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Valorant 1.01 Update Patch Notes - senecalthaterninew

A brand unused update is available to download and install for Valorant right now. Skip to the end of this guide to read through with the thoroughgoing list of Valorant 1.01 update patch notes. Stick with us a while yearner, however, to read through a selection of the Valorant version 1.01 update highlights, so you potty take in a clearer image of everything the update changes before playing the game once again. Record on to discover everything there is to know close to the new update, including a Sage nerf.

Valorant 1.01 Update Highlights

Valorant 1.01 update

Sage Nerf

A major change in the 1.01 update is a Sage nerf. Chromatic's Barrier Orb ability has had its cast range shrivelled from 20 down to 10 meters. This should make Sage a less aggressive opponent at claiming ground. The 10-beat reduction should allow Sage to even be a intellectual prize for defending your team's priming coat, non necessarily taking that of your opponents.

ALSO: PS5 disclose event formally rescheduled for this week

Spike Rush update & New Orbs

Transfix Rush has been updated thanks to the 1.01 update, with three new Orb types added into the game. Favourable the update, you'll find that each lame of Spike Rush will employment four random Orbs, along with the Full Ultimate Orb, which is in every match. You'll see which Orbs are in a match during character select and pre-round screens. You should have one Ultimate Point for collecting an Orb.

There are now seven Orb types, including the three new Orbs:

  • Deception Orb
    • Gives Paranoia to enemy team three seconds after you picking it up
    • Disables minimap
    • Bogus footsteps and gunfire sounds for those smitten
    • Greatly reduced sight
  • Gold Accelerator pedal
    • Gives players a ane-stab, one-pop golden gun
    • Three bullets, but each drink dow gives another
    • Move out at knife speed with it equipped
  • Health Eyeball
    • Instant health regeneration for your team
    • Lasts 20 seconds
    • 12 HP healed per second (3 H.P. per tick)

Early changes and fixes have been enforced too. Find out everything in the full piece notes downstairs.

Valorant 1.01 Update Patch up Notes

Valorant 1.01 update

Read through the nail list of Valorant 1.01 update patch notes, good manners of Riot Games:

GAMEPLAY AND BALANCE

SAGE

  • Barrier Orb mold range minimized 20 >>> 10 meters
    • As a Sentinel, Sage is supposed to be most impressive when defending territory that she already controls. The 20m cast graze was allowing Sage to sharply take control of neutral dominio in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong patc defensive territory merely reduce her efficaciousness at taking terra firma.

Map out UPDATES

Raise
  • Fixed several spots where weapons were falling through the world and issues with wall incursion
All Maps
  • Modified several call out names to better match player price

SPIKE RUSH UPDATE

  • Each game of Capitulum Rush now features a set of 5 randomly selected orbs
    • The Full Final orb leave ever be available
    • 4 of the remaining 7 eyeball types bequeath be chosen at random
  • Chosen eyeball types will be shown in a description widget both in character select and during pre-round

Bran-new Orb Types

  • Health Ball – Grants teamwide wellness regen (instant)
    • 20 second duration
    • 12 HP per second (3HP per ticktock)
    • SFX/VFX only roleplay while in reality healing
  • Deception Orb – Applies "Paranoia" to the enemy team 3 seconds after capture
    • 10 second debuff
    • Vision is greatly reduced (and a small Field of Vision shift)
    • Fake footsteps and gunfire fiddle for affected players
    • Minimap is disabled
  • Golden Gun – Grants capturing player a Golden Gun
    • Same-shot, one-kill
    • Perfectly straight at all multiplication
    • Agent moves at knife speed
    • Simply has a single bullet in sleeping room and 2 backup rounds
    • Kills concede an additive global

Misc.

  • Newfangled pre-round HUD element that shows the weapon & potential orb types for the current surround.
  • Players nowadays bewilder 1 ultimate point for collection whatever orb.

Public presentation UPDATES

Our performance work this speckle primarily focuses on improving performance during combat and general carrying into action improvements for higher spec machines. The game should feel even smoother in combat and many scenes will likely have high average FPS depending on your specification.

