Valorant Update 1.00 Patch Notes

Valorant Update 1.00 Patch Notes

Valorant Update 1.00 Patch Notes

Riot Games published a new update for Valorant today. We’ll show you all the details about this upgrade on June 2.

The patch should begin automatically when you start the launcher, you need to download and install a total of about 2 GB.

Valorant Patch Notes 1.00 on June 2




  • Curing Orb cooldown increased 35 >>> 45 seconds
    • We like how much Sage is able to heal in a single heal, but felt she was able to use it too frequently during a round.
  • Barrier Orb segment health reduced 1000 >>> 800
  • Barrier Orb length reduced 40 >>> 30 seconds
  • Friendly Barrier Orb walls now show on the minimap
    • Previous changes to Sage’s Barrier Orb helped provide it more counterplay choices in pistol/early around but it’s still using too much effect in any given round. Our hope is that the wall stays a strong stalling tool, but asks you to think more about when in the round you would like to use it.


  • Blast Pack maximum harm radius decreased 2 >>> 1 meters
    • The Blast Bundle has turned out to be rather powerful, especially when chained back-to-back. By reducing the inner maximum harm radius, we expect to decrease the average damage output of this ability while still keeping it powerful.


  • Cloud Burst smoke duration increased 4 >>> 7 minutes
    • We feel like Jett has a strong, irreplaceable value in terms of her ability to deny trades. But we think her team-oriented output is a bit too low. This should give her and her team a little more time to work off of her smokes.
  • Tailwind automatically breaks Cypher’s Trapwires after being briefly shown
    • Tailwind force is strong enough that Jett should easily have the ability to break free of any leash. This should allow her a little more freedom to make that aggressive, but risky play that creates space for her staff.


  • Blaze length increased 6 >>> 8 seconds
    • We felt just like the brief wall duration, combined with the very long cast time and short range, was forcing Phoenix to perform a bit too predictably around his wall. We’re bumping this up slightly to give him a bit more time to work with. Additionally, we’ve matched the damage/healing values to be half as effective as Hot Hands, primarily so that the total healing output of these two abilities is at parity (50 wellbeing each). We are also doing this that Blaze does not develop into the de-facto”recovery” ability compared to Hot Hands.
  • Hot Hands healing: 3 each 0.25s >>> 1 every 0.08s.
    • Upgraded the HoT model to match recent changes to your DoT skills.
  • Curveball max flash length increased 0.8 >>> 1.1 second
    • The flash duration is short given how fast he will get his curveball out in a enemy caught out of position. Even still, it was a hair too short, especially to justify the new 200 credit cost point.
  • Run it Back automatically reloads all weapons on respawn
    • This is nearer to some quality of life improvement. Phoenix’s ult noten sets him in a position to empty his clipclip’sht before getting sent back. It was quite jarring to get a Phoenix player to wait for a few seconds to respawn, just to then have to pay another second reloading–possibly under pressure. We believe the several second respawn time is sufficient time to warrant an automatic reload.


  • Paranoia is now equipped rather than quickcast, and struck detection improved, especially at close range
    • altered the cast paradigm to reward more proactive utilization of Paranoia within its preceding reactive use instance. Enemies will receive a warning once the projectile is fired instead of being in the immediate path of it. This ought to make it hit enemies reliably.’
      • We wanted to provide Omen with a more precise way to put his smokes, especially when verticality is at play. We have supplied a toggle back to the older view style as well to make sure we support the quick, close range smoke playstyle many Omen players’ve honed.
    • Dark Cover controls are updated where Omen can now raise smoke distance with PRIMARY FIRE, decrease it with SECONDARY FIRE, and toss smoke together with the ABILITY KEY.
      • Yeah, this may be a tricky control shift for gamers who main Omen, but in the long run–and for new gamers –we think it’s more intuitive for its space to be controlled by one hand on the mouse by default.
    • Shrouded Step, Omen can now see his teleport location on the map and receives an in-world indicator of where he’s targeting when his vision of this point is blocked.
      • We would like to help Omen know where he is targeting his teleport, especially when he is teleporting from out of his smoke.
    • In the Shadow, Omen can now cancel his teleport while at Shade form by pressing on the ABILITY KEY again–Omen still loses all of his ult points when he cancels.
      • We need Omen to try plays and make fear because of his rivals with his ultimate. Formerly the punishment for using the ult was virtually certain death if captured by an enemy, and it pushed the ability into more market usage. Allowing Omen to cancel his ult if he is in danger in the cost of his ult points will open more value and possibilities, while still forcing him to attempt to pick the ideal teleport spots potential.


    • We’ve brought in more sounds made by Agents under the class of sounds that display their sound distance on the mini-map through the white circle. Including ability sounds, reloads, spike interactions and much more.
      • Why? We wanted to provide gamers with the capability to understand when their sound could be observed by enemies and give them an idea of just how far the noises could be heard. Mid is a playground for varied ability use and successfully controlling the region opens added routes for Attackers to Spike websites.
      • As our brand new map for launch, Ascent will be slightly more common in our Matchmaking rotation for the first couple of times so that you can get more opportunities to play on the map.


