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VALORANT 3.0 Patch Notes – Game “Remastered”

VALORANT 3.0 Yama Notları - Yeni Ajan KAY/O Çıktı!

Hello Agents, we are once again here with VALORANT 3.0 Patch Notes! Riot Games backed up their promises about the big bulky patch, this patch contains updates affecting all agents, all weapons, and the game engine. Let’s hop into the VALORANT 3.0 Patch Notes!

Also Max Grossman and Sal Garozzo ( Co-Lead Designers) has a note for you!

While there are a lot of changes with this patch, they are focused around refining two critical components of the game: Increasing the importance of precise gunplay and expanding the tactical sandbox. 

When we think of VALORANT, we consider every map, weapon, and character to be a part of an ever-changing sandbox where you can use your skill and creativity to overcome any challenge you face. We believe VALORANT is at its best when you face a wide variety of unique challenges and are forced to make hard choices about tools and strategies you’ll use to overcome them. To that end, we have taken a pass at the entire economy of the game, changing weapon and ability prices so they better suit their impact on a match and allow players to create more dynamic, varied loadouts, and strategies. 

Game-spanning changes like these can be painful as we are asking you all to relearn many things that you’re now comfortable with. There will be times when you are forced to make harder choices about what you bring into battle each round or forced to engage with an opponent differently—but just know that your enemies are facing the same challenges.

Max Grossman and Sal Garozzo, Co-Lead Designers
valorant 3.0 patch notes


VALORANT 3.0 Patch Notes

To hit our goal of creating a more dynamic sandbox, we have adjusted ability pricing, cooldown rates, and ultimate costs on every Agent. Generally, we noticed that certain agents were able to have too much impact with their abilities without making any significant tradeoffsOur goal here is to create a healthier pace of abilities throughout a round and force you to think more critically about your purchase decisions.


VALORANT 3.0 Patch Notes

  • Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
    • For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
  • Charges gained from cooldowns are now always temporary
  • Visibility returns faster during the fadeout period of all flashes


Astra is incredibly popular at higher levels of play and we felt that a few of her play patterns are difficult to respond to round over round. We want Astra to be potent at applying map-wide pressure, but she’s able to do that much too frequently and without much counterplay or cost. These changes aim to add more counterplay on barrier drop, and provide much longer and clearer cooldown windows after Astra uses or recalls her Stars.

Nova Pulse (Q)
Cooldown time increased 12 >>> 25
Gravity Well (C)
Cooldown time increased 12 >>> 25
Stars/Astral Form (X)Stars are now inactive when placed during the buy phaseWhen the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.On Attack, Astra can now see the Spike’s location in Astral formThis representation does not animate so it will not provide additional info on the status of the Spike.Recall cooldown increased 8 >>> 15Granted signature charges decreased 2 >>> 1Star cost decreased 200 >>>150


The introduction of KAY/O, warrants a tuning pass on our other Initiators. 

For Breach, we’re removing his third flash charge and attempting to spread impact across his kit. The updates to his other abilities should provide more reliable outputs for Breach and his allies. Along with this, some abilities are getting shorter cast commitments and the speed of his Flashpoint projectile is being slowed to give Breach a chance to re-equip his weapon and work off his tools.

Flashpoint (Q)
Total charges reduced 3 >>> 2
Cost increased 200 >>> 250
Projectile speed decreased 2500 >>>2000
Fault Line (E)
Full charge time decreased 1.5 >>> 1 second
Width increased 600 >>> 750
Telegraph windup time decreased 1.3 >>> 1
Concussion duration increased 3 >>> 3.5
Unequip time after firing decreased 1 >>> .7
Cooldown time increased 35 >>> 40
After Shock (C)
Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
Explosion radius increased 260 >>> 300
Unuequip time after firing decreased 1.1 >>> .9 seconds
Cost increased 100 >>> 200
Rolling Thunder (X)
Width of all explosions increased to 2300, which was the previous width of the final explosion


Incendiary (Q)
Cost increased 200 >>> 250
valorant 3.0 patch notes


Neural Theft (X)
Ultimate points required decreased 7 >>> 6


We’ve reverted the Jett/Cypher trapwire interaction. When we initially made this change, there was a strong sentiment about Jett feeling weak and Cypher feeling oppressive to play against.As players have gotten better at dealing with Cypher’s traps and Jett has carved out strong value in the game, we think that Jett should have to play and plan around Cypher’s deliberate setup instead of being able to bust through it without thought.

