's not to say we don't want the game to be balanced for all of our players, though - we definitely do.

It'd just be a strange state of the game for the game to get worse or less balanced the better you get at it. Why would you keep investing time, then?

All that being said, yeah we're looking at things holistically. I personally believe these changes should feel relevant for all of our players, not just professionals.