Patch 0.50

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Patch 0.50

Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it.

All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations. This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations.

Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so, you can’t go over 9,000. And the Spike now automatically falls when it gets stuck in an elevated location (you can stop bugging your tall friend now).

You’ll notice each map got some love as well, to remove some exploits and reposition a few barriers.


Logo square.png Jeff Landa

Gameplay and Balance[edit | edit]

Weapon Updates[edit | edit]

  • You will no longer enter the “walking accuracy” state when transitioning from run to stop
    • We noticed many players were entering a walking accuracy state during their run-to-stop transition that made it appear as if shots they fired/landed were done at full speed.
  • Deadzone accuracy speed threshold increased: 25% >> 30%
    • Now that you can’t gain walk accuracy while transitioning from a run to a stop, we've also slightly increased the size of the deadzone (full accuracy state) to make it a bit easier to get an accurate shot out quickly

All Rifles[edit | edit]

  • Recovery times on all Rifles have been updated, which should make tap and burst firing more efficient. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.
  • Base walk accuracy: 0.6° >> 0.8°
    • We felt like walk-spraying with rifles was a little more effective than we'd like, particularly at longer ranges. We're going to pull back on this accuracy slightly and continue to monitor
    • Tap Efficiency Changes (Phantom & Vandal only)
      • Tap Efficiency determines the rate that inaccuracy is accrued when re-firing prior to waiting for the complete duration of a weapon’s respective Gun Recovery Time. The higher the Tap Efficiency, the lower the rate of inaccuracy accrual.
  • Vandal:
    • Horizontal (Yaw) Recoil reduced by 15% while crouched and stationary
      • This was intended to be the case and now properly matches the crouch benefits of other rifles
    • Gun Recovery Time: .4s >> .375s
    • Tap Efficiency: 4 >> 6
  • Phantom:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
    • Tap Efficiency: 3 >> 4
  • Bulldog Automatic Fire:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
  • Guardian
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .4s >> .35s
  • Machine Guns are significantly underperforming other weapons at their price points.  Machine Guns are meant to be bullet hoses—powerful once they get going. This is a difficult balance to strike in a game where a single bullet from the Vandal will put you down. Our hope here is to make Machine Guns better at what they do (shoot lots and lots of bullets) while also increasing the power of the Ares relative to weapons at a similar price point.

    • Ares
      • Price reduced from 1700 to 1600 creds
      • Firing Error (this value is a curve that has intermediate values between each bullet; bullet 2 has slightly less error than bullet 1, and so on)
        • Bullet 1: 1.0° >> 0.8°
        • Bullet 5: 0.85° >> 0.75°
        • Bullet 10: 0.75° >> 0.7°
      • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.
    • Odin
      • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets

    Agent Updates[edit | edit]

    Agent Sage Portrait.png Sage 

    We all know Sage is OP. We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT. These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.

    Ability Slow Orb.png Q - Slow Orb
    Duration Slow Orb zone duration decreased from 9 seconds to 7 second
    Slow Slow Orb slowing amount decreased from 65% to 50%

    Agent Cypher Portrait.png Cypher 

    We’ve always envisioned Cypher as a premier sentinel gathering info on his enemies and picking them off, but the slow on the cage was allowing him to move into Sage’s territory by stalling an entire enemy team. We still think this will be a tool he uses to buy some time, but enemies will now have more options when pushing his defenses, especially when coordinated.

    Ability Cyber Cage.png Q - Cyber Cage
    Slow Cyber Cage no longer slows enemies that move through it.

    Ability Spycam.png E - Spycam

    Duration Spycam cooldown when destroyed increased 30 >> 45 seconds

    Agent Omen Portrait.png Omen 

    Especially at high-tier play, we’ve seen Brimstone become the dominant controller and we wanted to give his peers a boost to make them more viable while hopefully maintaining their unique playstyles.

    Ability Dark Cover.png E - Dark Cover
    Duration Dark Cover smoke duration increased 12 >> 15 seconds
    Speed Dark Cover smoke projectle speed increased.
    Cooldown Dark cover cooldown increased 30 >> 35 seconds.