Updraft (Q)
Cost increased 100 >>> 150
Tailwind (E)
No longer breaks Cypher’s Trapwire
Cloudburst (C)
Cost increased 100 >>> 200
Bladestorm (X)
Ultimate points required increased 6 >>> 7


Alarmbot (Q)
Cooldown after pickup increased 7 >>> 20
Turret (E)
Cooldown after pickup increased 10 >>> 20


Paranoia (Q)
Cost decreased 400 >>> 300
Dark Cover (E)
Granted signature charges reduced 2 >>> 1
Omen now must buy his second smoke for 100
Cooldown time increased 35 >>> 40
Shrouded Step (C)
Cost increased 100 >>> 150


Curveball (Q)
Cost increased 200 >>> 250


Model Update
Model has been updated with a polish pass
Boombot (C)
Cost increased 200 >>> 400
Showstopper (X)
Ultimate points required increased 7 >>> 8


Leer (C)
Cost increased 200 >>> 250
valorant 3.0 patch notes


Slow Orb (Q)
Cost increased 100 >>> 200
Barrier Orb (C)
Cost increased 300 >>> 400
Resurrection (X)
Ultimate points required increased 7 >>> 8


Skye will lose her third flash charge, but she’ll now regain charges on a cooldown for her signature. We’ve made it so Skye no longer needs to put her gun down to activate Guiding Light and made some quality of life improvements when guiding the projectile or letting it fly free. We’ve felt Trailblazer’s vision radius has been slightly too small to clear the medium size rooms—where it should excel—and that the concuss could use a little more bite given how difficult it is to land. We hope these changes will help push Skye’s viability in solo queue and help her carve out a competitive spot in organized play.

Trailblazer (Q)
Vision radius increased 1750 >>> 2250
Max concussion duration increased 3 >>> 4
Cost increased 200 >>> 250
Guiding Light (E)
Charges reduced 3 >>> 2
Charges are now replenished on a 40-second cooldown
Skye no longer needs to re-equip to trigger her flash
Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
Audio attenuation when cast reduced 3250 >>> 1250
Cost of charges increased 100 >>> 250
valorant 3.0 patch notes


Shock Dart (Q)
Cost increased 100 >>> 150
Recon Bolt (E)
Cooldown time increased 35 >>> 40
Owl Drone (C)
Cost increased 300 >>> 400
Hunter’s Fury (X)
Ultimate points required increased 7 >>> 8


Snakebite (C)
Duration reduced 8 >>> 6.5
Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
Cost increased 100 >>> 200
We’ve seen a massive resurgence in Viper’s popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.


Blindside (Q)
Cost increased 200 >>> 250
Gatecrash (E)
Cooldown time increased 35 >>> 40


VALORANT 3.0 Patch Notes

Since launch, run-and-gun has been a hot topic. While we believe that there are certain situations that moving and shooting should be powerful, it is currently more potent than we’d like. This patch targets a piece of the puzzle that we haven’t touched before which is what we call “tag into accuracy.” 

“Tag into accuracy” is our internal name for a phenomenon where a fully running player starts firing at you without slowing down; then, you shoot and hit them, applying the tagging debuff and slowing them down. This inadvertently drops their speed enough to make their bullets more accurate, even if they aren’t trying to come to a stop. This behavior is a root cause of a lot of the run and gun clips we see and the changes this patch should mitigate the effectiveness of this, particularly at longer ranges. All in all, our aim is to better reward proactive and precise movement.

With slightly reduced tagging, tighter deadzones and overall less accuracy in movement states, we aim to tighten up combat while trying to maintain as much intuition and muscle memory as possible.

Walk Shooting (not Run Shooting) has been reasonably accurate in VALORANT, allowing players to get off semi-accurate shots even at mid-range. With the changes to walk accuracy, shooting while walking will be significantly less effective at medium ranges, rewarding players who proactively stop before they shoot.

We’ve also reduced the running accuracy of Sidearms and SMGs in an attempt to tighten up engagements with those weapons while maintaining some of their identity in terms of mobility by being able to to move and shoot somewhat accurately at shorter ranges.


