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u/RiotArkem sorry for ping, but does the corrupted packet bug fix fix and issue that cause the game to brick our internet?
This patch should reduce the number of packets that are sent which should reduce ping spikes and any "router bricking".
We've also fixed a crash that could happen if a packet got corrupted just right but that's a different issue.
Has there been any discussion regarding clarity of the grenade's area of effect? Right now it's difficult to tell how far away from the main grenade and especially the secondary clusters I need to be to avoid damage. I can't count how many times it appeared I was far enough away and still took damage. Not a huge deal but it can be frustrating as the range is deceptively larger than the visuals make it appear.
There's definitely been discussion on this, it's just a bit of a more involved problem to try and solve for since visual clutter is so scary in our game and all of of our artists are working hard on other content that we need to finish to ship the game.
So the short answer is - no changes on that in this patch, we're aware of this though and will continue to keep it in mind if we can swing in for some lightweight QoL changes at some point.
Kinda frustrating they see Vanguard as running smoothly with the development of the new installation issue that became present after the last update. Would like to see them address if.
Let me clear this up a bit, Paul is happy with the approach we are taking. We are not happy with how the software is running on everyone's machine yet. We are actively grinding hard on improvements for compatibility, performance & visibility.
Don't forget the RGB
The difference between a gamer and a casual is that when gamers facepalm into their keyboards their face is colorful, it's also more clicky.
The fact that you're active here on Reddit answering our questions and clarifying things is awesome. Please don't stop doing this. We appreciate it a lot more than you guys think. Thank you!
Of course! I was a player far before I was a game dev, and there's no worse feeling than being invested in a game and feeling like the devs just don't care or listen. That's one of the reasons I joined Riot in the first place.
How come you opted to have her earn back paint shells with kills instead of putting a normal cooldown on the ability, or keeping 2 charges but with a cooldown between them?
Is it to make her less potent in noob elo games especially, where people are worse at dodging her shit?
Mostly because kill reset is less consistent than cooldown, and because cooldown promotes a behavior like "use one really early to get more." We have that on Sova's Recon Dart for that reason, but didn't necessarily want to encourage that more on Raze.
And gave it a kill reset? A KILL RESET, AND THE DAMAGE REMAINS THE SAME
If you earn them! This works just like Jett's dash
How much "flush" does she need? She already has roomba which is a pistol round death sentence, you can't even sit in a location when it's on map. You automatically have to reveal your position and waste ammo or die. Her ult forces you to just leave and it even goes through walls a good chunk of the time. Then there is nades and satchel.
Brimstone ult forces him to stand still and cast it, why is this Raze character one shotting a whole team instantly while flying around like Jetpacks in halo? I just don't get it. It's a bad argument imo and one that only takes a few moments before you see the error in it.
That character single-handidly breaks the game right now, I don't see how these nerfs will ever suffice. The maps aren't massive playgrounds either, the mark was missed here.
Because she does not have:
Raze can do two things: flush and boost. She's very focused on doing one job and doing it a lot, at the expense of all the other types of value other characters have. It's why Raze shines in situations like Split vent, Haven Sewer or Garage, or Bind Hookah - the other areas of the map leave her with an unreliable footprint unless the enemy is being predictable or you have them cornered in.
We do agree the frequency is a bit much so we reduced the spammiest (Paint Shells) a lot.
I think the jetpack movement with two satchels is also something we wanna watch. It's pretty non-tactical and does some weird combat maneuver stuff that is out of ...
Read moreCan you consider in game surveys as well. It would make providing feedback in a directed manner a lot easier
We're looking into this now, just not feasible with the current state of the client in beta. Hoping we can add it down the line!
No mention of the ranked system we were suppose to be getting after 2 weeks? Been 2 weeks...
Not sure on the ETA, but we won't turn it on while sh*t like Cypher cam gun and boost exploits exist. Need a clean game to make the competition seem meaningful, otherwise I think the rank won't feel real and earned.
Rip bhopping being useful, not a fan of that change. Bhopping thru the orb was a risky and high skill cap way of countering the orb. Not a fan of any change that lowers the skill cap.
High skill floor way (IE once you can do this, it's trivial to do - it's not "tested" - so it's hard to access but easy to do after you access that).