  • Combat Perf : We were able to fix a amoun of things causing dips during combat.
    • Skins for 9/10 players were failing to pre-onus in the game. The first time you'd come across these skin in-game you'd experience a drop in framerate.
    • Belittled frame dips that would occur when a kill callout was added operating theater removed to the Department of Housing and Urban Development.
    • Improved the performance of the Viper circumstantial HUD elements which had extraordinary performance issues.
  • +FPS on Middle to High Spec : We were fit to ameliorate CPU bottlenecks in a some places across the codification Eastern Samoa good. Depress spec machines may tranquilize benefit from some of these improvements but would only see the gains during combat.
    • Added multithreaded interlingual rendition support for high end machines. If your motorcar meets the requirements to welfare from multithreaded rendering, you'll see a new option to turn it on operating room off in the Graphics Superior menu. It's on by default for these machines
    • Multithreaded rendering improves performance in scenes where the monetary value of managing objects that need to be rendered exceeds the cost of the unfit simulation and the cost of in reality rendering the scene on the GPU. These conditions most commonly occur when emotional through scenes with lots of objects visible (ex-husband. Break attacker breed) and in cases where the gamey pretending doesn't postulate much work (ex. practice range, dead of combat gameplay, etc.).
  • Multithreaded vision cones; minimap vision cones will now compute along some other train of thought, if it's able to
  • Overlarge VFX passes across all maps, this reduced the CPU side price of these particles by allowing the GPU to do Thomas More of the simulation
  • Reworked node performance Stats to let in more elaborate breakdown of frame multiplication

QUALITY OF Spirit

  • Sova's Recon Dart will behave more systematically and only reveal the portion of enemies as a wall in
  • Added a setting that allows the inventory to always appear
  • Pings will no longer pull over Allies and enemies when located bum them
  • Transition out of game now shows the map you just played instead of Brimstone and Sage walking into a teleporter
  • In the shooting reach, changing case now uses a lightweight and more performant UI than the flow going into a match
  • Missions on the end of game screen are now sorted past completion and by type
  • Minor visual improvements to Contract and Battlepass rewards in the progression widget located at the top of the screen

BUG FIXES

  • Fixed issue where translucent particles, like fastball layers, would show direct Reyna's Nearsight.
  • Fixed VFX that obscured Reyna's screen if she scoped while healing
  • Reyna's overheal health no longer incorrectly shows 151 come when maxed
  • Zippo Spycameras placed on the teleporter threshold frames on Hold no longer teleport IT's view location underground
  • Cypher's Cyber Coop no longer holds the teleporter doors on Bind open
  • The Area-of-Set up indicators for Sova's Recon Bolt and Reyna's Sneer now lone show up on the foe's minimap if the player or their allies are close to the affected area
  • Fixed input and other various pieces of Agent control UI showing up for spectators
  • Firm a hemipteran where dead player's 1st-person arms would appear to be floating in the air
  • Fixed a bug where activating a spray could exit ADS while firing
  • Fixed a badger with the Bullet Tracers setting, having this setting active used to as wel incapacitate muzzle flash on close to weapons in addition to tracers
  • Fixed an issue with the mouse cursor flickering when animated it over the scoreboard
  • Fixed an issue with milliseconds in the round timer not being accurate
  • Fixed an issue with some keybindings non displaying keybinding conflicts warnings correctly
  • Frozen an Observer bug where the first person being observed in the game did not induce a character portrait
  • Fixed an supply with automatic weapons rarely not displaying tracers or audio personal effects when fired in deficient bursts
  • Fixed a bug where the defuse bar was duplicated
  • Fixed voice input/output devices and settings non persisting across sessions
  • Fixed a slew of localization issues across end of game screens
  • Fixed a handful of ocular issues across end of game screens
  • Fixed an issue whispering players of the same bring up/general DM improvements
  • Developed chat Service error messaging
  • Settings carte du jour is now letterboxed equally intended
  • While on the Agents page, clicking on COLLECTION nowadays aright navigates back to the Arsenal page

Source: https://www.gamerevolution.com/guides/648783-valorant-1-01-update-patch-notes

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