Home Gaming Valorant update 1.01 patch notes REVEALED: Spike Rush new Orbs, Sage nerf...

Valorant update 1.01 patch notes REVEALED: Spike Rush new Orbs, Sage nerf and lots more

Valorant update 1.01 patch notes REVEALED: Spike Rush new Orbs, Sage nerf and lots more 1

Valorant update 1.01 is out now, as Riot releases a new selection of patch notes.

The new Valorant update improves performance, adds new Orb types for Spike Rush, and also nerfs Sage.

“Surprise! Don’t lie, you didn’t think you’d get patch notes this week,” reads a Riot blog post.

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“These are lighter, sure, but Patch 1.01 continues our effort to improve performance, this time focused on a smoother combat experience as well as additional support for high spec machines.

“Our new mode, Spike Rush, gets an injection of new Orb types to play with. For example, a Golden Gun Orb that lets you one-shot anybody with the quickness.”

As for Sage, the range of her Barrier Orb is reduced from 20 to 10 meters. Riot explains more: “As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls.

“The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant.

“This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.”

You can see the full list of Valorant update 1.01 patch notes below…

GAMEPLAY AND BALANCE

SAGE

• Barrier Orb cast range reduced 20 >>> 10 meters

• As a Sentinel, Sage is supposed to be most effective when defending territory that she already controls. The 20m cast range was allowing Sage to aggressively take control of neutral territory in a way that was inappropriate for her role in Valorant. This range reduction aims to keep her strong while defending territory but reduce her efficacy at taking ground.

MAP UPDATES

Ascent

• Fixed several spots where weapons were falling through the world and issues with wall penetration

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All Maps

• Modified several call out names to better match player terms

SPIKE RUSH UPDATE

• Each game of Spike Rush now features a set of 5 randomly selected orbs

• The Full Ultimate orb will always be available

• 4 of the remaining 7 orb types will be chosen at random

• Chosen orb types will be shown in a description widget both in character select and during pre-round

New Orb Types

• Health Orb – Grants teamwide health regen (instant)

 – 20 second duration

 – 12 HP per second (3HP per tick)

 – SFX/VFX only play while actually healing

• Deception Orb – Applies “Paranoia” to the enemy team 3 seconds after capture

 – 10 second debuff

 – Vision is greatly reduced (and a small Field of Vision shift)

 – Fake footsteps and gunfire play for affected players

 – Minimap is disabled

• Golden Gun – Grants capturing player a Golden Gun

 – One-shot, one-kill

 – Perfectly accurate at all times

 – Agent moves at knife speed

 – Only has a single bullet in chamber and 2 backup rounds

 – Kills grant an additional round

Misc.

• New pre-round HUD element that shows the weapon & potential orb types for the current round.

• Players now get 1 ultimate point for collecting any orb.

PERFORMANCE UPDATES

Our performance work this patch primarily focuses on improving performance during combat and general performance improvements for high spec machines. The game should feel even smoother in combat and many scenes will likely have higher average FPS depending on your spec.

• Combat Perf : We were able to fix a number of things causing dips during combat.

 – Skins for 9/10 players were failing to pre-load in the game. The first time you’d come across these skin in-game you’d experience a drop in framerate.

 – Reduced frame dips that would occur when a kill callout was added or removed to the hud.

 – Improved the performance of the Viper specific HUD elements which had some performance issues.

• +FPS on Mid to High Spec : We were able to improve CPU bottlenecks in a few places across the code as well. Lower spec machines may still benefit from some of these improvements but would only see the gains during combat.

 – Added multithreaded rendering support for high end machines. If your machine meets the requirements to benefit from multithreaded rendering, you’ll see a new option to turn it on or off in the Graphics Quality menu. It’s on by default for these machines

 – Multithreaded rendering improves performance in scenes where the cost of managing objects that need to be rendered exceeds the cost of the game simulation and the cost of actually rendering the scene on the GPU. These conditions most commonly occur when moving through scenes with lots of objects visible (ex. Split attacker spawn) and in cases where the game simulation doesn’t require much work (ex. practice range, out of combat gameplay, etc.).

 – Multithreaded vision cones; minimap vision cones will now compute on another thread, if it’s able to

 – Large VFX passes across all maps, this reduced the CPU side cost of these particles by allowing the GPU to do more of the simulation

 – Reworked client performance Stats to include more detailed breakdown of frame times

QUALITY OF LIFE

• Sova’s Recon Dart will behave more consistently and only reveal the portion of enemies behind a wall

• Added a setting that allows the inventory to always appear

• Pings will no longer draw over allies and enemies when placed behind them

• Transition out of game now shows the map you just played instead of Brimstone and Sage walking into a teleporter

• In the shooting range, changing character now uses a lightweight and more performant UI than the flow going into a match

• Missions on the end of game screen are now sorted by completion and by type

• Minor visual improvements to Contract and Battlepass rewards in the progression widget located at the top of the screen

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