VALORANT Patch 1.11
Released 27 October 2020 during ACT III. Changes to Skye, Breach, Cypher, Killjoy.
Structured from Riot's official patch notes. The bullets below are the announced changes; anything VALDB detected in the game files beyond them lives on the detected changes feed and is never mixed into this page.
Overview
[ UPDATE : Patch 1.11 is currently on hold for all regions until further notice. VALORANT will roll back to Patch 1.10 until we can redeploy later in the week with a solution, and at a less disruptive time for the VALORANT First Strike Qualifiers . If you started the Skye character contract, you won't be able to progress until we patch again. Thanks for sticking with us. ]
Skye enters VALORANT and will be available to play in all queues.
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)
INITIATORS
Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start
Initiators create concentrated windows of extremely high threat to help their teams break onto sites. To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). Our goal here is to increase the opportunity window that Initiator’s teammates have to capitalize on their utility and further differentiate Initiators from Duelists.
BREACH
- Fault Line spawns 8m away from Breach
- Time it takes to fully charge fault line has been reduced from 2 >>> 1.5 seconds
- Rolling Thunder spawns 8m away from Breach
SENTINELS
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.
CYPHER
- Disabled and revealed upon death
- Disabled and revealed upon death
KILLJOY
- Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends.
- Cooldown after pickup reduced from 20 seconds >>> 10 seconds
- Range at which Alarmbot can be detected decreased from 9m >>> 7m
- Cooldown after pickup reduced from 20 seconds >>> 7 seconds
- Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
- Damage increased from 40/s >>> 45/s
- Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second
COMPETITIVE UPDATES
- Icebox enters the Competitive map rotation
- Shorter Unrated queue times for the highest-rank players
- 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,
GAMES SYSTEMS
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.
- 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
- Minor improvements to observer flashed indicator
- New setting for observers: ‘Show Player Keybinds on Map’
- New Custom Game Option: ‘Play Out All Rounds’
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
- [BETA] Experimental Sharpening
BUG FIXES
- Fixed one source of combat hitches we’ve seen from player reports
- 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.