VALORANT Patch 12.09
Check out the deep-dive on all of the changed coming to Neon and Shutguns.
Neon
High Gear
Jumping with High Gear active no longer provides any speed bonus while Neon is airborne. Instead, Neon’s air speed while sprinting will match melee speed.
Fuel will only regenerate with a kill when Neon's ultimate is active
Fuel will still regenerate passively
Improved VFX to more clearly communicate the direction and origin of her slide
Competitive Updates
Testing MMR changes for modes other than Competitive, Unrated, and Swiftplay. These changes should result in better, more consistent matches. We’ll use what we learn to improve Competitive, Unrated, and Swiftplay in the future.
Bug Fixes
Agents
Chamber
Fixed a bug where ADS-ing while firing Chamber’s Headhunter created an animation that covers too much of the screen
Jett
Fixed a visual bug where Jett's Tailwind was not playing the intended first-person animations when left-handed setting is enabled
Fixed a bug where using Jett's Drift caused performance drops
Miks
Updated tooltip description of Harmonize.
Fixed bug where the preview cone for his ultimate would not show unless the ability was fully equipped
Sage
Fixed an issue where a full health Sage could use Healing Orb on herself while affected by Decay, because she is not actually losing any health. This would consume the ability needlessly, since her health returns to normal once Decay wears off.
Tejo
Fixed issue where the Guided Salvo’s equip idle sound kept playing long after cast.
Viper
Fixed a bug where Sova's Recon Bolt and Chamber's Trademark were not affected by nearsightedness in Viper's Pit
Vyse
Fixed a bug where possessable drones (Sova's Owl Drone, Skye's Trailblazer, Tejo's Stealth Drone) would trigger the arming audio of Vyse's wall
Weapons Updates
Alongside the Neon changes above, we are also changing the effectiveness of shotguns when moving and jumping to encourage players to use them defensively. Shotguns are intended to be most effective for holding tight angles and clearing close range spaces, but right now they’re a bit too effective in high-mobility situations. To reinforce their ideal usage, we are reducing shotgun accuracy while moving. This should make them more impactful when used deliberately and defensively, versus being aggressive on the move.
All shotguns:
All shotguns are now less accurate when moving
Run, walk, crouch-walk, and jump accuracy has been standardized across all shotguns
Crouching now provides a 15% accuracy multiplier for shotguns, matching rifles
Bucky: crouch accuracy modifier increased from 10 >>> 15%
Judge/Shorty: crouch accuracy modifier decreased from 25 >>> 15%
Shotguns are now much less accurate while using ropes
Your shotgun spread will increase significantly when you're on a rope, especially if you're moving:
Standing still: Accuracy reduced (spread increased from 0.075 >>> 0.75)
Walking: Accuracy reduced (spread increased from 0.09 >>> 1.5)
Running: Accuracy reduced (spread increased from 0.1 >>> 3.0)
Bucky:
Bucky pellet damage in the 0-8m range decreased
Head 40 >>> 34
Body 20 >>> 17
Legs 17 >>> 14
Minimum spread increased from 2.6 >>> 3.0
Walking spread increased from 0.075 >>> 1
Running spread increased from .1 >>> 2
Crouch-walk spread increased from .05 >>> .5
Jump spread increased from 1.25 >>> 4
Judge:
Minimum spread increased from 2.25 >>> 2.5
Note: this will only apply to PC for now- this spread change will apply to console in Patch 12.11
Walking spread increased from .075 >>> 1
Running spread increased from 0.75 >>> 2
Crouch-walk spread increased from .05 >>> .5
Jump spread increased from 2.25 >>> 4
Shorty:
Fire rate decreased from 3.33 >>> 3.0
Walking spread increased from .075 >>> 1
Running spread increased from 0.1 >>> 2
Crouch-walk spread increased from .05 >>> .5
Jump spread increased from 1.25 >>> 4