Riot have released the patch notes for patch 1.09, and it’s a solid size. The Operator is getting nerfed, which is the first major tweak to the weapon since the beginning of the game. The weapon is heavily debated, as many people think it is overpowered in the current game. Riot took steps on the Operator, as well as some minor agent tweaks, updates to accuracy when landing from a jump and a new ID review.
I won’t bury the lede; the Operator nerf is pretty interesting. This will change how often a player can get the Op, how easy it is to re-peek angles, and how quickly a player can fire another shot.
- Increased price from 4500 >>> 5000
- Decreased scoped movement speed from 76% >>> 72%
- Adjusted weapon deadzone from becoming inaccurate at 30% movement speed >>> 15% (become inaccurate sooner, become accurate later when stopping)
- Firing rate reduced from .75 >>> .6
- Instant equip time adjusted from 0.3 >>> 0.5 (instant equip plays after tapping orb, bomb defuse/plant tap, Jett Cloud Burst, and Phoenix Curveball)
- Leg shot damage decreased from 127 >>> 120
The price increase is the first thing that really pops out. Players could get an Operator pretty early into a game, and against a weaker buy, the Operator was ever so punishing.
“Regarding Operator access—we’re seeing some of you obtain the Operator+Armor combo as early as round 3 and snowballing that lead into additional Ops throughout the half. The new price point delays the Operator’s appearance and increases the penalty for dying with one in hand. We hope to better balance the risk/reward of using this premium weapon.” – Max Grossman, Lead Agent Designer
The scoped movement and firing rate changes are going to keep players from being able to easily re-peek in a gunfight, and make holding angles more troublesome. Overall, the Operator nerfs are the most pressing part of the newest VALORANT patch notes.
Agent changes in
Omen: Paranoia updated projectile VFX that will represent its hitbox better, especially when it is traveling towards your own POV.
Jett: Time between burst fire on ultimate has increased from .33 seconds to .45 seconds. Daggers thrown will now have a damage falloff that starts at 12 meters and drops steadily. Headshot multiplier reduced from 3x to 2x.
Viper: Will now start the round at 100 fuel instead of 50 fuel. Vulnerable debuff applied from Snake Bite now lingers for 2 seconds after leaving the acid. And Viper now has doubled move speed while casting her ultimate, and can now fast equip her weapon after casting.
Reyna: Ultimate fire rate decreased from 25% to 15%.
Brimstone: Stim beacon fire rate increased from 10% to 15%.
Players will no longer be able to land and fire as easily. Every weapon is being tweaked to account for a new change to the game.
- Jump land inaccuracy state changed from gradual >>> binary
- Jump land inaccuracy duration increased from .2 >>> .225
- Jump land inaccuracy value increased from 5.0 >>> 7.0 (more inaccurate for .225s after a land)
Social updates in VALORANT patch notes
- Riot ID Reviews
- Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
- Removed Multi-line Breaks in Chat
- Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
- Changes to party push to talk settings will now take effect immediately
- The chat window can now be pinned to stay open across menus
- Social Panel Sorting Logic
- Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.
- Fixed issue where Sova’s hitbox was incorrect while using his Owl Drone
- Fixed bug where Omen’s glowing eyes weren’t properly removed when he cancelled his ult
- Fixed a bug where Custom Game preferences would be wiped after navigating away from the Custom Game lobby