VALORANT 3.0 Patch Notes

  • Bullet tagging changed from 75% slow >>> 72.5% slow
    • “Tagging” is the slowing effect you feel when hit by bullets
  • Weapon Deadzones changed from 30% >>> 27.5%
    • “Deadzone” in VALORANT refers to the movement speed a player becomes inaccurate


VALORANT 3.0 Patch Notes

  • Walking inaccuracy changed from 1.3 >>> 2.0
  • Running unchanged at 5.0


VALORANT 3.0 Patch Notes

  • Walking Inaccuracy changed from .5 >>> 2.4
  • Running unchanged at 6.0


VALORANT 3.0 Patch Notes

  • Walking inaccuracy changed from .3 >>> 1.0
  • Running inaccuracy changed from 2.0 >>> 2.5


VALORANT 3.0 Patch Notes

  • Walking inaccuracy changed from .25 >>> .84
  • Running inaccuracy changed from 1.5 >>> 2.1


VALORANT 3.0 Patch Notes

  • Price decreased 500 >>> 450
  • Walking inaccuracy changed from .25 >>> .8
  • Running inaccuracy changed from 1.0 >>> 2.0


VALORANT 3.0 Patch Notes

  • Walking inaccuracy changed from .25 >>> .92
  • Running Inaccuracy changed from 1.85 >>> 2.3


  • Walking inaccuracy changed from .25 >>> 1.2
  • Running inaccuracy changed from 2.0 >>> 3.0


  • Price increased 1600 >>> 1850
  • Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
  • Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
    • We want the Judge to be a devastating, multi-fragging, close range option and believe it’s a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we’re taking that down a notch.


  • Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
  • Price decreased 2100 >>> 2050
    • The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we’re giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.


  • Price decreased 200 >>> 150


  • Price decreased 1100 >>> 950


  • Price decreased 900 >>> 850


  • Price decreased 1000 >>> 950


  • Price decreased 1600 >>> 1550


  • Price decreased from 5000 >>> 4700


  • Price decreased 2400 >>> 2250


VALORANT 3.0 Patch Notes

For Episode 3, our major focus for Ranked is matchmaking accuracy and fairness. We’ve evaluated our system and have made a few significant changes that should improve these key areas across a wide range of players. Without getting too much into the secret sauce of things, we want to share some of what you can expect in Episode 3. 

Here’s our primary player experience goals:

  • We want winning games to matter most—at all skill levels.
  • We want to improve individual performance evaluation because we believe it helps identify more fair and balanced matches.
  • We want you to see your rank as an accurate representation of your current skill level.
  • We want you to have fewer motivations for playing on different accounts and to get to your proper rank faster.

Here’s some of what you can expect from our changes:

  • Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
  • Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
  • While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
    • This should result in better matches at the highest levels.
  • Close games will have a smaller effect on rank rating gains and losses
  • Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
  • Updated Rank distribution
  • Placements raised to Diamond 1
    • This should help reduce the grind for our players at the top

Our plan is to continue to monitor these changes after they’ve reached our live servers, and we’ll certainly make more adjustments where appropriate. We’re looking forward to getting these changes into your hands, and please continue to provide us with feedback on your experiences throughout Episode 3!


VALORANT 3.0 Patch Notes

We’re excited to deliver major improvements with 3.0! This work is the culmination of significant effort and collaboration over the last several months involving many teams across VALORANT. Performance is a war won in the margins, and we’re generally able to provide small, incremental changes. This time, however, many of our smaller items came together all at once.

Players with medium to high spec machines (CPU bound systems) may see up to 6% performance improvements as a result of the following work:

  • Improved clipping plane calculations using multithreading
  • Improved thread utilization across multiple cores for distributed tasks
  • Optimized camera calculations
  • Optimized ambient audio for each map
  • Fix for Character Ability HUD invalidation box
  • General optimizations for all ability animations


VALORANT 3.0 Patch Notes

  • Hover Cards have been added to the social panel
    • Hover over your friends list to quickly learn more about the players you have added. 
  • You can now invite to party with Riot ID in custom game


