Le développeur et éditeur Riot Games a officiellement publié les notes de mise à jour officielles de la mise à jour Valorant 3.0. Les joueurs de Valorant peuvent désormais télécharger cette nouvelle mise à jour sur PC.
La sortie du patch 3.0 pour Valorant marque l'arrivée de Valorant Episode 3 Loi 1. Loi 1 de l'épisode 3 durera jusqu'en août 24, 2021. Once it ended, Loi 2 will immediately begin, which will last until October 19. Épisode 3 Loi 3, will start on October 19, 2020, until January 11, 2022.
Apart from Act 1 of Valorant Episode 3, the new update 3.0 also brings some game changes, bug fixes, et plus. Dessous, you will find the changes that have been implemented in patch 3.0.
Mise à jour vaillante 3.0 Notes de mise à jour
All Agents
- Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
- Par exemple, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
- Charges gained from cooldowns are now always temporary
- Visibility returns faster during the fadeout period of all flashes
Jett
- Cloudburst now costs 200 (était 100)
- Updraft now costs 150 (était 100)
- Blade Storm now costs 7 Ult points (était 6)
- Jett’s Tailwind can no longer dash through Cypher’s tripwires
Omen
- Shrouded step now costs 150 (était 100)
- Paranoia now costs 300 (était 400)
- Dark cover charge reduced to 1 (était 2)
- Dark cover second smoke now costs 100
- Dark Cover smokes regenerate after 40 secondes
Skye
- Trailblazer vision radius increased 1750 >>> 2250
- Trailblazer max concussion duration increased 3 >>> 4
- Trailblazer price increased to 250 (était 200)
- Charges reduced 3 >>> 2
- Charges are now replenished on a 40-second cooldown
- Skye no longer needs to re-equip to trigger her flash
- Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
- Audio attenuation when cast reduced 3250 >>> 1250
- Cost of charges increased 100 >>> 250
Yoru
- Blindside price increased to 250 (de 200)
- Gatecrash cooldown time increased to 40 (était 35)
Soufre
- Incendiary price increased to 250 (de 200)
Sova
- Owl Drone price increased to 400 (était 300)
- Shock Dart price increased to 150 (de 100)
- Recon Bolt cooldown time increased to 40 (était 35)
- Hunter’s Fury Ult points increased to 8 (de 7)
Sage
- Slow Orb price increased to 200 de 100
- Barrier Orb cost increased to 400 (de 300)
- Resurrection increased to 8 Ult points (de 7)
Breach
- Aftershock price increased to 200 (était 100)
- Aftershock has 3 small burst shocks instead of 1 big shock
- Flashpoint price increased to 250 (était 200)
- Flashpoint charge decreased to 2 (était 3)
- Flashpoint Projectile speed decreased 2500 >>>2000
- Faultline full charge time decreased 1.5 >>> 1 deuxième
- Faultline width increased 600 >>> 750
- Faultline telegraph windup time decreased 1.3 >>> 1
- Faultline concussion duration increased 3 >>> 3.5
- Faultline unequip time after firing decreased 1 >>> .7
- Faultline cooldown time increased 35 >>> 40
- Rolling Thunder width of all explosions increased to 2300, which was the previous width of the final explosion
Reyna
- Leer Price increased to 250 (était 200)
Phénix
- Curveball price increased to 250 (était 200)
Viper
- Snakebite duration reduced 8 >>> 6.5
- Snakebite outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
- Snakebit cost increased 100 >>> 200
Raze
- Model has been updated with a polish pass
- Boombot price increased to 400 (était 200)
- Showstopper now costs 8 Ult points (était 7)
Astra
- Puits gravitationnel: Cooldown time increased 12 >>> 25
- Nova Pulse: Cooldown time increased 12 >>> 25
- Stars are now inactive when placed during the buy phase
- On Attack, Astra can now see the Spike’s location in Astral form
- Recall cooldown increased 8 >>> 15
- Astral Form price decreased to 150 (était 200)
- Astral Form (Étoiles) decreased to 1 (était 2)
Cypher
- Neural theft now costs 6 Ult Points (était 7)
Killjoy
- Alarmbot cooldown after pickup increased 7 >>> 20
- Turret cooldown after pickup increased 10 >>> 20
Changements d'armes
All Weapons
- Bullet tagging changed from 75% lent >>> 72.5% lent
- Weapon Deadzones changed from 30% >>> 27.5%
