VALORANT 6.11 Early Patch Notes: Chamber Buff, Viper Nerf, Shorty Nerf, & More

Nazmul Hassan
By Nazmul Hassan
6 Min Read
Credit: Riot Games

VALORANT 6.11 patch will bring huge changes to the game, and Riot Games has already revealed what to expect with the early patch notes.

It’s been a while since Riot Games has made huge balance changes to VALORANT. However, based on the official 6.11 PBE patch notes, it looks like players will finally receive some long-awaited Agent and Weapon changes, shaking up the current meta.

For starters, VALORANT’s popular Controller Agent, Viper, is receiving a major nerf in the 6.11 update. From now on, Viper’s fuel will regenerate at a 3% rate instead of 5%, increasing the max fuel regeneration time to 30 seconds instead of 20.

On the other hand, the forgotten Sentinel Chamber will receive some significant buffs in the next patch. Three of the Chamber’s abilities: Trademark, Rendezvous, and Tour de France, will be affected positively by the balance change.

There’ll also be some weapon-related changes made to the game. The weapon accuracy on Ziplines/ Ascendars has been reduced. Moreover, two of the favorite eco-round weapons: Shorty and Frenzy, have been nerfed by a good margin.

Let’s see the detailed 6.11 PBE patch notes released by Riot Games to learn more about the upcoming update.

Read More: Huge B Site Changes on Pearl Coming to VALORANT in 6.11 Patch

VALORANT 6.11 PBE Patch Notes


Dev Notes: 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]). There should be no net difference, but if we ended up missing anything, let us know!

We’ve upgraded the sound-generation engine in the game. This covers ALL sound except for voice chat and the teaser videos in the Collection. Again, if we’ve done our job right, you should notice nothing different, but please let us know if you see (hear!) anything unexpected.



* Fuel Regeneration

  • Reduced regeneration per second 5% >>> 3.3%
  • Increased time to regenerate to max fuel once empty 20s >>> 30s


* Trademark (C)

  • Disable range 4000 >>> 5000
  • Trap arm speed 4s >>> 2s

* Rendezvous (E)

  • Instant equip out of teleport

* Tour De Force (X)

  • Firing rate increased by 15%


  • Yoru’s Fakeout (C) can now be visually affected by Concussing abilities.
  • To increase player discernibility, the timing of Omen’s From the Shadows (X) voiceover line has been slightly pushed forward.


Dev Notes: We’ve updated the ability action icons to be more consistent across all Agents and abilities that have a common cast paradigm or output. We’ve also added new ones to where it was necessary. These icons appear above your equipped ability.


  • Pearl is disabled.


  • Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.


Weapon Accuracy on Ascenders / Ziplines (Ropes)

  • 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 ground.


* 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


* 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 Center Biasing for us) is a tool we utilize to reward accuracy by biasing shots toward the center of the crosshair.

Dev Notes: We’ve made the adjustment to significantly reduce center biasing while in any movement states besides walking or stationary. As a result, guns will be less accurate when fired while moving as shots will have a higher chance to be further from the center of the crosshair.


  • Sova’s cape dynamics were redone and smoothed out, while still maintaining a silhouette close to his body to not give away enemy player position.

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By Nazmul Hassan FPS Editor
Nazmul is GameRiv's FPS editor. He is a marketing graduate with an immense passion for gaming. As an ex-professional CS:GO player, he holds a strong interest in other FPS titles like Apex Legends, VALORANT, and CoD. However, he also tries out other games when he is free.