![]() Increased duration of ultimate 10s > 12s.We’re hoping these changes will reduce a bit of that problem, rewarding you for using your flash during ultimate, while still preventing unhealthy play patterns that leave enemies without counterplay. We’ve noticed you Yoru players having a bit of friction achieving the dream of setting up a master plan while in ultimate. Phoenix will now spawn at the marker with the amount of shields he had when the ability was cast.Phoenix will now equip his weapon earlier if he stops bending his wall.Flash Max duration increased 1.1s > 1.5s.We view Phoenix as an aggressive entry Agent, so the additional Run It Back and Blaze changes are intended to support his proactive intentions when taking space or fights early on into rounds. So we wanted to assess Phoenix in a world where Curveball is more competitive with the rest of the ecosystem to get a sense for the impact of the changes. We believe Phoenix's Curveball is the cornerstone of his kit, and as we explored adjustment options it became clear that Curveball being more powerful unlocks his kit as a whole. It’s the first major update of Episode 5, which introduced the new Ascendent rank and added Pearl to the map pool. These are the patch notes for Valorant update 5.01, which is live now. Valorant update 5.01 patch notes Image: Phoenix Let’s dig into the patch notes for the latest Valorant update. Valorant update 5.01 is here and brings some highly-anticipated buffs to heroes like Phoenix and Yoru. You can like more pieces like “VALORANT 5.With Valorant Episode 5 underway, Riot Games has deployed the first major update to the tactical shooter. Fixed issue where if a player was deafened by multiple sources, when the first deafen ended it removed the deafening effect completely.Fixed Breach’s Rolling Thunder showing dead enemies hit in the combat report.Fixed a bug where Phoenix would not automatically re-equip a weapon at the end of Run it Back.Fixed issue where killjoy’s Turret would fire with no target when coming online if it was disabled while firing at a target.Fixed issue where Killjoy’s turret fires straight forward after firing at an enemy and then losing sight of them.Fixed issue where KAY/O’s NULL/CMD disabled Killjoy’s Turret if the turret us hit by a pulse but Killjoy is not.Player Cards, Sprays, Gun Buddies, Level Borders.Added the ability to filter your Collection.Equipping this particular weapon will make it so that in each game you play, you get one of your favorite weapons (along with one of the variants you own) at random each time you enter a match.Added ability to equip a “Random Favorite” for every weapon type.Can now mark Favorites in Collection: These Favorites will persist for your account until you change them and allow you to filter down to the items that represent your style best.The adjustments should give defenders more options for both the initial hold and retaking A. The team hopes the changes here and on A Drop will encourage everyone to use this route more often.Ī Drop- The drop down is no longer a 50/50 check when entering, which should make it a little more appealing as a way for Attackers to squeeze A site from two sides.Ī Rope- This path has been a little too easy for Attackers to control with a single smoke. We found trying to watch/control these spaces simultaneously was unnecessarily difficult for all. Increased the window for awarding assists on flashes, nearsights and concusses from 1 > 3 seconds after the debuff starts to fade.įor pictures of the changes, please check out the full VALORANT Patch 5.07 Patch Notes from the VALORANT team.Ī Site- A minor simplification of the space as part of the overall changes to the surrounding areas.Ī Dish- The dish is intact bu removed the far path to make moving through this space more direct for both sides.1P cisuals when fully flashed now shrink overtime to give a better indication of when the full flash will end and the flash fading out will begin.This should give a clearer indication if players are full flashed or is the flash has started to fade. 3P cisuals for flashed enemies and allies now render behind the player’s head the moment that the flash starts to fade.BLINDSIDE (Q) duration increased 1.5s > 1.75s.Unequip Delay out of both flashes increased.Overhand (left-click) flashbang max duration increased 2s > 2.25s.Underhand (right-click) flashbang max duration decreased 2s > 1.25s.
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