Riot Games rolled out its first update for Valorant on Tuesday with patch 0.47+. Despite the new tactical shooter being in its closed beta, the game’s developers saw the need to address “the giant Raze in the room” and a few other balance items to smooth out the game.
The blog post noted melee attacks will now inflict twice the amount of damage per hit to destructibles, such as Sage’s Barrier and Haven’s metal doors. Granted, it would probably take some time to carve out any progress chipping away at an ice wall with a serrated blade, but it did feel particularly ineffective. Using a knife makes taking down Sage’s barrier a bit quieter, and now, it’s a more reasonable option when blocked off by the ability.
Raze has been the subject of vast scrutiny for her high-damage inflicting abilities; in comparison to other agents, it feels a bit out of place and diminishes the slow, methodical feel of being true to a tactical shooter. In response, Valorant developers have taken her down a few notches.
- Reduced Paint Shells from 2 to 1
- Paint Shells now have a kill reset, requiring players to get 2 kills to refresh cooldown
- Tuned and adjusted audio for Paint Shells, Blast Pack, and Showstopper so that they’ll be easier to hear in hectic scenarios
- Fixed an edge case where the secondary cluster of Paint Shells would explode quicker than intended. They now have a minimum duration before exploding.
The blog post admits Raze is intended to be a “highly-threatening duelist”, although her abilities are possibly a bit excessive. Even for players who main the rocket-touting character, it’s hard to argue with these renovations. Again, few agents have anywhere near the same DPS capabilities as Raze, which often creates “overly oppressive scenarios”, in the eyes of the developers.
- Slow Orb now also slows the air speed of players in the zone
- Players can now walk through the Slow Orb without making noise
Players could previously bunny hop through the area of effect from Sage’s Slow Orb to move much faster, and primarily negate the ability’s slow effect. The change will see more consistent movement through the zone, while adding a “stealthy, yet slow way” to navigate the utility.
Prior to this, if you were caught in a Slow Orb, you would pretty much have to stick it through – no movement, no anything. This will offer players caught in the zone a bit more flexibility in terms of their options, while those laying the trap will have the comfort of knowing maneuvering will be difficult.
- Several exploits fixed on Bind, Haven, and Split
- Split: Orb moved from B Mid to B Main
Quality of Life
- Reduced outbound network traffic from client for players running at high frames-per-second
- Some ISPs and network setups were throttling game traffic, impacting gameplay by causing large spikes in network latency as FPS increased.
- No impact to gameplay / responsiveness
- Fixed a rare server crash caused by packets occasionally being corrupted by some players’ networks
- Cypher’s Spycam can no longer use weapons
- Fixed a bug where footstep audible range would sometimes not appear on the minimap
You can view the complete changelog of 0.47+ patch notes here.