Valorant

Valorant Dev Tracker




12 May

Comment

Originally posted by guscrevelari

I didn't notice that update... honestly if you spot the spike c4 carrier your team should be able to see that in the minimap.

I get where you're coming from, but in a game with drones and cameras and dashing/teleporting people, it doesn't make as much sense to hand over critical info about the spike carrier's location for what is often so little effort/risk.

Comment

Originally posted by dksmoove

Thanks for responding - as this is definitely a big change as people relied on the mini map for a lot of information.
If Riot is going the route of not showing the spike on enemy or friendly models, I think the Spike either needs to a new color or something different because it is still not always to easy to spot where the Spike is dropped on the ground because it blends in with character models and/or guns. I'm sure others share my sentiment on this.

Dropped spike icon should be fairly easy to spot - it's pretty large compared to the other icons. Let me know if there are cases where that's not true because of color or overlapping.

Comment

Hey fam! Just wanted to let you know this was seen, and I'll escalate it to the social team.
Just a heads up, I doubt we'd be able to fix it anytime soon (since we're hard at work on game-critical fixes!), but we can at least put it on their radar <3

Comment

Originally posted by dksmoove

Is the Spike visible on whoever the enemy team is carrying it then?

It is not; we don't show the spike on enemy or friendly models.

Comment

Originally posted by StephenTabernacle

Added color to the player’s own minimap icon with a slightly thicker border to aid in finding oneself (on the minimap, not in life)

rito pls i'm having an existential crisis

Known bug. Working on a fix.

Comment

Originally posted by lugsy_3

Thank-you for clarifying this. Was there any discussion if this was a positive bug? I typically play more of a IGL type roll, holding a deeper angle & paying more attention to the minimap to make team comms (since I find a lot of people aren't making voice comms), and I loved being able to see the importance of a push (even if only spotting one person). I feel this doesn't impact high level play, as I believe most high level play will safe drop the bomb Spike behind and only pick it up once the site is confirmed and entry frags are already made.

Right; it doesn't really impact high level play because most teams drop the spike back and out of view so it doesn't get dumped if they lose their initial peeks. Also slightly faster to grab if someone needs to nab it and go.

Comment

Originally posted by lugsy_3

Waaaiitt a minute!

Removed Spike icon from being visible on enemy player minimap icons

Does this mean if you spot the bomb Spike carrier, you'll no longer gain that information? (Currently, if I have the bomb Spike and you see me. on the minimap you will have my icon with a small bomb Spike icon.. and then I turn into a yellow question mark instead of red) That's massive if that's correct?

Edited to use correct nomenclature

Correct. Showing enemies carrying the spike was a bug. Dropped spike still shows, though.

There was a discussion in an older thread about this, so might be worth linking from here for anyone who wants more context on the design choice:

https://www.reddit.com/r/VALORANT/comments/geo111/03_on_ingame_player_behavior_and_server/fpp6e3f/

Comment

Originally posted by Intact

Am I reading this wrong?

Removed Spike icon from being visible on enemy player minimap icons

Does this mean that when you get bomb does as ct, it won't appear on the minimap any more?

You won't see enemies carrying the spike on the minimap. Showing it was a bug. You will definitely still see the dropped spike though.

Comment

Originally posted by SaiyaTV

Some people are reporting false bans, can you check the subreddit? They seem honest and I don't know if this could be the reason.

Yes, certainly, I've commented on a thread, but your account may have had unauthorized access

Comment

Hey there,

If you feel you've been unjustly banned, please write into Player Support. Your account may have had unauthorized access.

Comment

If you feel there's been a false positive, your account could have been hacked, please write into player support

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Originally posted by RedX00

Awesome to hear, regardless of how effective it'll be lol.

This is only the beginning.

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Originally posted by huntcameron

When can we expect patch notes?

Tomorrow (May 12) morning Pacific time, I believe.

Comment

Originally posted by war10is

Could you confirm if any fps fixes are coming with this patch please?

I cannot only because I do not know. I know the team was/is working on it as a top priority.

Hey VALORANT sharpshooters, I’m VALORANT Art Lead Sean Marino here to talk about everyone’s favorite topic: the guns! Specifically, discussing what defines a VALORANT weapon and how we brought these principles to life in the game. First, let's start with this quote from Trevor Romleski, lead game designer.

“BULLETS STILL KILL WIZARDS”

This phrase was something that we latched onto early to help define the gameplay pillars and visuals of the VALORANT weapons. It was the foundation for how we would flesh them out within the game.

First came a pledge to uphold certain standards of the genre. With a tactical shooter, there are expectations around gameplay and weapons that we strived to sustain, regardless of what the VALORANT IP would become.

Then we cemented a “gameplay first” approach. Let’s create a gun for every situat...

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Post

Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it.

All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations.  This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations.

Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so...

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11 May

Comment

We're currently investigating. We saw a large network drop and there maybe be connection issues to the vanguard service. The issue is showing up as a vanguard error, but it's a larger networking issue. We have engineers actively reviewing now.