VALORANT: Update 5.10, the details of the update


After a small update, it’s time for Riot Games to step up a gear, with a major balancing act for two Agents that have been a bit neglected lately. Cypher and Fade therefore receive some improvementsto make them more interesting or less powerful, while a small modification concerns Harbor, although player feedback is quite positive, according to the developers.

For the rest, the update focuses on player toxicity and fixing several issues. You can find the VALORANT 5.10 patch notes below, to know all about it.

AGENT UPDATES

CYPHER

As the game evolved, we saw Cypher’s presence and impact gradually diminish. While we believe Chamber is partly to blame for this, due to his overdominance among Sentinels, we also noticed two things: Cypher’s Tripwire placement became too predictable and easy to counter, and his ultimate has too many restrictions for an unrewarding result. Increasing the maximum length of Trip Wires should thus encourage new placements and encourage enemies to slow down a bit and be more careful if they want to avoid being detected.

As for the ultimate, removing the use window on enemy bodies should make it more accessible, giving Cypher more room to maneuver. Additionally, the ultimate will now reveal opponents twice so that Cypher really has an impact on the situation: he can gather intel from the initial reveal and then act strategically taking into account the pressure put on by the second reveal. We hope these updates inspire Cypher fans to weave their webs in new ways. And if we add to all this the future updates of Chamber, Cypher should be able to find a place of choice among the sentinels.

  • Trip wire
    • Tripwire max length increased: 1000 >>> 1500.
  • Neural flight
    • The skill now reveals enemies twice. There is a four second delay between revelations.
    • The time window during which the skill can be cast on an enemy corpse has been removed.
    • The maximum distance of use has been increased: 1200 >>> 1800.
  • Ergonomics
    • We’ve updated the yellow silhouette used by the Spycam and Neural Flight reveal effect.
    • The yellow silhouette now disappears if the revealed enemy enters your line of sight directly. This should avoid confusion, as you will no longer see two representations of the same enemy in different locations.
    • The yellow silhouette is now less bright and dissipates faster to better differentiate it from an enemy that is actually visible.
    • Area damage from allies can no longer destroy utilities placed by Cypher.

BLAND

Fade’s Prowler skill is as versatile as it is hard to counter, so here we try to narrow down its strengths and weaknesses. The duration changes will make Fade think more about which areas she wants to control, while the other tweaks will help enemies counter Stalkers.

Additionally, we’re increasing the cost of Nightfall, as it appears that this ultimate’s base value is one of the highest in the game.

  • ranger
    • Duration reduced: 3 >>> 2.5 seconds (Duration the Prowler is active without following a trail.)
    • Bite delay after hitting a target increased: 0.4 >>> 0.6 seconds
    • The hitbox has been improved.
    • Myopia duration on impact reduced: 3.5 >>> 2.75 seconds
    • The Ranger now dissipates without debuffing its target if the latter has teleported before the end of the Ranger animation.
  • falling night
    • Cost increased: 7 >>> 8.

HARBOR

Harbor’s skills all have a good impact, but we’re seeing some players new to Harbor not using them enough and feeling too limited. These changes should help free Harbor players. As for the most gifted players, they will be able to control the map even better.

  • Cascade
    • The number of purchasable charges has been increased: 1 >>> 2

GAME SYSTEM UPDATES

REAL-TIME TEXT ANALYSIS (AN SERVER TO START)

  • In addition to the existing systems, we are launching a new one whose objective is to “mute” (in chat) players who send disruptive messages during a game. This new system will therefore come in earlier than the others, and we will continue to update our various systems to analyze more types of communication.
  • For starters, real-time text analytics will be implemented in North America only. Other regions will be involved in the near future.
    • By integrating this more immediate textual analysis, we hope to detect disruptive behavior and reduce its number in the course of the games, so that you can all play VALORANT peacefully.

SOCIAL UPDATES

  • Fixed an issue where the notification “Auto deny friend requests: yes” was not aligned correctly in the social panel (in some languages ​​only).

BUGS

AGENTS

ASTRA

  • Fixed a bug where Astra could cast a fake Nebula at the very start of a round, before her star was charged.

ROOM

  • Fixed a bug where Chamber would sometimes fail to equip a weapon at the start of a new round.

HARBOR

  • Fixed Harbor Waterfall so that it no longer appears on the minimap of enemies who see it.
  • Fixed a bug where Harbor Waterfall sometimes appeared under the map.
  • Fixed a bug where the Harbor Waterfall targeter would shrink on the minimap when aiming up or down sights, but the distance the Waterfall traveled would not change.
  • Fixed a bug where the Harbor Waterfall targeter was a bit shorter on the minimap than the actual distance traveled.

NEON

  • Fixed a bug where Neon’s Slide could be used to dash upwards in certain locations on maps.

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