    Agent Viper Portrait.png Viper 

    We’re increasing Snake Bite’s radius to match other area denial abilities

    Ability Snake Bite.png C - Snake Bite
    Radius Snake Bite radius increased 350 >> 450

    48px Brimstone/Phoenix/Viper 
    We see you b-hoppers out there, jumping through Incendiary, Fireball, and Snake Bite while taking no damage. We don’t want to completely negate this skill but we also don’t want it to trivialize a whole set of character abilities.
  • Height required to jump out of all damaging area denial abilities 80 >> 120
  • Snake Bite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged)
  • Agent Ability Credit Cost Tuning[edit | edit]

    We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection
    Agent Sage Portrait.png Sage 
    Ability Barrier Orb.png C - Barrier Orb
    Cost Sage's Barrier Orb increased from 300 to 400 credits

    Agent Raze Portrait.png Raze 
    Ability Blast Pack.png Q - Blast Pack
    Cost Raze's Blast Pack increased from 100 to 200 credits

    Agent Phoenix Portrait.png Phoenix 
    Ability Curveball.png Q - Curveball
    Cost Phoenix's Curveball increased from 100 to 200 credits

    Agent Brimstone Portrait.png Brimstone 
    Ability Incendiary.png Q - Incendiary
    Cost Brimstone's Incendiary increased from 200 to 300 credits

    Agent Jett Portrait.png Jett 
    Ability Updraft.png Q - Updraft
    Cost Jett's Updraft decreased from 200 to 100 credits

    Agent Armor[edit | edit]

    Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor)

    Max Credit Cap[edit | edit]

  • We’re noticing that players/teams who manage to bank a high amount of credits are maintaining a rich economic state for too long, and it becomes a monumental challenge for the opposing team to dethrone their economy
    • Total credit cap is is reduced from 12,000 to 9,000
  • Character Updates[edit | edit]

    Sova[edit | edit]

    • Sova's Owl Drone now includes a layer of sound for engine rotors
      • Audio should better reflect thematics, while maintaining how noticeable the previous version of Owl Drone audio was for allies and enemies, as heard in 3rd-person

    Map Updates[edit | edit]

    Split[edit | edit]

    Attacking teams have been having difficulty finding a foothold in territory control across the map. We’ve made a few changes that should allow attackers better opportunities to contest A Main, Mid Top, and B Tower.
    • Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map
      • Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower
      • Defender barrier has been pulled back at A Ramps
      • Attacker barrier has been pushed forward at A Main
      • Attacker barrier has been pushed forward slightly at B Main
    • Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
      • This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower
    • Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike
    • Revised art to improve performance throughout the map

    Haven[edit | edit]

    • A new map exploit system is in effect which will have negative effects on anyone trying to escape the playspace
    • Updated several floor sections so that they now have appropriate material sounds

    Split/Haven/Bind[edit | edit]

    • Added fixes for Cypher Spy Camera exploits to all three maps— a huge thanks to everyone who has helped us track these down, including clutch stream’s we lurked in for two days, writing down every camera placement and fixing them in real time
    • Backside of spawn barriers are now opaque to prevent some abuse cases
    • Added ability for Spike to automatically fall from elevated boost positions
    • Fixed multiple spots where Sova’s Recon Dart could over-penetrate map geometry—another shout out to everyone that helped with these as well!


    HUD & UI[edit | edit]

    • Teammate armor is now shown on the scoreboard
    • When the Spike is planted, the Spike icon in the upper middle UI now pulses with the audio beeps
    • New artwork for pings to increase readability in the world
    • Portraits
      • Re-enabled portrait for player’s minimap icon
      • Reduced size of portraits and icons by several pixels
      • Added color to the player’s own minimap icon with a slightly thicker border to aid in finding oneself (on the minimap, not in life)
    • Added regulation of chat messages when using the radio menu or radio wheel
    • Slight increase to broken armor text size to make it easier to notice
    • Relocated flyout menu for Titles dropdown so it opens in a more sensible location
    • Moved Leave Match button closer to the other “Exit” buttons in the menu
    • Made Logout button red to match Exit button, since they both exit
    • Shifted location of Skip button on MVP screen so players do not accidentally press Play Again button when slamming the Skip button
    • Adjusted radio wheel behavior so that mouse wheel up and down always select the other wheels regardless of other keybinds
    • Icon for Need Help changed from the little bug thing to a flag
    • Enabled attack/defend icons in the upper middle game info UI for all players, not just observers
    • Hooked up “Ult Almost Ready” VO when character uses the Ult Status radio command and are within 1 ult point of being fully charged

