Riot Games always keep your shooter updated, VALORANT, with the aim of maintaining a balance between the characters, weapons and maps. However, a meta is always formed that determines the way in which different scenarios are played or agent lineups are created.
VALORANT recently introduced patch 6.11 with major changes for the Pearl map and adjustments for two operators. Breach is the first to be tweaked, as his abilities didn’t exactly mark the hit area.
Chamber, on the other hand, is a character that has been out of the meta due to many gamers abusing his abilities. For example, he modified his detector so that it does not have global range and is much more similar to Killjoy’s turret.
Patch Notes 6.11
BREACH
- Rolling Thunder (X)
Updated the visual warnings to make the ult’s area of effect more clear. This should make it easier to tell when the Ultimate will hit you and when it won’t.
CHAMBER
- Rendezvous (E)
Reduced weapon equip time after post-teleport block by 0.7 seconds >>> 0 seconds - Trademark (C)
Disabled distance increased 4000 >>> 5000
Trap activation speed reduced by 4 seconds >>> 2 seconds - Tour De Force (X)
Increased rate of fire by 15%
VIPER
- fuel regeneration
Reduced regeneration per second from 5% >>> 3.3%
Regeneration to maximum fuel once empty 20 sec >>> 30 sec
Gameplay Updates
PEARL
- Adjusted the Ramp B screen and removed the nook from attackers:
The screen on Ramp B offered a lot of confusion pressure and was difficult to control when retrieving sites. We made the screen smaller and replaced the ramp with a jump. This should make the position more fixed and more predictable to tackle. We also removed the loophole from the ramp on the attacking side. This reduces the number of positions from which to defend a long stand by B and makes this space more vulnerable to flanks.
shorty
We’re glad that the Shorty has found a viable role in the game, although it has proven to be too effective and accessible. We increased the price to make purchasing the Shorty more of a decision to consider throughout the game, while the damage adjustments require more precision to get one-shot kills against fully armored opponents.
- Adjusted reserve ammo from 10 >>> 6
- We increased the cost from $150 >>> $300
- Adjusted damage before range reduction from 12 >>> 11
- Adjusted damage at first threshold reduction (7 meters) from 8 >>> 6
frenzy
The Frenzy has been more powerful at long range than we would like. Changes to spread (miss) and recoil will make long-range combat more difficult, while retaining much of the Frenzy’s close-range power.
- Increased the minimum spread from 0.45 >>> 0.65
- We adjust the propagation curve
Max spread is reached in 5 shots instead of 6 - Adjusted recoil tilt curve
The maximum recoil is reached in 5 shots instead of 6. The total recoil has been reduced to compensate
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