The Valorant 6.11 patch notes have been released, bringing some new agent adjustments general updates, and of course bug fixes. Here’s everything to expect for this newest Valorant rendition.
Agent Updates
Breach
Rolling Thunder (X)
- Warning visuals have been updated to provide a clearer edge to the ultimate’s area of effect.
Chamber
Rendezvous (E)
- Reduced weapon equip time after post-teleport lockout 0.7s to 0s
Trademark (C)
- Disable range increased from 4000 to 5000
- Trap arm speed reduced from 4s to 2s
Tour De Force (X)
- The firing rate increased by 15%
Viper
Fuel Regeneration
- Reduced regeneration per second by 5% to 3.3%
- Regenerate to max fuel once empty 20s to 30s
Agent Misc.
- When hit by Concussing abilities, Yoru’s Fakeout (C) can now be visually affected.
- The timing of Omen’s From the Shadows (X) voiceover line will come in quicker to increase your discernibility.
- Sova’s cape dynamics were redone and smoothed out, while still maintaining a silhouette close to his body to not give away the enemy’s position.
- Code related to the trajectory of grenade-like projectiles has been cleaned up (Sova’s Shock Bolt [Q] and Recon Bolt [E], and Brimstone’s Incendiary [Q]).
Gameplay System Updates
- Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.
- Performance optimizations in Observer Mode when frequently switching between Agents who are using abilities.
- Tidying up of font systems.
Map Update
Pearl
- Adjusted the B Ramp Screen and removed the attacker cubby. The Screen is now shorter and replaced the ramp with a jump-up.
- Extended B Site Screen to create a larger pocket to play from, added a non-pennable section, added a stack of crates to give defenders a new mixup option, and moved everything closer to B Ramp to allow more utility to fit there
- Added a new cubby in B Hall
- Widened the pillar on B Site
Weapon Updates
- Ascender min spread on ropes increased to 65% of the walking spread
- Rifles from .8 to 1.3
- Classic from .35 to .55
- Frenzy from .35 to .52
- Ghost from .35 to .6
- Sheriff from .35 to .78
- SMGs from .3 to .65
- Snipers & Shotguns unchanged
The walking and running spread on ropes increased to match the walking and running spread on the ground.
Shorty
- Reserve ammo adjusted from 10 to 6
- The price was adjusted from 150$ to 300$
- Damage at no fall-off adjusted from 12 to 11
- Damage at first step fall-off (7 meters) adjusted from 8 to 6
Frenzy
- Min spread increased from .45 to .65
- Spread curve adjusted – Maximum spread reached in 5 bullets instead of 6
- Recoil pitch curve adjusted – Maximum recoil will be reached in 5 bullets instead of 6. Total recoil is lowered to compensate.
Error Power
Significantly reduced center biasing in these 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.
Recoil
- Phantom: 1.5 to 1.8
- Spectre: 1.5 to 1.8
- Vandal: 1.5 to 1.8
- Frenzy: 1.25 to 1.5
- Phantom Reserve ammo adjusted from 90 to 60
- Vandal Reserve ammo adjusted from 75 to 50
Bug Fixes
- Fixed bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state
- Fixed Omen’s Shrouded Step (C) to not be interrupted if you’re Suppressed before teleporting.
- Fixed 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.
- Fixed Ability HUD overlapping in the Shooting Range when switching Agents.
- Fixed Kill Feed being out of order when one shot kills multiple players.
- Fixed a bug where party groups in the friend list would sometimes be put in the wrong section. They’ll now always appear in the online section.
- Fixed a bug where push-to-talk wasn’t working when the Buy screen was open. Now you can talk while you shop.
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