Valorant

Valorant Dev Tracker




08 Jul

Comment

Originally posted by Darkoplax

that's my reaction when the league skins kept evolving there we went from re-coloring champions' outfits to absolutely insane shit

this was the goal :) we wanted to show the potential of what skins could be in this game. glad you all are liking them so far

Comment

Originally posted by Deranox

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

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Originally posted by Deranox

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.

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Originally posted by The_Bazzalisk

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 Guardi...

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THIS IS SO INCREDIBLE!! looks like you're already fairly far along, but if you need any high res images or clarification of shapes for this, i'd be happy to provide them :)


07 Jul

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Originally posted by Chubberton_

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

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Originally posted by LittleLunia

Hey Sobey,

I think there's a bit more to it than merely a visual bug. Take a look here.

The impacts and tracers don't really have much to do with any of this.

Also check out this: https://i.imgur.com/uHLASNB.mp4 Another example of how the impacts and tracers aren't the problem. Note how the enemy Brimstone slides away after returning fire.

Not to mention crouching can also completely desync, which is likely related to this issue as seen here: https://streamable.com/je48k9

It's more than just a QoL issue.

Appreciate you raising the issue of non-VFX related issues clearly and with good examples. Great post.

First Link: Some of those shots in the middle look they should hit, but don't. But it's hard to tell from that video, especially in Reddit's video player. We (and by 'we' I mean Sobey) do tests like this often, and haven't seen issues in clean-room environments. But there is something odd going on in that video. We'll have to investigate.

Second Link: Glad you pointed that out! This is a legit bug that we're aware of. The team figured out one way it could be caused and put a fix out in 1.02, but we can't confirm if that's what triggered that particular instance. That instance may be fixed. We'll keep an eye out. I can't tell if that video is from 1.01 or 1.02.

Third Link: Similar to the 2nd, but actually a different underlying issue. as ...

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Originally posted by Swagsparian

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!

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Originally posted by SoDamnToxic

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.

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Originally posted by makarena0

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!

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Originally posted by bobmore11

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

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Originally posted by sarrick21

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

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Originally posted by Swagsparian

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/

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Originally posted by says_what_the_shit

The Patchnotes are out but it doesnt say anything about the "while ally" Missions

Yes, this wasn't part of the patch notes, but the change is in this patch

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Originally posted by veggiemeister

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).

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Originally posted by TacoTurd

Any news on the fix being validated?

This will be fixed in patch 1.03.