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VALORANT Patch Notes 1.11 – Skye & Left-Handed View Arrived

valorant patch 1.11

UPDATE: This patch rolled back and delayed by VALORANT Devs due to complicated technical problems.

Hello Agents! VALORANT 1.11 Patch is live. New agent Skye joins us in this patch. There are also some champion and competition updates. Let’s take a look.

Agent Updates

Available with patch 1.11

SKYE joins the VALORANT roster!

After spending two weeks in competitive ranks, Skye will be playable in official esports competitions (eg First Strike).

Max Grossman, the Principal Character Designer of VALORANT, said that in order not to disturb the balance in the game as First Strike is approaching, there will be no major changes that deeply affect team strategies for this patch. He added, however, that minor balance changes could occur in the early days of First Strike.

INITIATORS

Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start
  • VALORANT increased the duration of the debuff effects of some Initiator abilities so that Initiators make their entry easier.
  • This way, Initiators will have the chance to provide more time for their teammates’ entries This will also add more value to the difference between Duelists and Initiators.

BREACH

Full flash time increased from 1.75 >>> 2

SENTINELS

  • It was a bit difficult to outplay Sentinels. With debuffs to abilities such as Cypher’s Trapwire and Spycam, you will now have the chance to create more opportunities against them. These trap abilities will now be disabled when the player who set the trap dies, so Sentinels will think twice when placing their abilities.
1 11 yama

CYPHER

TrapwireDisabled and revealed upon death
Spy CameraDisabled and revealed upon death
1 11 yama

KILLJOY

  • Killjoy is a Sentinel preferred by many VALORANT players since her debut. The latest Sentinel will now need to be near her toys in order keep them active. With this debuff, Killjoy’s ability to observe the entire map will decrease, but it is still necessary to maintain balance in the game. Calm down, calm down… No one take Killjoy down easily with those gadgets.
Deactivation RangeAlarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends.
TurretCooldown after pickup reduced from 20 seconds >>> 10 seconds
AlarmbotRange at which Alarmbot can be detected decreased from 9m >>> 7m
Cooldown after pickup reduced from 20 seconds >>> 7 seconds
NanoswarmRange at which Nanoswarm can be detected decreased from 5m >>> 3.5m
Damage increased from 40/s >>> 45/s
Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second

Competitive Updates

Available with patch 1.11

Icebox enters the Competitive map rotation
◦ Icebox will be available for use in official esports competition (e.g., First Strike) after four weeks in Competitive queue (November 29, barring any issues)
Shorter Unrated queue times for the highest-rank players
Added location of the current gamepod to the loading screen for all modes
Adjusted Combat Score to factor in non-damaging assists
  • High-tier players will now wait less when they want to play competitive games. Also, abilities that no longer deal damage (such as crowd control effects) will be reflected in the combat score as assists.

Game Mode Updates

Available with patch 1.11

“Play Out All Rounds” option now available in custom game lobby options,

Games Systems

Available with patch 1.11

Updates to Economy Ruleset

Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
Dying to the Spike will no longer count as a death in KDA statistics
Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop
1 11 yama

Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss.

Other Changes

Minor improvements to observer flashed indicator
New setting for observers: ‘Show Player Keybinds on Map’
New Custom Game Option: ‘Play Out All Rounds’
◦ Both teams play a full 12 rounds on both attacker & defender sides, followed by overtime/endgame (if applicable)

Quality of Life

Available with patch 1.11

1 11 yama

LEFT-HAND MODE IS ON!

Left-handed view model is now available for players. Players can swap their first person view-model to left handed by going to the settings menu and swapping their view model to “Left-Handed”. Changing this will also show all other players as left-handed when spectating.
You can now send a direct message by clicking a friend’s name in chat instead of having to type their name out. Thank god.
Players that have been AFK or alt-tabbed for more than 5 minutes will now appear as ‘Away’ in the Social Panel
Adjusted team colors to remain fixed for the full duration of a game for observers instead of having the Attacking side always appear as red, and the defending side always appear as green
The experience of having teams switch colors at the half from a viewer perspective was a bit confusing, and also led to some difficulties for broadcasters to match their overlays to this behavior. This change will allow the viewers and tournament organizers to have a more consistent experience for the entirety of a game.

Bug Fixes

Available with patch 1.11

Fixed one source of combat hitches we’ve seen from player reports
Jett now can’t rope dash lel (lel is not an addition by us… we know.. amusing.)
Fixed a bug where incoming Party invites would remain active in the Social Panel after being declined
Players no longer see the spike location when reconnecting to a game
Fixed issue where player corpses could cause collision issues
Sage wall segments no longer breaks if a player dies on top of them
Fixed a bug that would disable queueing for any mode if a player closed the client during the Match Found countdown.
Fixed a bug that was displaying Act Rank badge on the MVP screen outside of Competitive Queue.

This is the end of the VALORANT 1.11 Patch Notes! Do you like new agent Skye? Stay tuned for the next series of VALORANT updates!


Check out our VALORANT Guides covering all Agents, Weapons Maps below!


Want to get better at VALORANT? SenpAI.gg analyzes millions of pro player games and gives you customized videos, suggestions, and AI analysis. JOIN US at SenpAI Video Coaching Platform!

Architect & Digital Alchemist. E-sports Consultant for FalconAI.

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