Valorant

Valorant Dev Tracker




13 Sep


12 Sep


11 Sep

Comment

Yes it does; you’re not imagining it. The visualizer effects also sync up with the music in-game when you inspect. For the melee, it syncs up through the entire blade.

Comment

Originally posted by Reveal_Bulky

Now we only need a dedicated agent that can throw HE nade that deals like 40~70 damage instantly depending on where it lands, just like cs

That’s exactly what inspired FRAG/ment :3 more explodies are more fun hahah

Comment

Originally posted by CheeseWineBread

Kayo has been created to help CSGO veterans switch to Valorant, a Riot dev said /s

Not necessarily just CSGO but it definitely is where I came from ^ I think most tactical shooters have grenades as tools so we thought it would be a pleasure being able to let players that already have that trained skill transfer it to VAL. Next step is to figure out how to buff it 😈


10 Sep

Comment

Peace out all! Back to working on what's next! :)

Comment

Originally posted by GabeThyGodly

I have a very important question.

Pineapple on pizza?

I'm pro pineapple pizza

Comment

Originally posted by NoBlood800

what’s in paul’s shipment from icebox? :)

office transfer

Comment

Originally posted by c_otter17

Any hints on possible uses for the security card? I haven't gotten the chance to go very far in a private match by myself yet.

Unless you are Paul Delmann, I don't think that security card will offer much use to you.

Comment

Originally posted by Le6lindre

Did Sabine worked on Everett-Linde as a scientist in the scientist laboratory (tunnel) ? I'm referring to the Reyna vs. Viper

Prior to the formation of VALORANT (and Viper was one of its first agents) I don't believe that Everett-Linde was operating in the way we see it today. If it had existed at all it was probably as a more conventional secret base than this curious co-factional collaboration between 2 sides.

Comment

Originally posted by AlGamaty

Is the theory that Oran McEnoff we saw at the defender spawn of Fracture is actually Omen of the past correct?

From his photo, you can clearly see that Oran is not an octopus. Therefore...

Comment

Originally posted by Riot_KingKut

So actually all our maps are lore based and have elements of worldbuilding/storytelling.

Because our universe is on a timeline, each consecutive map we have released, reveals a little bit more about our universe, and is taking us in a certain direction.

In addition to that, the maps team is continually trying to improve/evolve and make each map better than the last. With each consecutive map we have been finding more ways to introduce lore in our environmental storytelling.

Comment

Originally posted by WedasX

How do you guys plan to workout the Omega and Alpha sectors relationship?

This is actually pretty critical in terms of as we start to reveal more about the VALORANT Universe and the origin of the 'mirror' agents. that are attacking our Earth.

Comment

Originally posted by WaddlingDuckILY

In designing new Valorant maps, is there more importance placed on general map flow, or the way hero utility will effect map flow?

Considering a lot of teams choose to forego Controller agents, is more importance placed on the way map flows with smokes or flashes?

designing new Valorant maps, is there more importance placed on general map flow, or the way hero utility will effe

They go hand in hand. All of that must be considered to have a cohesive map.

Comment

Originally posted by Marsroverr

Now that the map is live - What's surprised you the most about how people play on it? Are there any big differences from internal playtests? How do you expect that'll change once it makes its way to pro play?

Everything is about what we expected for now, but we'll see how the map evolves. Really excited to see what the pros come up with.

Comment

Originally posted by intellextar

Thank you for the AMA and y'alls work on the game.

1.What are the challenges of working on maps in a game with unique agent abilities?

  • Is there a dialogue between the maps and characters team?
  • In terms of future, what is the philosophy on creating new maps as the agent roster grows? How do you all navigate the complex relationship between agent utility and map interactions?
  1. I recognize Breeze was released in order to create new opportunities (open sight lines, bigger spaces). But sometimes it feels as though certain agents just feel too powerful compared to others (e.g. In my opinion for Breeze Viper is great, Brimstone not so great bc limited range of smokes). This is just one example and my central question is not just about Breeze specifically, but all the maps:
  • How does balance work in cases like these? Is the goal to allow every agent to work well in every map? O...
Read more

erms of future, what is the philosophy on creating new maps as the agent roster grows? How do

We're always talking :) We work very closely together. Maps are basically just sandboxes for agents to play in. We want every agent to be able to find both ways to succeed and challenge them with new puzzles. New agents have and will continue to change strategies on old maps and inform how we things about future ones. Which we love! Keeps things fresh.

In terms of balance, we don't want any agents to ever feel useless on a map, but there will definitely be strengths and weaknesses. Again, we think that's good for the game. When a single dominant strategy takes over a map, that's when we might step in to make a change.

Comment

Originally posted by MisterLiro

Also, the beta had orange boxes

Something about KINGDOM also seems different based on what side no?