On the last Friday, the Dexerto portal brought detailed information about the latest VALORANT update. Act I of Episode 8 brings significant changes to some agents and game maps, impacting the players’ experience.
Agent Updates Deadlock
Continuing in the direction of the previous changes from version 7.10 GravNet (C), the developer aims to leverage the unique strengths of Deadlock’s other two basic abilities: Sonic Sensor (Q) and Containment Barrier (E).
Sonic Sensor (Q):
We are enhancing the reliability of the concussion when activated, reducing its shutdown time, while increasing flexibility by allowing players to recover and redeploy it in the same round. Sonic Sensors can now be recovered in the round. The detection range of the Sonic Sensor has increased from 12m to 27m. We’ve reduced the time for concussion activation from 1.0s to 0.5s. The time for enemies to destroy the Sonic Sensor once activated has been reduced from 0.65s to 0.5s. Deadlock and allies can now faintly hear the audio of the Sonic Sensor when in its area of effect.
Containment Barrier (E):
We’ve increased the maximum length of the barrier walls to allow it to divide much larger spaces than is possible with comparable utility, making it more reliable in fully blocking chokepoints when deployed quickly. The maximum length of the walls has been increased from 6m to 10m.
Killjoy Turret (E):
The coverage effectiveness of Killjoy’s Turret surpasses other defensive reconnaissance tools when paired with strengths like autonomous detection and long-range vision. The reduction in the field of view should prompt the agent to make clearer decisions about which area of the map the Turret will cover, while the updated visuals of the ability should quickly convey the areas it will protect.
Reduced field of view from 180 degrees to 100 degrees. Added a representation of the Turret’s field of view on Killjoy’s minimap when placing the Turret. Updated visual effects and animations of the Turret to communicate the new field of view.
Map Updates
We updated the technology behind interactive doors to enhance some of their interactions with other players and Agent abilities.
Icebox
Icebox is back with some changes. The goal with these alterations is to add value and impact to the mid for any team that controls it and simplify the path towards Spikesite B to make fights more predictable.
Attacker Spawn
A storage container has been added on the left side to block the line of sight from Attacker Spawn to B Tube.
B Entrance
The suspended container on Spikesite B was creating too much complexity for both ground fights and people climbing on top. Removing the container should make combat here more manageable.
B Tube Exterior
We felt that mid could use more value for any team holding it. We added a window at the end of B Tube that overlooks mid and can see Site A and the defender spawn. This allows attackers to apply pressure on rotators, while defenders can maintain more space when holding mid B Kitchen.
B Tube Interior Two stacked boxes have been added close to the wall.
Lotus
Attackers were feeling quite oppressive for Lotus defenders. Therefore, we are adding more options by adjusting neutral spaces and making quality updates across the map so that defenders can better control the areas.
Spikesite A
More space has been added to A Main along with a set of boxes to give defenders more options to fight for A Rubble control. The double stack of boxes outside A Ramp has been changed to non-penetrable to reduce spam probability.
A Link More space has been added near the breakable door. It has always been a bit awkward to fight out of the broken door, but now it should be easier to fight out of the Connector room.
A Hut
A hut has been closed to provide more readability to the power plant location, making it easier to reclaim. A cubby has also been added at the back of A Hut for more defensive options to hold the site.
Spikesite B
More space and boxes have been added to Spikesite B to add some defensibility closer to the chokepoint on the site.
Spikesite C
The plant zone for the Spike and the stairs at Curve C have been adjusted to allow greater diversity of locations to set up. Boxes on the back of Spikesite have been adjusted.
Curve C
More space and boxes have been added to also add some defense closer to the Spike Site. Boxes have been added along with extra space to fight.
Rotating Doors
Rotating doors now take 10 seconds to complete their rotation, instead of the previous 8. The extra time should allow more fights to happen through the doors, and almost everyone to pass through the door in time. The time it takes for rotating doors to complete their rotation has been increased from 8s to 10s.
Mode Updates Team Deathmatch
We feel that the Sheriff is performing exceptionally well in the Stage 2 weapon ecosystem, and as a result, other loadouts are being overlooked. This change aims to make other weapons more viable when in combat against a Sheriff.
Stage 2 – Sheriff Loadout Heavy Shield >>> Light Shield
Map Rotation All modes (except Team Deathmatch and custom games) will use the competitive map rotation. Current Rotation: Icebox, Lotus, Sunset, Breeze, Ascent, Bind, Split
Major Updates Team Captain Role We added a secondary management function to lineups called Team Captain. Team captains can assist in team management, including inviting and removing team members. Captains cannot disband the team or kick the team owner. Team owners can promote and demote a team captain.
Ranking You can now view rankings in other divisions and previous stages of the Premier using the drop-down menus in the top-left corner of the Ranking tab.
Divisions You can now see which division you are ranked in before playing your first match.
Qualification for Playoffs The limit to qualify for this stage is back to the standard 675 Premier Score.
EMEA Zone Updates
We updated the zones to support the VCT Challengers League promotion path in EMEA. Addition of the Team Captain role to assist in managing lineups. View rankings in other divisions and previous stages of the Premier. Division rank information before the first match.
EMEA Zone Updates The zones have been updated to support the VCT Challengers League promotion path in the EMEA region, providing a more equitable experience for players.
Noping for Valorant
Noping provides an enhanced gaming experience in Valorant, delivering significant benefits to players. With reduced ping and optimized connectivity, users can enjoy smoother and more responsive gameplay. This translates to quicker reactions, improved accuracy, and a noticeable competitive edge. Additionally, Noping contributes to connection stability, minimizing untimely disconnections and quality drops during matches. By ensuring a more efficient network performance, Noping stands out as a valuable tool for Valorant enthusiasts looking to maximize their performance and make the most of their gaming experience.
For more news click here.