VALORANT 3.0 Patch Notes


valorant 3.0 patch notes
  • Your kills will get an additional highlighted border to make them stand out
valorant 3.0 patch notes
  • Kill assists will also be shown to the left of the killfeed entries
valorant 3.0 patch notes
  • The killfeed will also display a highlighted border for your assist portrait
valorant 3.0 patch notes
valorant 3.0 patch notes
  • The killfeed will display certain ultimate abilities when players on either team are killed in a second-life state or revived
    • For example: Sage’s player resurrection or Phoenix’s death during his Run It Back ability.
valorant 3.0 patch notes
  • Added multi-colored killfeeds in cases where kills would result in the same team color appearing side by side


  • This feature allows you to set the game back to the start of a previous round and re-play the game starting from there
  • To enable the feature, go to “Options” while setting up a Custom Game and toggle “On” Tournament Mode
    • Moderators can activate a rollback
    • If Cheats are enabled as a Custom Game option, all players can activate a rollback.
  • During the match, the Round Rollback feature can be found in the “Cheats” section of the Menu.
  • Added the ability to toggle on and off the outer crosshair lines!
  • Adjusted assist timings and thresholds for utility-based assists to make them more consistent across different Agent abilities.


VALORANT 3.0 Patch Notes

  • Happy anniversary VALORANT! To celebrate we have added a new Year One Event Pass—this is similar to a Battlepass but it’s completely free and has some really cool goodies.
    • This will be active for the duration of Patch 3.0 and will only last till 3.01 goes live. So remember to get your goodie bag before the party ends.
  • What’s a party without friends? We’ve also added a Squad Boost: You will get extra XP when you play in a premade group.
    • +8% boost for one additional player, +12% for two, +16% for three, and +20% for a full squad.
    • This will also be active for the duration of 3.0.
  • We’re also permanently adding Account Leveling: A new way to recognize and reward you for your time playing in all VALORANT game modes.
    • Your account Player Card will now display a numeric level based on how much you play.
    • In addition to that, you will also be boosted to a certain level based on how many games you’ve played before Patch 3.0.


VALORANT 3.0 Patch Notes


  • Characters blocked by Sage’s Barrier Orb when resurrected now break the wall to ensure they don’t get pushed inside map geo
  • Fixed Skye’s Seekers showing up on the minimap even when they aren’t visible to an enemy
  • Fixed Viper’s ultimate not showing as active on the team UI when Viper’s Pit is up
  • Fixed bug where Cypher’s Spy Camera could be placed inside the map on mid Icebox
  • Fixed a bug where Reyna’s Dismiss ability could not be rebought if the Buy Menu is closed and reopened during the same Buy Phase
  • Fixed a bug where cancelling Sova’s Hunter’s Fury while charging the shot allows player to skip unequip animation by equipping a weapon, ability, or Spike
  • Fixed a bug where picking up Cypher’s TrapWires/Cages and Killjoy’s Nano Swarms during the Buy phase would prevent you from purchasing a second charge


  • Fixed a bug that was causing a delay in recent Competitive game’s Ranked Rating updates in Match History
  • Fixed a Career screen visual bug that would show up for those who dropped out of Immortal
  • Fixed a bug that caused a friend’s career to infinitely load


Fixed a bug where friends’ names were merging together in the social panel when interacting with them, jumbling them together at times. Word scramble no longer!


  • Fixed an issue causing a hitch when viewing skins in the Collection


  • Fixed a bug where the inner crosshair toggle feature wasn’t working
  • Fixed a bug where AOE kills were not rewarding the appropriate character if the enemy was in a debuffed state
  • Fixed a bug where the Spike icon pulse and beeping sound were not in sync
  • Fixed a bug where Ally defuse progress bar sometimes fails to appear
  • Fixed a bug where Observer’s Killfeed has no team colors
  • Reverted our fix for the “swirly arms” in the last patch, since it was causing significant animation snapping

You can download SenpAI.GG’s VALORANT desktop app to get better in VALORANT! Our VALORANT desktop app helps you in many ways, we have Spike Timer which helps to always be aware of the time needed for the Spike to explode and make your plays around it. Synergy Detector that helps you to pick the right agents for the map you play, and many more! Our app is totally compliant with Riot’s rules, and doesn’t cost any of your precious FPS!

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