Your point on tradeoffs isn't lost on me here. It's something I could see returning as the game shakes out depending on where the chips lie (not soon, let's see how this goes)
Pretty poor to first say Raze would be exactly like she should and will not get nerfed and then giving up on people crying about her being op just cause they keep sitting in the same corners and cant react to abilitys flying ontop of them.
So now if you wanna break a Sage Wall fast without shooting you have to sacrifice ur ONLY nade. Dipshit nerf for the crybabys. SAD RIOT PRETTY SAD
Bruh when did we say we ain't nerfing?
What kind of shit Raze nerf is that? They don't realize that it's the amount of damage her abilities do and not how much charges she has right?
We do, which is why we removed a whole charge from her best basic ability.
is this per round or carried over? The people I see who have good gun play on raze do not use her utility. If this carries over to the next round I could see that being okay. Still will probably be an uninstall for me. Finally found a character I resignated with in gaming; Hated every OW char, same with apex etc. And it gets nerfed into the ground.
I wont be able to play her in comp as she adds no value to her team, people will hate you picking her because she was basically destroyed. Just remove her at this point... Or redue the entire character because shes pretty much obsolete
Let's...relax. ._. If a balance change is enough to make you uninstall, bruh, this is gonna be a bumpy-ass road.
Second, the kill reset is "kills from any source give you another Paint Shell." So you usually get one, and if you perform well, you get two.
Raze's value in competitive play should be clearing and flushing tight corners and angles - either forcing them into your gun and angle, or letting you ignore that area to take other fights.
If it needs to be UNTOUCHED for you to enjoy the character, then that's on you homie. I'm not worried this is gonna slam Raze into the dumpster
no complaints from me, good work devs
<3
Read moreI think as time goes on you'll see that the nerf to Raze wasn't right.
Guns; Basic, Signature, and Ultimates abilities; all can do damage. But how do you determine the cost? In this game, everything is loosely balanced around cash. Have y'all taken a look at the cost per kill/damage? Coming from places like Magic: The Gathering, the community and the developers have a system for analyzing cards. There are several things that affect the "cost" of a card; rarity, mana cost, colors, and complexity/interactions. I believe this method can translate to Valorant with a little work.
Now going back to my original statement, I don't think the Raze nerf was correct because I think the cost per kill across her kit is much lower than other agents.
edit: Maybe that's the answer though. Raze's role is deal damage at a lower cost per kill. Right, we have initiators, intel, support, and dps roles in this game. They're just a little different looking than what we're used to...
Cost is a tuning lever we're happy to pull here if it needs more - agreed on the impact of cost on power like this being a good place to tune.
Unfortunate to see Sage got more nerfs than Raze. Nobody's ult should result in a guaranteed trade at worst when you're near an enemy, period. Compare Raze's damage ult to Jett's ult and tell me with a straight face you'd ever rather have Jett's.
Paint shells didn't receive a damage nerf, so they still deal 275 damage in an area and 1 well placed nade is still a free kill even on buy rounds. There's no reason an ability dishing out that much damage with that much area control should be able to refresh at all.
This character is still a mandatory pick for people playing competitively, and that's a damn shame, because she is unquestionably the least fun character to play against in the game by a huge margin.
This is where we definitely disagree, both with the outputs and the focus.
Lethal damage is a strong, potent flushing tool - and our goal is that you can dodge the Paint Shells and you lose ground. We think both reduced frequency should reduce how often this thing is actually flushing or scoring kills (a pretty big nerf), and improved audio should allow more time to dodge, and more clarity of where you're going to.
We're also super willing to keep tuning over time, both as players learn, get better and we see the impact of these changes. While we're really firm on "Paint Shells need to be lethal to flush effectively", we are open to tuning a lot of other levers such as timing, area controlled, and other things.
One of the bigger things I see is a level of gun...maybe "purity" is the right word...that I think is an expectations gap between VALORANT and CS. We're going to have lethal abilities in the game to cause threat, but we also are committed to working...
Read moreHello, sorry you ran into this issue.
If you are still running into this issue can you please go to the game website, download the game installer from the website and run the installer. Make sure that you've closed the "process is already running" window before running the installer. Our team updated the game installers last night and players have confirmed that this fixed the issue.
If it doesn't fix the issue let me know and I can try to work with you to resolve it.