All agent changes in VALORANT Patch 11.08

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VALORANT Patch 11.08 goals to effective tune the shooter title as a complete to make it extra gunplay-centric, however no side has been hit more durable than our beloved roster of brokers.

From world capability changes to agent-specific tweaks, Patch 11.08 has all of it, making it some of the impactful meta updates we’ve seen in VALORANT since 2020. In line with Riot Video games, the replace goals to advertise excessive mastery with capability utilization, whereas bringing gunplay to the forefront.

Should you’re questioning whether or not your important was nerfed in this replace, the reply’s probably sure—however don’t fear. Virtually each agent shares the identical destiny, so your opponent might be in the identical boat. Beneath, we’ve listed each VALORANT agent change included in Patch 11.08 so that you can evaluation earlier than Act Six goes reside.

All capability changes in VALORANT Patch 11.08

Nearsight, Fight Stim, and Concuss results have globally modified for all brokers in VALORANT. This has been accomplished to assist gamers “construct muscle reminiscence when taking part in with or towards results like Nearsight, Concuss, and Stims.”

  • Nearsights
    • Impacts Fade’s Prowler, Omen’s Paranoia, Reyna’s Leer, Skye’s Seekers
    • Nearsight radius elevated from 5 to seven meters.
  • Concuss
    • Impacts Breach’s Fault Line, Gekko’s Wingman, Neon’s Relay Bolt, Astra’s Nova Pulse
    • Concuss length decreased to 2.5 seconds.
  • Stim Unification
    • Impacts Brimstone’s Stim Beacon, KAY/O’s NULL/CMD, Reyna’s Empress 
    • Sooner reload time modifier: 90 p.c
    • Elevated firing fee modifier: 10 p.c
    • Weapon draw time modifier: 90 p.c
    • Weapon restoration pace modifier: 10 p.c

You’ll be able to know extra particulars on how these changes have affected brokers in the sections under.

All duelist changes in VALORANT Patch 11.08

Lot of changes to cowl. Picture through Riot Video games

Whereas most duelists are in a “wholesome state” proper now, dominant ones like Yoru and Neon wanted to be barely clipped to let their friends shine too. Riot has additionally tuned some duelist skills and ultimates to steadiness them with the remainder of the replace.

Iso

  • Kill Contract (final)
    • Size decreased from 48 to 36 meters.

Neon

  • Excessive Gear
    • Battery recharge decreased, time to recharge to full battery elevated from 20 to 60 seconds.
    • Battery drain of Excessive Gear and Overdrive lowered, rising dash time with full battery from 12 to 16 seconds.
  • Relay Bolt
    • Concuss length decreased from 3.5 to 2.5 seconds.

Reyna

  • Leer
    • Well being decreased from 80 to 60.
  • Empress: Up to date to match stim standardization
    • Sooner reload time lowered from 25 to 10 p.c.
    • Elevated fireplace fee lowered from 15 to 10 p.c.
    • Elevated weapon draw pace lowered from 25 to 10 p.c.
    • Elevated weapon restoration pace lowered from 25 to 10 p.c.

Waylay 

  • Saturate’s Hindered length decreased from 4 to 3 seconds.
  • Convergent Paths (final) not spawns an afterimage of Waylay, and there’s no push again when casting.
    • Final now briefly restricts goal rotation and motion pace much like Breach’s Rolling Thunder when casting.
    • Hindered length decreased from seven to 6 seconds.
    • Preliminary windup decreased from two to at least one second.
    • Width decreased from 18 to 13.5 meters.
    • Decreased motion pace buff on ult from 15 to 10 p.c.

Yoru

Yoru has been specifically tweaked to extend his selfishness and make him extra of a duelist than a pseudo-initiator who can assist his staff with flashes and glorious intel. 

