Greetings Agents! SenpAI is here with another VALORANT update which is a heavy one.
VALORANT Patch 1.07 brings nerfs & buff to Agents including Killjoy’s first updates and another Sage balance.
Shotguns continue to get balance updates to make them efficient yet not tuning them to the point of being OP.
VALORANT Devs also winks back at the community with the hit impact updates regarding their concerns about gaming quality.
Shall we start then?
Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds
Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds
- As there are also Sage fans among our team, there were people shouting from their stations. “NO WAY they would hit her again!” All the nerfs couldn’t stop the queen of S Tier, Sage still dominates the games with her healing capabilities. Sage will not be able to instantly bring back people to good health and also herself, with the recent nerf to the amount of healing she provides in that brief time. Balancing we say.
Size reduced by 30%
- Slow Orb is a disabler. Yet it also disables ally movements when it has been misused. This was quite frustrating among allies & of course the enemies so we think balancing the radius will work better for both teams.
Cost reduced from 400 >>> 300
Fortifying Barrier: Wall forms at 400 HP—after a 3-second delay, the wall becomes fortified to 800 HP
- Sage had another hit to her Barrier. Seriously let the wall breathe Riot! Jokes aside, the wall will note as sturdy as it was upon first placement & will gain HP over time. This will lead to a change in how Sage mains use the walls so be prepared to see interesting footage from your favorite streamers.
Added a brief windup before damage begins
DPS reduced from 60 >>> 40
Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased
- Killjoy’s Nanoswarm was impossible to beat if you’re caught by it & there were no options to get away with your life if you’re not Jett or have strong reflexes. This will hopefully balance the bomb without diminishing its potential.
No longer revealed by Sova’s Recon Bolt
More effectively shoots at an enemy’s last known location
- Recon Bolt will no longer alert players which will give Killjoy the Turret’s advantage for gameplay options.
Can now be placed during the buy phase of rounds, through spawn barriers
Toxic Screen now goes up faster along its full length, once it starts to form
- Viper got what she needed. Toxic Screen will now be able to act as a surprise element. It will also give more options to Viper as a Controller & now help her fulfill the duty. Going up on more speed will allow her to avoid enemy sight a lot easier as well as making her enemies think twice before dashing into the smoke-wall.
Decay on all smoke abilities no longer affects allies
- This buff is aimed at Viper’s ultimate which is a powerful tool on Spike sites. However, her allies were struggling to outplay the enemy team by getting affected heavily from Decay. Strategic gameplay is on the way for Viper players.
The area of Viper’s Pit is now shown on her team’s minimap when deployed
- Great addition. Before, you could only know where the Pit is by visually seeing it or communicating with your Viper. This way, allies will position themselves better before losing precious seconds or minutes trying to locate where it’s activated.
VALORANT Devs noted that there will be more upgrades to Breach and this is only a start.
Off-screen flashes now match the behavior of other flashes in the game and apply a minimum amount of flash more aggressively
Charges increased from 2 >>> 3
Reduced windup time from 0.6 seconds >>> 0.5 seconds
- If you are the best disabler in the game, you should be able to actually disable the enemy. Breach was lacking in that role, so the charge upgrade will make him viable in the match.
Detonation delay between blasts decreased from 0.3 >>> 0.255
- Also an improvement to see Breach more in the game besides helping out his team in their attacks.
Concuss now de-scopes players and prevents re-scoping
Great improvement from Riot. If you are positioned with Operator, don’t rely on that scope too much from now on.
Updated the physics on Sova’s cape so that it should wiggle outside his hitbox less frequently
Polish work on Sova’s 1P hands to bring them up to the fidelity bar of the rest of our agents
- All shotguns aimpunch update
- When getting headshot by a shotgun, the aimpunch will be lower than all the other weapons
- All shotguns tagging tuned for targets beyond 10 meters
- Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging
- New tagging: 30% slow for .5s on a smooth curve going back to normal speed
- Shorty nerf
- 1st falloff range reduced from 9m >>> 7m
- Updated headshot multiplier from 3x >>> 2x (now the same as Judge and Bucky)
- Judge nerf
- Price increased from 1500 >>> 1600
- Vandal buff
- Increased firing rate from 9.25 >>> 9.75
- Increased damage from 39 >>> 40
Hit Impact VFX Update
- Server hit VFX confirms will now spawn at the location of the hit on the character and stay attached to that position (previously, it spawned at the game space location and stayed there)
- We’ve had issues with hit registration clarity caused by players moving into hit VFX (i.e. a player crouches their head into the space of a body shot VFX), which caused confusion on where a shot landed. This change should make it clear where a shot hit, and where on the body, even if a character is moving.
