VALORANT Patch Notes 6.03: Agents updates, modes updates, and more

VALORANT Patch Notes 6.03: Agents updates, modes updates, and more

VALORANT Patch Notes 6.03: Agents updates, modes updates, and more

VALORANT Patch Notes 6.03: Agents updates, modes updates, and more

Valorant new official patch notes 6.03 is going to be live very soon, the update is mainly targeting two characters specifically Killjoy and Raze this time because the Turret and Lockdown ability have less damage now and Raze Boom Bot time duration nerfed.

Riot Games are working on in-game toxicity, for which in this update riot introduced Real-time Text Evaluation. Devs also worked on bugs like Fixing a bug where KAY/O would sometimes be able to move after being downed during NULL and more.

AGENT UPDATES

KILLJOY

Killjoy

Turret (E)

  • Health decreased 125 >>> 100
  • Reducing the total health of the Turret will allow opponents to have an easier time destroying it, particularly with weaker weapons.

Lockdown (X)

  • Point cost increased 7 >>> 8
  • Killjoy’s Ult is powerful when opponents don’t have the plan to push or contest it, but the frequency is too high for the reliability it now offers.

Devs on Killjoy’s changes: “With Chamber’s recent balance and the increased reliability of Killjoy’s Lockdown ult, she has recently sprung up as the premier Sentinel Agent in the game. When we took on systemic damage and health interactions in Patch 5.12, we decided not to reduce Killjoy’s Turret health given her place in the ecosystem at the time. Given her place today, we are making the changes below.

Raze

Raze

Boom Bot (C)

  • Duration decreased 10s >>> 5

Devs on Raze changes: “We feel the duration of Boom Bot has led to a larger recon footprint than we felt was healthy, in regard to the ability’s secondary output. We are decreasing the amount of space the ability can cover in order to sharpen Boom Bot as a tool Raze and her team can use to follow up around angles.

MODES UPDATES

SWIFTPLAY

  • Remember when we told you the Swiftplay Beta would end in January. We sorta lied. Everyone decided to just keep it on. Please keep sending us your feedback, though!

BUG FIXES

  • Adjusted Sage, Neon, Jett, and Yoru’s hair heights to fit within our standardized vertical range
  • AI (such as Skye’s Seekers [X]) will now travel through the crouch-only connection on Pearl near the Defender’s spawn area
  • Fixed a bug where KAY/O would sometimes be able to move after being downed during NULL/cmd (X)
  • Fixed a bug on Fracture where a player could fall off and die if two players ride the zipline at the same time. Thanks for the report on Reddit!
  • Fixed a bug where disconnecting and reconnecting multiple times in a round could cause a door on any map to incorrectly appear open or shut.
  • Fixed a bug where rapidly spamming the Marshall’s zoom button could cause the scope to get stuck cycling in and out.

GAMEPLAY SYSTEMS UPDATES

  • Adjusted the Firing Error graph to use worst-case error represented as degrees from the aim direction. The graph now reports the worst-case error degrees of a possible bullet vector—before it didn’t account for the generation of the actual error vector.
  • Introduced a new setting “Operator (Hold)” which allows those of you in Toggle Mode to hold Secondary Fire to go to Level 2 zoom. (Pre-Patch 6.0 zoom behavior).
  • Restored weapon zoom to pre-Patch 6.0 behavior when transitioning from weapon equip to Zoom/Aim Down Sights.

Social updates

  • Added Real-Time Text Evaluation (NA only to start) to the Agent Select screen.

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