    Quality of Life[edit | edit]

    • Cheaters are no longer referred to as “Hackers”
    • Profanity filter setting added; when enabled, will filter out profanity from chat
    • Added a setting that allows toggling between walking and running
    • Viper’s Poison Cloud no longer enters cooldown when picked up during the buy phase
    • Added foe coloring for Sova’s Hunter’s Fury
    • Added Contract level-up animation when unlocking free characters or purchasing contract levels
    • Added tooltips and explanations guiding new players towards activating their first contract
    • Unowned skin levels now list their individual cost (in Radianite Points) and description in the collection pages
    • Made performance optimizations to address FPS drops when you or allies are shooting
    • Various social panel improvements to support better error handling and messaging
    • “Keep Player Centered” minimap setting is now a default setting
    • Renamed “First Person Enhanced Visuals” graphics setting to “Bloom”
      • As discovered by u/Far_OW on reddit, this setting affects more than just first-person visuals—it’s actually a visual bloom, or glow effect, which primarily affects weapon renders
    • Renamed “Shadows” graphics setting to “First Person Shadows”
      • This setting only affects shadows cast on a player’s weapon, hands and arms
    • Observer HUD
      • Dead players will now appear greyed out on the HUD rather than hidden
      • Team colors on the HUD will swap when switching sides, rather than the teams on the HUD changing position

    Bug Fixes: In-Game[edit | edit]

    • Cypher and Sova will no longer float in the air if the Sage Barrier Orb wall they are standing on is destroyed while when using the Spycam or Owl Drone, respectively
    • Cypher can no longer pick up his trap after an enemy has triggered it.
    • Sova’s Owl Drone can no longer rapid-fire darts if the prior one hits an enemy
    • Reduced collision size on Sova’s arrows so they don’t get stuck on corners when fired near them
    • Removed placeholder mesh from Viper’s Toxic Screen projectile
    • When using the ping wheel on the map, right clicking now correctly cancels the action and does not place a ping
    • Fixed a bug where the Spike UI would sometimes overlap with the HUD
    • Fixed a bug where a weapon’s ammo count on the HUD would disappear if swapping your knife, then back, while on low ammo.
    • Removed Spike icon from being visible on enemy player minimap icons
    • Spike can no longer be planted partially in map geometry
      • This also fixes cases where the Spike camera was appearing inside the Spike
    • Barriers on the minimap no longer adjust positions incorrectly during the buy phase if you open the megamap
    • Fixed bug where various issues would occur after multiple players would fulfill a weapon buy request at the same time
    • Fixed issue where the game would hitch/stutter when opening the in-game options menu
    • Fixed issue where the game would hitch/stutter when opening the in-game shop
    • Fixed rare movement bug where resurrected players who were tagged would have jittery movement in 1st-person perspective 
    • Fixed a bug where some weapons lost their muzzle flashes in 1st-person POV when tracers were disabled
    • Fixed a rare bug where players appeared to be standing, when they were actually crouching 
    • Ability details in the combat report will now correctly appear in the buy phase of the round when teams switch sides
    • Fixed miscellaneous Observer mode HUD issues
    • Spectators can now see weapon inspect animations
    • Fixed a bug where the camera could take an invalid position during character select
    • Fixed an issue where the combat report would show 150 damage but the enemy player was still alive (in cases where healing was not involved) 
    • Fixed an issue where a teammate’s voice activity would incorrectly light up more than their own icon in the above-character UI element
    • Selecting a ping on the ping wheel and canceling no longer incorrectly spawns the canceled ping next time the player uses the basic ping

    Bug Fixes: Game Client[edit | edit]

    • Fixed incorrect location of text when hovering rewards in the contracts
    • Fixed a bug where purchase refunds were not reflected in client until it was restarted
    • Fixed a bug where player cards were cropped on the arsenal menu screen
    • Fixed a bug where, in some languages, mission descriptions could appear truncated
    • Fixed an issue where the Distortion Graphics setting was not properly enabled
      • Enabling this may have a performance impact on some older graphics cards