The heavily anticipated Valorant patch 1.11 changelogs have finally been revealed by Riot, and it includes several changes to the agents, competitive mode, and the economy system of the tactical shooter.
The Australian agent finally makes her way to Valorant in patch 1.11. While she will be available to play in-game from today. Players won’t be able to use her in official esports competitions like First Strike before November 9th.
In case you missed it earlier, here’s a detailed description of Skye’s abilities:
REGROWTH – C
EQUIP a healing trinket. HOLD FIRE to channel, healing allies in range and line of sight. Can be reused until her healing pool is depleted. Skye cannot heal herself.
TRAILBLAZER – Q
EQUIP a Tasmanian tiger trinket. FIRE to send out and take control of the predator. While in control, FIRE to leap forward, exploding in a concussive blast and damaging directly hit enemies.
GUIDING LIGHT (3X) – E
EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash.
SEEKERS – X (ULTIMATE)
EQUIP a Seeker trinket. FIRE to send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it near sights them.
This combination of skills is certain to make Skye a favorite among Valorant fans due to the amount of utility she brings to the table. Judging by the descriptions, Skye can potentially be one of the best initiators in the entire game.
VALORANT PATCH NOTES 1.11
SKYE JOINS THE VALORANT ROSTER!
|Skye will be available for use in official esports competition (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any issues)|
|Full flash time increased from 1.75 >>> 2|
Similar to some of the changes we made with Sage, we want to increase the depth of decision making when playing Sentinels while also providing enemies with more counterplay to “trap” abilities. To reduce the total potential impact of these abilities, autonomous traps are now disabled when the deployer dies (e.g., Cypher’s Trapwire disables when Cypher dies). We want to encourage Sentinel players to play more thoughtfully and carefully around their traps while increasing the reward for taking out the Sentinel player.
|Trapwire Disabled and revealed upon death|
|Spy Camera Disabled and revealed upon death|
Killjoy is most effective when locking down a single site. Killjoy has to stay near her Turret and Alarmbot for them to remain active. Her global recon should be hit pretty hard here but we have slightly boosted her stalling power to counterbalance that nerf. All in all, we hope to keep Killjoy in a very similar place power wise but give her a stronger identity as the premiere on-site defender.
|Deactivation Range Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends.|
|Turret Cooldown after pickup reduced from 20 seconds >>> 10 seconds|
|Alarmbot Range at which Alarmbot can be detected decreased from 9m >>> 7m|
Cooldown after pickup reduced from 20 seconds >>> 7 seconds
|Nanoswarm Range at which Nanoswarm can be detected decreased from 5m >>> 3.5mDamage increased from 40/s >>> 45/sDamage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second|
- Icebox enters the Competitive map rotation
- Icebox will be available for use in official esports competition (e.g., First Strike) after four weeks in Competitive queue (November 29, barring any issues)
- Shorter Unrated queue times for the highest-rank players
- We’ve taken steps to further solve issues for elite players experiencing long queue times for Unrated. We’re also further investigating improvements to reducing long queue times for all primary modes.
- Added location of the current gamepod to the loading screen for all modes
- Adjusted Combat Score to factor in non-damaging assists
GAME MODE UPDATES
- “Play Out All Rounds” option now available in custom game lobby options,
Play Out All Rounds makes it easier to run practice sessions. When enabled the game will no longer end when a team reaches 13 wins; instead the match will continue until both teams have played a full half of 12 rounds on each side. After 24 rounds the team with more rounds will win. In the case of a tie the game will proceed to overtime (dependent on the Overtime option selected in the lobby screen).
Updates to Economy Ruleset
- Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
- Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
- Dying to the Spike will no longer count as a death in KDA statistics
- Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop
Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss.
- Minor improvements to observer flashed indicator
- New setting for observers: ‘Show Player Keybinds on Map’
- New Custom Game Option: ‘Play Out All Rounds’
- Both teams play a full 12 rounds on both attacker & defender sides, followed by overtime/endgame (if applicable)
QUALITY OF LIFE
- Left-handed view model is now available for players. Players can swap their first person view-model to lefthanded by going to the settings menu and swapping their view model to “Left-Handed”. Changing this will also show all other players as left-handed when spectating.
- You can now send a direct message by clicking a friend’s name in chat instead of having to type their name out
- Players that have been AFK or alt-tabbed for more than 5 minutes will now appear as ‘Away’ in the Social Panel
- Adjusted team colors to remain fixed for the full duration of a game for observers instead of having the Attacking side always appear as red, and the defending side always appear as green
- The experience of having teams switch colors at the half from a viewer perspective was a bit confusing, and also led to some difficulties for broadcasters to match their overlays to this behavior. This change will allow the viewers and tournament organizers to have a more consistent experience for the entirety of a game.
- [BETA] Experimental Sharpening
- Fixed one source of combat hitches we’ve seen from player reports
- We’re continuing to investigate the combat hitches that players have been reporting in recent patches. This patch includes a fix for one of the most common hitches that we’ve seen during combat. While we hope that this will resolve the issue for many of you, we’re still actively tracking down a couple other hitches that we’ve seen from your clips.
- Jett now can’t rope dash lel
- Fixed a bug where incoming Party invites would remain active in the Social Panel after being declined
- Players no longer see the spike location when reconnecting to a game
- Fixed issue where player corpses could cause collision issues
- Sage wall segments no longer breaks if a player dies on top of them
- Fixed a bug that would disable queueing for any mode if a player closed the client during the Match Found countdown.
- Fixed a bug that was displaying Act Rank badge on the MVP screen outside of Competitive Queue.