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We have a long way to go, but we'll keep hammering on the client UI until it's a stellar experience for everyone. This is only a small portion of the improvements, but should push overall usability in a positive direction.Navigation and UI changes are disruptive, so we appreciate your patience adjusting to the new approach and we hope you find the changes to be upgrades after you settle in.Īs always, thank you for your continued feedback. We've included a set of menu UI changes as part of our ongoing work to clarify the client experience coming out of Closed Beta. Collision and Nav Mesh (playable terrain) improvements.We'll continue monitoring how the maps are playing and make adjustments as necessary. An added benefit is that this encourages ability usage and combat engagements to be spread out across the map which can help prevent the frequency of scenarios where all of the players expend all of their abilities and ultimates in the same place at the same time. This is to emphasize ability usage and teamwork in order to reliably gain control of these locations. The intention is that angles that are more difficult to clear are most commonly found in areas meant to reinforce existing territory control. We're peeling back a bit on the amount of locations that require ability usage, thorough angle checking or teamwork to clear safely. B Teleporter Exit and B Window entrance.Attacker side of A Main (Including a self-boost to gain an additional angle to peek A Main as an attacker).The Entrance to A Sewer and the bottom of A Sewer.Cover in A Lobby restructured to open up the space which allows for additional sight lines and traversal options.Adjusted numerous locations to allow clearing angles to be a bit more straightforward in the following places:.Expanded skill disparity range for playing with friends in rank placements.Competitive Mode will be made available during this patch, changes since closed beta:.We've also increased the inaccuracy for crouch-walking to more appropriately match the amount of evasion it provides. We've fixed this now so that running with the right-click is significantly more inaccurate than walking or standing still. This was making it so that the right-click was much more accurate on the run that intended. We discovered an accidental discrepancy in how we were applying movement inaccuracy to the Bucky's right-click, one we introduced during closed beta when we added a delay for players to receive walking accuracy when slowing down from a running state.
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Pushing through a smoke will still be risky, just more reasonable. The previous tuning for smokes made it far too punishing for players to push through and take a calculated risk-really encouraging them to be used as a powerful defensive stall tool.Adjusted tuning around screen effects when exiting and entering smokes.Added prevention for Spycam going through teleporter doors on Bind when placed on the frame from the outside.Fixed an issue where players could place a Cyber Cage on a Trapwire.Fixed an issue where Spycam blocked Spike defusal.Soul Orbs are now spawned when Reyna kills Phoenix during Run It Back.Blade Storm now refreshes when used to kill Phoenix during Run It Back.An increased window should keep this viable without eliminating the strategy. We like Viper's unique ability to do “one-way” smokes, but some of the locations could create places where it was suicide to push through.Poison Orb activation cooldown increased :: 5s > 6s.With Fragile, Viper's team should have a big advantage on anyone if they fire on pushing enemies
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#Valorant smoke durations update#
Full patch notes are below: AGENT UPDATE Viper Notable updates include competitive mode, Spike Rush tweaks, tweaks to Maps, Viper and smoke changes. Riot has released the competitive mode update.