  • Gatecrash
    • Well being decreased from 60 to twenty HP.
    • Audio now performs from Yoru’s location when Yoru teleports or fakes it.
  • Fakeout’s Flash length decreased from three to 2 seconds.
  • Blindside
    • Flash length decreased from 1.75 to 1.5 seconds.
    • Flash now follows the usual flash falloff curves as different brokers.
  • Yoru can not solid Blindside, or arrange his fakeout throughout Dimensional Drift (final). He can nonetheless solid the preliminary Gatecrash and reactivation, in addition to reactivation of Fakeouts.

Raze

Raze is now affected by the gradual debuff whereas midair with Blast Pack, much like how slows have an effect on different dashes in VALORANT.

All initiator changes in VALORANT Patch 11.08

Breach, VALORANT agent
Breach is getting a number of changes. Picture through Riot Video games

Breach

  • Fault Line
    • Cooldown elevated from 40 to 60 seconds.
    • Preliminary windup decreased from 1.2 to 1.1 seconds.
    • Concuss length decreased from 3.5 to 2.5 seconds.
  • Flashpoint
    • Flash length elevated up from 2 to 2.25 seconds.
  • Rolling Thunder
    • Width decreased from 23 to 18 meters.
    • Concuss length decreased from six to 4 seconds.
    • Ult factors decreased from 9 to eight.

Fade

  • Hang-out
    • Cooldown elevated from 40 to 60 seconds.
    • Hang-out lively length decreased from two to 1.5 seconds.
  • Prowler
    • Visibility in Nearsight elevated from 5 to seven meters.
  • Dusk
    • Deafen and Marked length decreased from 12 to eight seconds.
    • Width decreased from 24 to twenty meters.
    • Decay now stays a constant 80 injury over its length as an alternative of reducing over time.

Gekko

  • Cooldown upon reclaim of Globules elevated from 10 to twenty seconds.
  • Wingman
    • Well being decreased from 80 to 60 HP.
    • Concuss length decreased from 3.5 to 2.5 seconds.
  • Thrash
    • Well being decreased from 200 to 180 HP.

KAY/O

  • ZERO/POINT: Cooldown elevated from 40 to 60 seconds.
  • FLASH/DRIVE: Underhand most flash length elevated from 1.5 to 2.25 seconds.
  • NULL/CMD (final): Up to date to match Stim standardization
    • Elevated fireplace fee lowered from 15 to 10 p.c.
    • Added standardized weapon draw time for stims.
    • Elevated weapon draw pace by 10 p.c.
    • Added weapon restoration pace for stims.
    • Weapon restoration pace elevated by 10 p.c.

Sova

  • Recon Bolt
    • Cooldown elevated from 40 to 60 seconds.

All controller changes in VALORANT Patch 11.08

For controllers, Patch 11.08 focuses on changes “to align with current roster-wide updates.” Astra has taken the worst of it, whereas Harbor and Clove stay untouched.

Astra

  • Gravity Nicely
    • Fragile length decreased from 5 to 2.5 seconds.
    • Cooldown elevated from 45 to 60 seconds.
  • Nova Pulse
    • Concuss length decreased from 3.5 to 2.5 seconds.
    • Cooldown elevated from 45 to 60 seconds.
  • Nebula
    •  Cooldown elevated 25 to 35 seconds.

Brimstone

  • Stim Beacon: Up to date to match stim standardization
    • Elevated fireplace fee lowered from 15 to 10 p.c.
    • Elevated motion pace lowered from 15 to 10 p.c.

Omen

  • Darkish Cowl
    • Cooldown elevated from 30 to 40 seconds.
  • Paranoia
    • Projectile pace elevated from 16 to twenty meters per second.
    • Journey distance lowered from 32.5 to 25 meters.
    • Visibility in Nearsight elevated from 5 to seven meters.

Viper

  • Preliminary contact with the wall, orb, and supreme now inflicts 10 immediate HP decay as an alternative of 30.