All Rifles
- Walking inaccuracy changed from 1.3 >>> 2.0
- Running unchanged at 5.0
All Heavies
- Walking Inaccuracy changed from .5 >>> 2.4
- Running unchanged at 6.0
All SMGs
- Walking inaccuracy changed from .3 >>> 1.0
- Running inaccuracy changed from 2.0 >>> 2.5
Classique
- Walking inaccuracy changed from .25 >>> .84
- Running inaccuracy changed from 1.5 >>> 2.1
Frénésie
- Price decreased 500 >>> 450
- Walking inaccuracy changed from .25 >>> .8
- Running inaccuracy changed from 1.0 >>> 2.0
Fantôme
- Walking inaccuracy changed from .25 >>> .92
- Running Inaccuracy changed from 1.85 >>> 2.3
Shérif
- Walking inaccuracy changed from .25 >>> 1.2
- Running inaccuracy changed from 2.0 >>> 3.0
Juge
- Price increased 1600 >>> 1850
- Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
- Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
Bulldog
- Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
- Price decreased 2100 >>> 2050
Shorty
- Price decreased 200 >>> 150
Stinger
- Price decreased 1100 >>> 950
Bucky
- Price decreased 900 >>> 850
Maréchal
- Price decreased 1000 >>> 950
Ares
- Price decreased 1600 >>> 1550
Opérateur
- Price decreased from 5000 >>> 4700
Competitive Changes
- Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
- Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
- While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
- This should result in better matches at the highest levels.
- Close games will have a smaller effect on rank rating gains and losses
- Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
- Updated Rank distribution
- Placements raised to Diamond 1
Performance Changes
- Improved clipping plane calculations using multithreading
- Improved thread utilization across multiple cores for distributed tasks
- Optimized camera calculations
- Optimized ambient audio for each map
- General optimizations for all ability animations
Social Updates
- Improved clipping plane calculations using multithreading
- Improved thread utilization across multiple cores for distributed tasks
- Optimized camera calculations
- Optimized ambient audio for each map
- General optimizations for all ability animations
Bug Updates
Agents
- Characters blocked by Sage’s Barrier Orb when resurrected now break the wall to ensure they don’t get pushed inside map geo
- Fixed Skye’s Seekers showing up on the minimap even when they aren’t visible to an enemy
- Fixed Viper’s ultimate not showing as active on the team UI when Viper’s Pit is up
- Fixed bug where Cypher’s Spy Camera could be placed inside the map on mid Icebox
- Fixed a bug where Reyna’s Dismiss ability could not be rebought if the Buy Menu is closed and reopened during the same Buy Phase
- Fixed a bug where canceling Sova’s Hunter’s Fury while charging the shot allows the player to skip unequip animation by equipping a weapon, aptitude, or Spike
- Fixed a bug where picking up Cypher’s TrapWires/Cages and Killjoy’s Nano Swarms during the Buy phase would prevent you from purchasing a second charge
Competitive
- Fixed a bug that was causing a delay in recent Competitive game’s Ranked Rating updates in Match History
- Fixed a Career screen visual bug that would show up for those who dropped out of Immortal
- Fixed a bug that caused a friend’s career to infinitely load
Social
- Fixed a bug where friends’ names were merging together in the social panel when interacting with them, jumbling them together at times. Word scramble no longer!
Content Support
- Fixed an issue causing a hitch when viewing skins in the Collection
Gameplay Technology
- Fixed a bug where the inner crosshair toggle feature wasn’t working
- Fixed a bug where AOE kills were not rewarding the appropriate character if the enemy was in a debuffed state
- Fixed a bug where the Spike icon pulse and beeping sound were not in sync
- Fixed a bug where Ally defuse progress bar sometimes fails to appear
- Fixed a bug where Observer’s Killfeed has no team colors
- Reverted our fix for the “swirly arms” in the last patch, since it was causing significant animation snapping