Riot Games has revealed the detailed 6.11 patch notes. It looks like VALORANT will undergo many weapon-related changes in the upcoming patch.
It’s been a while since Riot Games has made huge balance changes to VALORANT. However, based on the official 6.11 patch notes, it looks like players will finally receive some long-awaited Agent and Weapon changes, shaking up the current meta.
The Agent changes are pretty common in VALORANT, as they do it almost every update to shake up the meta. However, it is rare to see massive weapon-related changes made in VALORANT very often.
Nonetheless, the 6.11 patch will bring many weapon changes. For starters, Riot Games has adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. Except for the Snipers and Shotguns, every other weapon will be affected by this change.
The Frenzy and Shorty are also being nerfed in the same update as they proved to be powerful compared to their prices. For Phantom, Vandal, Frenzy, and Spectre, the developers have increased vertical recoil while firing on the run. This makes the weapons feel less controllable in this state and should reduce the number of incidental run-and-gun kills.
Phantom and Vandal will undergo another big change in the 6.11 update. The ammo reserves for both weapons will be reduced by a great margin. Let’s get into the detailed patch notes to learn more about the weapon changes in the 6.11 patch.
Read More: VALORANT 6.11 Patch Notes
VALORANT 6.11 Weapon Changes Update
WEAPON ACCURACY ON ASCENDERS / ZIPLINES (ROPES)
Dev Notes: We’ve adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. This should allow combat on ropes to be viable in close range scenarios—which we feel is important to make them a viable map traversal tool—but much less often will it be a good choice in medium to long range engagements.
- 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 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.
Dev Notes: 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.
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.
- 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