- An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit
- With the change to attach our traditional server hit VFX, we wanted to add additional immediate bullet feedback so you can see the area where your bullet landed and adjust your aim accordingly. Think of this new VFX as an improved tracer. It’s important to note that a bullet is client-predicted: seeing this DOES NOT mean your shot has registered on the server (similar to tracers).
- Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape
- Context: We want players to be able to play with either of these options without feeling one gives better clarity than the other
- Adjusted the size of headshot VFX, where both blood and sparks are scaled down slightly
- Especially at large ranges, headshot VFX would often cover up the head of a player and add additional difficulty in tracking players through the effect. We’ve scaled down this VFX slightly in an attempt to make it easier to keep track of targets.
- Remake match: When a match begins with a 4v5 (or more lopsided teams), players will now have the option to end the game they’re in and queue for a new one.
- If any player is disconnected at the start of the match (beginning of buy phase) through the entire first round, a remake call may be triggered at the start of the second round by typing /remake in chat.
- All connected players on the team that called the remake may vote to remake the game— It’s required that all connected players agree to remake the game
- The remake vote will last for the duration of the buy phase, if the vote is not passed by the end of buy phase it will expire
- If the vote is successfully passed and the game is remade, all players who voted do not receive any XP or MMR adjustments for the match. The match will also not show up in match history. All disconnected players not part of the vote will take a full MMR loss for the game, and receive a leaver penalty equivalent to disconnecting from a full match..
- Act Ranks visuals have been updated to better differentiate wins at different rank tiers
- Changed some potentially misleading verbiage in the restriction message for players who need to play more unrated games to unlock competitive play
- This is to better reflect that Deathmatch and Spike Rush do not count towards unlocking Competitive.
The following options are added for players that are absolutely done with anything else but the game itself.
- Hide my name from non-party members (Agent name will be used)
- Hide the names of others in my game who aren’t in my party (Agent names will be shown)
- These features take effect from agent select to game end. We also added an option to hide + auto-reject friend requests.
Quality of Life
- Observers can toggle aim lines for players (default bind: R)
- Observers can change which teams outline are visible (defaults: H – All, J – Friendly to spectated player, K – Enemies of spectates players, L – None)
- Corpse markers shown when corpses are disabled now obey colorblind settings
- Hotkey order for selecting players for observers should no longer shuffle in overtime
- Observers should now see the money on the HUD for the player they are spectating
- Added a setting for disabling the in-game UI (General -> Hide User Interface In Game)
- Added a setting for disabling the cross-hair (Crosshair -> Disable Crosshair)
- Observers can hide first person character arms. (General -> Hide First Person Arms)
- Observers can toggle team-based crosshair coloring for spectated targets via the settings menu (General -> Use Team Color for Crosshair Color)
- Improved framerate by allowing a wider variety of VFX to be multi-threaded, examples include Brimstone’s Sky Smokes and Breach’s Rolling Thunder
- Hit impact VFX improvements (see dedicated section for breakdown)
- Fixed a bug where if both teams try to call a surrender vote, the team who called it second wouldn’t get the option to vote
- Fixed a bug that displayed the Act Rank tooltip in English only when another language was selected
You have reached the end of VALORANT Patch 1.07! What do you think of Sage getting nerfed once again? Let’s keep in touch for the next batch of the VALORANT updates.
Check out our VALORANT Guides covering all Agents, Weapons & Maps below!
- Agents Guide – All Agents and Their Abilities
- Weapons Guide – All Weapons and Stats
- Maps Guide – All Maps and Tactics
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