All sentinel changes in Patch 11.08

Vyse, VALORANT agent
Vyse is getting main nerfs. Picture through Riot Video games

Whereas Patch 11.08 impacts each agent class in VALORANT, the sentinels appear to have taken the toughest hit of all. These changes goal to make “extra room for dialogue between attackers and defensive sentinel utilities.” Gamers will discover it simpler to make the most of each sentinel’s meant counterplay going ahead.

Vyse and Cypher have acquired vital nerfs to their kits to extend counterplay. Killjoy, Sage, and Impasse have acquired balancing updates too. Chamber and Veto, nevertheless, are protected—for now.

Vyse

  • Arc Rose
    • Arc Rose is now destructible after the flash windup begins.
    • Audio cue and voiceline alerting Vyse and her allies about enemy flashed has been eliminated.
    • Flash length decreased from 2.25 to 2 seconds.
    • Cooldown elevated from 45 to 60 seconds after destruction.
    • Recalling the power will now all the time incur a 20 seconds cooldown.
  • Shear
    • Now you can bait out the wall lure simply. 
    • The wall now spawns instantly when an enemy enters after which leaves its set off zone.
    • Enemies hear an audio cue after they enter the set off zone.
  • Razorvine
    • Well being decreased from 40 to twenty HP.
  • Metal Backyard
    • Preliminary windup elevated from 3.4 to 4.4 seconds.
    • Radius decreased from 32.5 to 26 meters.

Cypher

  • Spycam
    • Inactive digicam might be revealed to enemies if you find yourself inside eight meter radius of the digicam, and also will have an accompanying audio inform.
    • When the digicam is lively, there might be a louder persistent digicam audio for enemies with a 12 meters vary.
    • Cooldown when destroyed is elevated from 45 to 60 seconds.
  • Trapwire
    • Beforehand, gamers have been Tethered and Revealed after 0.5 seconds. Trapwire would then activate after 1.5 seconds and Concuss gamers if it was not destroyed. All of this has been reworked to pressure extra exercise out of Cypher gamers if they need a kill.
    • Trapwire activation windup decreased; PC: 1.5 to 0.9 seconds, Console: 2.5 to 1.9 seconds.
    • Trapwires not activate to supply the Concuss and Tether debuffs. As a substitute, it slows and divulges enemies after the windup.
    • Going ahead, gamers crossing a Trapwire might be instantly slowed. Trapwire will now activate after 0.9 seconds (down from 1.5 seconds) and reveal gamers if not destroyed. Gamers can even nullify its impact by transferring 4 meters away from the connected location.  

Killjoy

Killjoy’s Turret now slows enemies by 50 p.c, however she additionally has to endure a whole lot of nerfs on the similar time.

  • Turret
    • Cooldown when destroyed elevated from 45 to 60 seconds.
    • Reactivation time for turret elevated from 0.5 to 2 seconds.
    • Turret motion tagging per bullet elevated from 29.5 to 50 p.c. Enemies are actually slowed by 50 p.c.
    • Added a “windup” impact when Killjoy first re-enters the activation vary.
  • Alarmbot
    • Well being decreased from 50 to twenty HP.
    • Reactivation time elevated from one to 2 seconds.
    • Added a “windup” impact when Killjoy first re-enters the activation vary.

Impasse

  • GravNet
    • Cooldown elevated from 40 to 60 seconds.
  • Barrier Mesh
    • Price lowered from 400 to 300 HP.
    • Well being of smaller nodes decreased from 570 to 480 HP.
  • Sonic Sensor
    • Concuss length lowered from 3.5 to 2.5 seconds.

Sage

  • Barrier Orb
    • Price lowered from 400 to 300.
    • Now fortifies quicker, from 3.3 to 2 seconds.
    • Well being of Barrier segments decreased from 800 to 600 HP.

You’ll be able to take a look at the complete notes for VALORANT Patch 11.08 right here. All changes go reside on Oct. 15.


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