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Changes to All Agents in VALORANT Patch 11.08

VALORANT Patch 11.08 aims to enhance the overall gameplay experience, emphasizing gunplay while making notable adjustments to the agent roster.

This update introduces a variety of adjustments, from global ability tweaks to specific changes for individual agents, marking it as one of the most consequential meta shifts since 2020. The goal, as stated by Riot Games, is to encourage skillful ability management while prioritizing gunplay.

If you’re concerned that your favorite agent has been affected, you’re likely correct. Nearly every agent has received changes, leveling the playing field among opponents. Below is a comprehensive overview of all the modifications made in Patch 11.08, ahead of the launch of Act Six.

Comprehensive Ability Changes in VALORANT Patch 11.08

Changes to Nearsight, Combat Stim, and Concuss effects have been made uniformly across all agents in VALORANT. This was done to assist players in developing muscle memory while engaging with mechanics like Nearsight, Concuss, and Stims.

  • Nearsight Effects
    • Impacting Fade’s Prowler, Omen’s Paranoia, Reyna’s Leer, and Skye’s Seekers
    • Radius increased from five to seven meters.
  • Concuss Effects
    • Impacting Breach’s Fault Line, Gekko’s Wingman, Neon’s Relay Bolt, and Astra’s Nova Pulse
    • Duration reduced to 2.5 seconds.
  • Stim Unification
    • Impacting Brimstone’s Stim Beacon, KAY/O’s NULL/CMD, and Reyna’s Empress
    • Reload time modifier increased to 90 percent
    • Firing rate modifier increased to 10 percent
    • Weapon draw time modifier up to 90 percent
    • Weapon recovery speed modifier increased by 10 percent

Changes for Duelists in VALORANT Patch 11.08

While most duelists are currently in a good position, those who dominate the meta like Yoru and Neon have undergone some adjustments to allow others to better compete. Specific abilities and ultimate tweaks have been made to maintain balance with the overall updates.

Yoru

  • Gatecrash
    • Health reduced from 60 to 20 HP.
    • Audio now originates from Yoru’s location when teleporting or faking it.
  • Fakeout’s Flash duration decreased from three to two seconds.
  • Blindside
    • Flash duration reduced from 1.75 to 1.5 seconds.
    • Flash will now follow standard falloff curves for other agents.
  • Yoru can no longer use Blindside or trigger Fakeout during Dimensional Drift (ultimate), but he can use the initial Gatecrash and reactivation of Fakeouts.

Neon

  • High Gear
    • Battery recharge time increased from 20 to 60 seconds.
    • Battery drain reduced for High Gear and Overdrive, extending sprint time with a full battery from 12 to 16 seconds.
  • Relay Bolt
    • Concuss duration cut down from 3.5 to 2.5 seconds.

Changes for Initiators in VALORANT Patch 11.08

Breach

  • Fault Line
    • Cooldown extended from 40 to 60 seconds.
    • Initial windup time reduced from 1.2 to 1.1 seconds.
    • Concuss duration trimmed from 3.5 to 2.5 seconds.
  • Flashpoint
    • Flash duration raised from 2 to 2.25 seconds.
  • Rolling Thunder
    • Width reduced from 23 to 18 meters.
    • Concuss duration reduced from six to four seconds.
    • Ultimate points decreased from nine to eight.

Fade

  • Haunt
    • Cooldown duration increased from 40 to 60 seconds.
    • Active duration reduced from two to 1.5 seconds.
  • Prowler
    • Nearsight visibility increased from five to seven meters.
  • Nightfall
    • Deafen and Marked duration reduced from 12 to eight seconds.
    • Width reduced from 24 to 20 meters.
    • Decay will now remain constant at 80 damage throughout its duration rather than decreasing over time.

Adjustments for Controllers in VALORANT Patch 11.08

Patch 11.08 presents modifications for controllers to complement recent updates across the roster. Unfortunately, Astra has faced significant reductions, while Harbor and Clove have not been altered.

Astra

  • Gravity Well
    • Duration cut from five to 2.5 seconds.
    • Cooldown increased from 45 to 60 seconds.
  • Nova Pulse
    • Concuss duration reduced from 3.5 to 2.5 seconds.
    • Cooldown extended from 45 to 60 seconds.
  • Nebula
    • Cooldown increased from 25 to 35 seconds.

Brimstone

  • Stim Beacon updated to reflect stim standardization
    • Increased fire rate reduction decreased from 15 to 10 percent.
    • Movement speed increase reduced from 15 to 10 percent.

Omen

  • Dark Cover
    • Cooldown extended from 30 to 40 seconds.
  • Paranoia
    • Projectile speed increased from 16 to 20 meters per second.
    • Range decreased from 32.5 to 25 meters.
    • Nearsight visibility increased from five to seven meters.

Sentinels Changes in Patch 11.08

Patch 11.08 imposes broad changes across all agent categories in VALORANT, with sentinels receiving notably severe modifications. The purpose of these alterations is to create more engagement between attackers and the defensive capabilities of sentinels. Players will find that counterplay opportunities will be better realized moving forward.

Vyse and Cypher have experienced considerable nerfs to balance their abilities, while Killjoy, Sage, and Deadlock have seen some adjustments as well. Chamber and Veto, however, remain as they are for now.

Vyse

  • Arc Rose
    • Made destructible after flash windup starts.
    • Audio cues signaling Wyse and allies are removed.
    • Flash duration trimmed from 2.25 to two seconds.
    • Cooldown elevated from 45 to 60 seconds post-destruction.
    • Recall incurs a 20 seconds cooldown.
  • Shear
    • More easily bait out the wall trap.
    • Wall spawns immediately upon enemy trigger exit.
    • Enemies receive audio cues upon entering the trigger zone.
  • Razorvine
    • Health decreased from 40 to 20 HP.
  • Steel Garden
    • Initial windup increased from 3.4 to 4.4 seconds.
    • Radius reduced from 32.5 to 26 meters.

Cypher

  • Spycam
    • Inactive camera revealed when within eight meters; includes sound alert.
    • Active camera has louder audio for enemies within 12 meters.
    • Cooldown after destruction increased from 45 to 60 seconds.
  • Trapwire
    • Revised tethering and revealing mechanics for improved engagement.
    • Activation windup decreased; PC adjusted from 1.5 to 0.9 seconds, Console from 2.5 to 1.9 seconds.
    • Going forward, crossing a Trapwire visibly slows enemies and only activates reveal post-windup.

Killjoy

Killjoy’s turret now incurs a 50 percent slow on enemies, but she also faces several nerfs.

  • Turret
    • Cooldown increased from 45 to 60 seconds upon destruction.
    • Reactivation time raised from 0.5 to two seconds.
    • Movement tagging per bullet increased from 29.5 to 50 percent.
    • Introduced a «windup» effect for when Killjoy returns to range.
  • Alarmbot
    • Health decreased from 50 to 20 HP.
    • Increased reactivation time from one to two seconds.
    • Added a «windup» effect when she re-enters the activation range.

Deadlock

  • GravNet
    • Cooldown elevated from 40 to 60 seconds.
  • Barrier Mesh
    • Cost reduced from 400 to 300 HP.
    • Health of smaller nodes decreased from 570 to 480 HP.
  • Sonic Sensor
    • Concuss duration reduced from 3.5 to 2.5 seconds.

Sage

  • Barrier Orb
    • Cost reduced from 400 to 300.
    • Fortification time improved from 3.3 to two seconds.
    • Health of segments decreased from 800 to 600 HP.

For the complete details on VALORANT Patch 11.08, more information can be accessed. All changes will take effect on October 15.

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