      • Restructured mid chokepoint
        • We felt as though Defenders had the ability to effectively plug up the main choke point in mid for a big percentage of the round. The new layout hopes to alleviate this matter. These changes open up the distance quite a bit and provides an additional path to receive arouto stalllities on the stairs. Additionally, it gives Attackers a few different angles to help siege B Tower and Vents.Old


          • The train station maintenance crew managed to replace the burned out speaker system
          • A certain frog’s head is now somewhat warmer


          • Expanded our brand new system that combats map exploits to other maps–that can eradicate anyone trying to escape the playspace
          • Continued to fix level collision in order to improve the smoothness of the gameplay space
          • Completed draw telephone optimizations
          • Additionally continued to block spots for Cypher’s Spycam that prevented counter-play; as always, huge thanks to everybody who helps us find these!


          • Competitive mode won’t be on at launching
          • very similar to our beta launch, our first focus is ensuring our service is stable prior to activating aggressive matchmaking. This is also a way to give new players the same courtesy that shut beta players needed to learn the game ahead of turning on Competitive. We’ll also make some adjustments to Competitive based on remaining closed beta participant feedback. Our aim is to turn Competitive a few patches to our launch.The group rallied within this patch to repair a number of performance problems. Our focus for this round is primarily about the framerate dips you may sometimes experience in combat. Simpler scenarios, in which very little is occurring, may not find the same remarkable gains in FPS. Rest assured, we’re not done enhancing performance and you can expect to find out more from us on this subject in upcoming patches.
            • Combat Performance: Addressed multiple causes of framerate drops in battle.
              • Effect pooling added for influences, gunshots and footsteps. This should reduce frame drops whenever these events occur.
              • Disabled bullet casings from computing physics + audio bounces. We are seeking to bring a more optimized version of the feature back in a future patch.
              • Reduce price of z-pings and death pings from 10x
              • Fixed bug causing 90 raycasts each second when pinging
              • Fixed a bug where NOT launching the choices menu every game would lead to framerate to drop on a regular cadence
            • +FPS for mid to high specs: Sped up calculations onto the CPU for game and render threads. These improvements will likely be felt the most on machines with powerful GPUs bottlenecked with their own CPU speeds.
              • Optimized minimap for observable components
              • Fixed bug where minimap would compute double a frame
              • Fixed bounding boxes on a number of VFX, cutting back the amount of VFX upgrading at any given time
              • Reduce price of updating transform on leave thread
              • Reworked a variety of HUD elements that were formerly built on a specially slow part
            • +FPS for low to mid specs: Content improvements which will primarily help low to mid grade specs when making the entire world.
              • Reduced draw calls on all channels
              • Removed non-gameplay affecting map particles on Low and Moderate Detail Quality
              • Optimized First Person Shadows to no longer consider lights which do not impact closing shadows
              • Removed unintentionally massive textures across gun friends, scopes, silencers
              • Optimized VFX for Characters
                • Omen: ALL ABILITIES
                • Sage: ALL ABILITIES
                • Viper: ALL ABILITIES
            • Closed exploit where Nvidia Inspector might be used to watch through Viper and Phoenix wall skills
            • Added a setting for speaker setup
            • Added tooltip clarity about what graphics quality settings really do
            • GPU Time stat now correctly excludes idle time

            QUALITY OF LIFE

            • Dying into a non-enemy player will no longer grant ultimate points. This includes perishing to the spike, decrease damage, a teammate’s skill, or your own ability.
              • Context: This should remove a few of the weird optimization around farming ultimate points when a death doesn’t have sufficient financial effect (e.g., self-killing at the end of the pistol round, or group kill at the start of a rescue round. We are going to continue to track to see if we will need to further dissuade these”save round self-kills.”
            • Additional VALORANT Community Code pop-up to get new players
            • Additional chat and voice restrictions for repeat criminals of our Community Code
              • Chat and Voice constraints last 72 hours
              • obtaining a restriction will ask that you log out. Please take a moment to cool down and reflect before logging back in to perform VALORANT
              • Chat restrictions will be enforced for’all’ and’staff’ chat, but your’party’ chat will continue to be accessible.
              • Voice restrictions will be enforced for’team’ conversation, but your’party’ voice will continue to be available.
            • Reporting groups updated to cover a larger range of Community Code violations
            • Transition displays added before Character Select and In Game
            • The button to upgrade a gun skin now indicates what type of improvement (variant, cartoon, etc.) will be awarded by the upgrade
            • Visual updates to set and contract pages
            • Adjusted ping calculation to become more accurate
            • Added a setting to disable the spectator count widget on the HUD
            • Upgraded the death camera to prevent obscuring the screen immediately after passing
            • Added a build version watermark
            • Observer Updates
              • Added team-specific 1st-person fresnel highlighting for observers
              • Adjusted consistent coloring for Attackers/Defenders on the HUD
              • Attackers and Defenders do not swap in HUD on side switch rounds
              • Keybinds are constant from round to round for swapping between gamers
              • Fixed scoreboard not showing the appropriate score
            • Removed the’freeze time’ that would trigger when waiting for a player to reconnect at the start of the buy phase
            • Updated store icons

