Valorant update 6.11 is now live on the main servers and there are plenty of changes for you to check out before the game heads into Episode 7. Here’s everything you need to know about the latest changes to Riot’s tactical shooter in patch 6.11.
Expectedly the last patch of Episode 6 in Valorant, update 6.11 has brought forward quite a few changes to the game. Ranging from several Agent updates to multiple balancing changes to several weapons, update 6.11 is set to shake up the in-game meta before the arrival of the new Sentinel in Episode 7.
Additionally, with Riot already having confirmed several progression changes coming to Valorant in the upcoming Episode, it seems obvious that the developer would want to shuffle the in-game scenario before such big changes. After all, combining big changes with a meta shuffle can often feel a bit too overwhelming for the community.
Having said that, let’s dive in and check out everything there is to know about update 6.11 in Riot’s tactical shooter.
Contents
- Valorant update 6.11
- Agent updates
- Gameplay system updates
- Map updates
- Weapon updates
- Bug fixes
Valorant update 6.11: Agents and weapons balancing changes
Patch 6.11 is one of the larger updates for Valorant since the release of Gekko. The update features multiple changes to not only several Agents like Chamber and Viper but also balancing the performance of various weapons such as the Shorty and the Frenzy. Additionally, there are also quite a few changes in the Pearl map as confirmed by the official patch notes.
While it still remains to be seen how all of these changes will affect the in-game meta, it is safe to say that update 6.11 is a much-needed shuffle to the current meta. Having said that, let’s dive in and check out all the changes in update 6.11 according to the official patch notes from Riot Games.
Agent updates
Breach
- Rolling Thunder (X)
- Warning visuals have been updated to provide a clearer edge to the ultimate’s area of effect. This should make it easier to understand when you will and will not be hit by the ultimate.
Chamber
- Rendezvous (E)
- Reduced weapon equip time after post-teleport lockout 0.7s >>> 0s
- Trademark (C)
- Disable range 4000 >>> 5000
- Trap arm speed 4s >>> 2s
- Tour De Force (X)
- The firing rate increased by 15%
Viper
- Fuel Regeneration
- Reduced regeneration per second 5% >> 3.3%
- Regenerate to max fuel once empty 20s >>> 30s
- Reduced regeneration per second 5% >> 3.3%
Miscellaneous
- When hit by Concussing abilities, Yoru’s Fakeout (C) can now be visually affected.
- The timing of Omen’s From the Shadows (X) voiceover line will come in quicker to increase your discernibility.
- Sova’s cape dynamics were redone and smoothed out, while still maintaining a silhouette close to his body to not give away enemy’s position.
- We’ve cleaned up some of the code related to the trajectory of grenade-like projectiles (such as Sova’s Shock Bolt [Q] and Recon Bolt [E], and Brimstone’s Incendiary [Q]). Changes like these help us avoid bugs as we continue to make exciting new features for y’all.
Gameplay system updates
- Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.
- Performance optimizations in Observer Mode when frequently switching between Agents who are using abilities.
- Tidying up font systems. Please report any issues if there are any characters or text that are different sizes or styles compared to previous patches before 6.10.
Map updates
Pearl
- Adjusted the B Ramp Screen and removed the attacker cubby
- The Screen on B Ramp was providing a lot of mix-up pressure and had proven hard to deal with on retakes. We’ve made the Screen shorter and replaced the ramp with a jump-up. This should make the position more committal and more predictable to deal with.
- We’ve also removed the attacker Ramp cubby as well. This reduces the number of positions to hold the long plant from and makes this space more vulnerable to flanks.
- Adjusted B Site Screen
- We’re adjusting B Site Screen to give more options to defenders. We’ve extended the screen to create a larger pocket to play from, added a non-pennable section, added a stack of crates to give defenders a new mix-up option, and moved everything closer to B Ramp to allow more utility to fit there (Smokes, Sage Wall, etc).
- Added a new cubby in B Hall
- The new cubby gives defenders another position to play from. This provides extra space for defenders to reposition against the incoming utility, and it creates new angles to contest B Link or the common Long plant spot.
- Widened the pillar on B Site
- Adjusted the size of the B Site Pillar to give you a little bit more room to work with. This should also reduce the likelihood of getting spammed.
Weapons updates
- Ascender min spread on ropes increased to 65% of the walking spread
- Rifles from .8 >>> 1.3
- Classic from .35 >>> .55
- Frenzy from .35 >>> .52
- Ghost from .35 >>> .6
- Sheriff from .35 >>> .78
- SMGs from .3 >>> .65
- Snipers & Shotguns unchanged
- Walking and running spread on ropes increased to match the walking and running spread on the ground.
Shorty
- Reserve ammo adjusted from 10 >>> 6
- Price adjusted from $150 >>> $300
- Damage at no fall-off adjusted from 12 >>> 11
- Damage at first step fall-off (7 meters) adjusted from 8 >>> 6
Frenzy
- Min spread increased from .45 >>> .65
- Spread curve adjusted
- Maximum spread reached in 5 bullets instead of 6
- Recoil pitch curve adjusted
- Maximum recoil will be reached in 5 bullets instead of 6. Total recoil is lowered to compensate.
Error Power
Error Power (also known as Centre Biasing for us) is a tool we utilize to reward accuracy by biasing shots toward the center of the crosshair.
While this system is functioning as intended for stationary firing, it’s been unintentionally aiding firing while on the move. We’ve significantly reduced center biasing in these movement states: shots fired while moving are now almost uniformly random within their spread cone, meaning that fewer of these shots will precisely land on target.
Even so, Run-and-gun (and jump shooting) kills will still happen – and we think these kills are healthy in close-range contexts with the right weapons – but this error power adjustment should help to reduce their frequency a moderate amount, particularly at longer ranges.
Recoil Adjustments
- Vertical Recoil Multiplier While Running:
- Phantom: 1.5 >>> 1.8
- Spectre: 1.5 >>> 1.8
- Vandal: 1.5 >>> 1.8
- Frenzy: 1.25 >>> 1.5
Phantom/Vandal ammo reserve
- Phantom Reserve ammo adjusted from 90 >>> 60
- Vandal Reserve ammo adjusted from 75 >>> 50
Bug fixes
Agents
- Fixed bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state
- Fixed Omen’s Shrouded Step (C) to not be interrupted if you’re Suppressed before teleporting.
- Fixed an issue where when Sage rotated her Barrier Orb (C) 90 degrees, she was blocked from placing the wall for .8 seconds. Now, Sage can place her wall immediately after rotating it 90 degrees.
Gameplay systems
- Fixed Ability HUD overlapping in the Shooting Range when switching Agents.
- Fixed Kill Feed being out of order when one shot kills multiple players.
Social
- Fixed a bug where party groups in your friends’ list would sometimes be put in the wrong section. They’ll now always appear in the online section.
- Fixed a bug where push-to-talk wasn’t working when the Buy screen was open. Now you can talk while you shop.
So, there you have it. That’s all you need to know about the changes in Valorant update 6.11. For more interesting news and guides on Valorant that will help you become a champion on Future Earth, don’t forget to check out our hub.