Valorant 6.11 patch notes – latest update makes your guns much less accurate

Valorant 6.11 patch notes – latest update makes your guns much less accurate
Ben Borthwick Updated on by

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Riot Games has dropped a new patch for shooter Valorant, with this latest update including some tweaks to Chamber, and the reworking of the map Pearl.

However, the update also brings along with it some sweeping changes to guns, with some finding their prices increased – such as the popular Shorty – which has become a little too “reliable and accessible” for Riot’s tastes and wants to make sure teams stand a chance against it. Further still, it seems Riot wants to make sure those who prefer to run and gun compared to the methodical approach don’t get quite as many lucky kills, reducing hip-fire accuracy across a range of weapons, and also ensuring that Frenzy isn’t quite as powerful at long distance anymore.

You can check out the full 6.11 patch notes for yourself, courtesy of Riot, below.

Valorant 6.11 patch notes

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)
    • Firing rate increased by 15%

Viper

  • Fuel Regeneration
    • Reduced regeneration per second 5% >> 3.3%
      • Regenerate to max fuel once empty 20s >>> 30s

Misc.

  • 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 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. There should be no net difference, but if we ended up missing anything, let us know!

Gameplay Systems 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 size or style 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 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

Weapon Accuracy on Ascenders / Ziplines (Ropes)

  • 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.

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.

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.

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