            HUD & UI

            • Additional VFX to skills, killfeed, and ceremonies (e.g., Ace or Clutch)
            • Updated Spike visuals at the stock
            • Updated Armor icons in the store
            • Updated character portraits
            • Added chat message law so that only send 1 chat message is delivered when multiples of the identical ping or VO control are employed in quick succession

            BUG FIXES: IN-GAME

            • “Fixed a bug with”rewinding” for Strike Registration which could get the client to slightly disagree with the server on where a goal was when you pulled the trigger. This affected all gamers marginally, but scaled up in severity at reduced FPS.
            • Fixed an issue where client-side tracers desynced if yaw switching
              • The server and client would sometimes disagree on where shots have been landing when firing extended bursts.
            • Fixed a bug that allow you to shred the gnar at supersonic speeds utilizing Viper’s Toxic Screen for a projectile boost
            • Fixed the capability to trigger Viper’s Poison Cloud mid air if it has been picked up.
            • Cypher’s Spycam now reveals the direction it is looking right when it is possessed.
            • Fixed more casual Cypher Spycam locations
            • Fixed Sova’s arrows sometimes inconsistent bouncing
            • Fixed Sova arrows out of showing through some walls
            • Fixed a bug with Jett’s lower body popping out of place during her slide –thanks physical treatment!
            • Fixed a problem where blood was handicapped
            • left an Observer bug where dead players looked as Phoenix about the HUD when an entire team was dead
            • Fixed a spectator issue where Cypher’s tracers would appear incorrect if the spectator swapped to him he had entered/exited his camera
            • Fixed an issue where a group would disconnect side swap rounds to surrender, but they’d get a win instead of a reduction
            • Fixed a bug that allowed Bucky’s right click to permeate through world geography
            • Fixed a bug for the comms halo over a player’s head, it should now trigger with both Party conversation and Team chat
            • Fixed an issue where credits the HUD appeared to be much higher than the 800 you receive on side switch rounds
            • Fixed a problem with the scoreboard which would show enemy team over the charge cap
            • Fixed a bug where players were completely movement incorrect after being hammered or respawning
            • Fixed overruns on interactable objects like orbs or the Spike
            • Fixed an issue where ally loadouts appeared to show damaged allies in complete health
            • Fixed issues with HUD pushes that would be cut off if the key to activate the instant has been bound to a key with more than 1 letter
            • Fixed a bug where the purchase phase announcement would constantly say to press B to buy, even if the key to start the Armory was jumped to a different key
            • Fixed an issue where sends messages could junk every around start
            • Fixed an observer bug where text would overlap from the purchase phase announcement
            • Fixed an observer bug where some skills were not appearing on the minimap properly
            • Fixed a bug where the ping wheel on the megamap wouldn’t gray out when ping restricted
            • left a bug from the Armory where weapon particulars would vanish after purchasing a weapon
            • Fixed a bug where the Equip Last Constructed Weapon hotkey Wasn’t functioning properly after having an ability
            • Fixed overlaps with uncertainty indicators (i.e. High Ping) and the Spectator widget
            • Fixed overlaps and overruns from the Combat Report
            • Fixed an issue with dead player models occasionally flickering
            • Fixed a problem with cartoons when aiming using the Odin for audiences
            • Fixed flickering mouse cursor in a few places
            • The tooltip pointing at Contracts can now be ignored FOREVER
            • Fixed a bug where half the Arsenal page would fade in when clicking on the Collection tab
            • Fixed a bug in which the personalized Store offers would blink before disappearing in
            • Fixed a bug where different menus may overlap the lobby display following a queue dodge


            • Fixed some visual bugs in the settings menus
            • Fixed a bug with windowed mode in which the VALORANT window would not save its place properly

            KNOWN ISSUES

            While we have made good progress at addressing hit registration problems, there’s one known issue we haven’t gotten to yet:

            • In very rare instances where a participant has a great deal of incoming packet reduction, an enemy version may appear to be crouching when they’re actually standing (or vice versa). The connection has dropped the package that states”this player un-crouched”, and there can be a short delay until it’s resent. We’ve got a cure for this forthcoming asap.

            We’re also looking into methods to enhance the visual clarity of our reach impact effects (especially sparks). In a number of the clips which we examined, readability issues caused shoulder shots to see just like headshots, further contributing to the sense of hit reg being off.

            • All impact effects (spark and blood) are pinned in world space where the strike was enrolled on the server. These show up after hearing back from the host, at which stage the predator or victim might have slightly shifted positions. Often, we have seen the goal crouch into or transfer their head to where the strike effect renders.
            • It is hard to read the exact hit place (center point) in the spark effect compared to blood.
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