General optimizations for all ability animations.Improved thread utilization across multiple cores for distributed tasks.Improved clipping plane calculations using multithreading.Performance improvements as a result of the following work: Players with medium to high spec machines (CPU bound systems) may see up to 6% ○ This should help reduce the grind for our players at the top Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile.Close games will have a smaller effect on rank rating gains and losses.○ This should result in better matches at the highest levels. While winning games is still the most important factor, individual performance will alsoīe accounted for to improve matchmaking at Immortal+.Ranked climb and reduce how hard you may swing up and down in rank Matchmaking accuracy will improve across all ranks, which should lead to a smoother.Your rank should properly reflect that, regardless of account age. Reduced the possibility of feeling “hard stuck” on older accounts.Here’s some of what you can expect from our changes: Hip-fire (full auto mode) firing rate increased from 9.15 RPS > 9.5 RPS.Damage falloff at 15m changed from 10 per pellet > 7 per pellet.Damage falloff at 10m changed from 13 per pellet > 10 per pellet.Running inaccuracy changed from 2.0 > 3.0.Running Inaccuracy changed from 1.85 > 2.3.Running inaccuracy changed from 1.0 > 2.0.Running inaccuracy changed from 1.5 > 2.1.Running inaccuracy changed from 2.0 > 2.5.Walking inaccuracy changed from 1.3 > 2.0.○ “Deadzone” in VALORANT refers to the movement speed a player becomes Weapon Deadzones changed from 30% > 27.5%.○ “Tagging” is the slowing ef ect you feel when hit by bullets Bullet tagging changed from 75% slow > 72.5% slow.
Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the.Audio attenuation when cast reduced 3250 > 1250.
Full charge time decreased 1.5 > 1 second.Granted signature charges decreased 2 > 1.○ This representation does not animate so it will not provide additional info on the On Attack, Astra can now see the Spike’s location in Astral form.○ When the barriers drop, her Stars charge for 1.4 seconds before becoming active Stars are now inactive when placed during the buy phase.Visibility returns faster during the fadeout period of all flashes.Charges gained from cooldowns are now always temporary.
With one charge remaining, you will not gain an additional charge ○ For example, if you have a two charge signature ability and you end the round
Riot Games have listed the notes below and have revealed that the updates will take place in the following areas:Īs you can see, the update is vast and is expected to take up a significant amount of space. The Patch notes will concern a number of areas and will take effect once Episode 3 Act 1 gets underway. Read more: Valorant Episode 3 Act 1: Latest News, Release Date, New Map, Agents, Battle Pass and More That being said, there is plenty more to come from the 5v5 and the game developers have not let up with the array of new content they have provided.