The latest update for Valorant, version 6.11, is here, bringing a massive changes to the game. This update includes modifications to the Pearl map, adjustments to agents like Chamber and Viper, and tweaks to weapons. Let’s dive into the details.
Agent Updates
Chamber
Chamber, who had previously been nerfed significantly, has received a buff in this update. Here are the key changes:
- Rendezvous (E)
- : Players can now equip weapons instantly after using Chamber’s Rendezvous ability. This change enhances Chamber’s ability to lurk and provides more flexibility within his setups.
- Trademark (C)
- Tour De Force (X)
Viper
Viper, on the other hand, has been slightly nerfed. The key changes include:
- Fuel Regeneration
Breach
Breach’s Rolling Thunder has been updated to provide a clearer edge to the ultimate’s area of effect, making it easier to understand when you will and will not be hit by the ultimate.
Pearl Map Updates
The Pearl map’s B Site has undergone some subtle changes, giving defenders a bit more headroom. The key changes include:
- The B Ramp Screen has been adjusted and the attacker cubby has been removed. This change reduces the mix-up pressure on B Ramp and makes the position more predictable to deal with.
- The B Site Screen has been adjusted to give more options to defenders. The screen has been extended to create a larger pocket to play from, a non-pennable section has been added, and a stack of crates has been added to give defenders a new mix-up option.
- A new cubby has been added in B Hall. This new cubby provides extra space for defenders to reposition against incoming utility and creates new angles to contest B Link or the common Long plant spot.
- The pillar on B Site has been widened. This change gives defenders a little bit more room to work with and reduces the likelihood of getting spammed.
Weapon Updates
Several weapons have been tweaked in this update, including the Frenzy, Shorty, Phantom, and Vandal.
Frenzy
The Frenzy’s minimum spread has been increased from 0.45 to 0.65, and the maximum recoil will now be reached in 5 bullets instead of the usual 6. This change makes long-range fights with the Frenzy tougher while retaining much of its short-range power.
Shorty
The Shorty has become more expensive, with its price increasing from $150 to $300. Additionally, the reserve ammo has been adjusted from 10 to 6. These changes make purchasing the Shorty a more thoughtful decision throughout the course of the game and require more accuracy to get one-shot kills against fully armored opponents.
Phantom and Vandal
The ammo reserve on Phantom and Vandal has been reduced to lower spamming of bullets in matches. Phantom will now have 60 reserve ammo (downfrom 90), while Vandal will have 50 reserve ammo (down from 75). This change injects more decision making when wall penning common spots or blind firing through smokes with these weapons.
Recoil Adjustments
In this update, several weapons have had their recoil adjusted while firing on the run. The aim of this change is to make the weapons feel less controllable in this state, and should reduce the number of incidental run-and-gun kills. The changes are as follows:
- Phantom: The vertical recoil multiplier while running has been increased from 1.5 to 1.8.
- Spectre: The vertical recoil multiplier while running has been increased from 1.5 to 1.8.
- Vandal: The vertical recoil multiplier while running has been increased from 1.5 to 1.8.
- Frenzy: The vertical recoil multiplier while running has been increased from 1.25 to 1.5.
Gameplay Systems Updates
Several gameplay systems have also been updated:
- The Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.
- Performance optimizations have been made in Observer Mode when frequently switching between Agents who are using abilities.
- Font systems have been tidied up. Players are encouraged to report any issues if there are any characters or text that are different size or style compared to previous patches before 6.10.
Weapon Accuracy on Ascenders / Ziplines (Ropes)
Weapon accuracy on Ascenders, Ziplines, or Ropes has been adjusted, with the spread of weapons now larger while a player is using the ropeways. This change makes combat on ropes viable in close range scenarios—which is important to make them a viable map traversal tool—but much less often will it be a good choice in medium to long range engagements.
- Rifles: The minimum spread on ropes has been increased from 0.8 to 1.3.
- Classic: The minimum spread on ropes has been increased from 0.35 to 0.55.
- Frenzy: The minimum spread on ropes has been increased from 0.35 to 0.52.
- Ghost: The minimum spread on ropes has been increased from 0.35 to 0.6.
- Sheriff: The minimum spread on ropes has been increased from 0.35 to 0.78.
- SMGs: The minimum spread on ropes has been increased from 0.3 to 0.65.
- Snipers & Shotguns: The spread on ropes for these weapons remains unchanged.
Furthermore, the walking and running spread on ropes has been increased to match the walking and running spread on the ground. This change is expected to make movement and combat on ropes more consistent with ground combat.
Error Power and Recoil Adjustments
Error Power, a tool utilized to reward accuracy by biasing shots toward the center of the crosshair, has been significantly reduced in movement states. Shots fired while moving are now almost uniformly random within their spread cone, meaning that fewer of these shots will precisely land on target.
For a handful of weapons, vertical recoil while firing on the run has been increased. This makes the weapons feel less controllable in this state, and should reduce the number of incidental run-and-gun kills.
Bug Fixes
Several bugs have been fixed in this update, including issues with Killjoy’s utility, Omen’s Shrouded Step, and Sage’s Barrier Orb. Additionally, bugs related to the Ability HUD overlapping in the Shooting Range when switching Agents, the Kill Feed being out of order when one shot kills multiple players, and issues with party groups in your friends list have been addressed.
Agents
- Killjoy: There was a bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state. This issue has been addressed in the update.
- Omen: Omen’s Shrouded Step (C) was getting interrupted if you’re Suppressed before teleporting. This bug has been fixed.
- Sage: An issue where when Sage rotated her Barrier Orb (C) 90 degrees, she was blocked from placing the wall for .8 seconds. Now, Sage can place her wall immediately after rotating it 90 degrees.
Gameplay Systems
- Ability HUD: There was an issue with the Ability HUD overlapping in the Shooting Range when switching Agents. This has been fixed.
- Kill Feed: The Kill Feed was out of order when one shot kills multiple players. This issue has been addressed.
Social
- Party Groups: There was a bug where party groups in your friends list would sometimes be put in the wrong section. They’ll now always appear in the online section.
- Push-to-Talk: A bug where push-to-talk wasn’t working when the Buy screen was open has been fixed. Now you can talk while you shop.