• Breaking News

    Thursday, May 13, 2021

    VALORANT FPS & Mouse Issues

    VALORANT FPS & Mouse Issues


    FPS & Mouse Issues

    Posted: 13 May 2021 12:25 AM PDT

    Hey everyone, it appears a lot of you are having issues related to a couple of things after the newest patch:

    • Mouse issues
    • FPS issues

    No clue what is causing this or if there is a fix so please leave any relevant information below, thanks!


    EDIT

    A suggested fix for mouse issues from u/Soupyyye:

    FOUND A FIX

    right click on valorant when on your desktop and run as administrator and if that doesn't work do troubleshoot compatibility!!!!

    A suggested fix for mouse issues from u/BombayBikesClub and u/Krusifix:

    If someone else experiences this problem, exit Valorant thru task manager (use your keyboard to navigate) then when you boot the next time, keep moving your mouse around/click a bunch while Valorant is booting up.

    submitted by /u/Pruvided
    [link] [comments]

    So I'm a game developer who is recreating valorant with high graphics 1 month ago I've recreated JETT and today I've completely re-created SAGE , this is the half video you can watch the full video on my youtube channel "Thin Dino"

    Posted: 13 May 2021 06:58 AM PDT

    Replication mode be like

    Posted: 12 May 2021 03:32 PM PDT

    Players that insta-lock Duelists made all my mains be Sentinels or Controllers. Anyone feels the same?

    Posted: 13 May 2021 08:21 AM PDT

    My mains are Viper, Omen and Sage. And I know how to use Brimstone and Killjoy as well.

    Every time I play any competitive match there are at least two player that insta-lock duelists. Always Jett, Raze or Reyna and most of them does not know how to get high frags and seek out engagements first. I know this is nothing new for you guys. But I noticed that this behavior made I always have the obligation to get a Sentinel or Controller for the sake of team. I take Viper a lot just because I can use her as a Controller as a attacker and emulate a Sentinel as a defender.

    I also have a friend who is great playing with Raze, but when we play togheter, he has to choose Sage because of the reasons I mentioned. So I would like to know if any of you had this experience too.

    And sorry for the bad English.

    submitted by /u/ludico1959
    [link] [comments]

    Match found. Expect not really, go back to queue.

    Posted: 12 May 2021 11:06 PM PDT

    Anyone else having the "match found" pop up and instantly be sent back to queue? This is baiting me almost everytime I try to queue for a game.

    submitted by /u/ThatsMoreStep
    [link] [comments]

    My Jett Valorant fanart i made :_)

    Posted: 13 May 2021 01:59 AM PDT

    My Jett Valorant fanart i made :_)

    Jett is my first agent i used in this game and it's really cool and fun using her., The background i chose is ascent map because i always do some super dash there. I hope you guys liked it!.

    https://preview.redd.it/p0uuiym4ruy61.jpg?width=2500&format=pjpg&auto=webp&s=2c279640a1e76049e80998aebf1c0da7e0105e91

    submitted by /u/akira_brownlee_
    [link] [comments]

    Weapon Skin Concept : Magnum Vandal

    Posted: 13 May 2021 05:31 AM PDT

    Weapon Skin Concept : Magnum Vandal

    Hello guys!

    This time I decided to create a more modern looking, industrial style skin for the Vandal. Behold the Magnum Vandal. Magnum here refers to the high temperature, energy source used by this skin for its bullets. This energy is supplied by its core (the ball thingy which acts like a mag and has to be reloaded). This also suggests I love the prime skin too much and was kinda inspired by it.

    Hope you like it!

    Base

    https://preview.redd.it/pwfh1opssvy61.png?width=2560&format=png&auto=webp&s=ef759c9de0c5fa72a4aeae29c988dbc071a552e1

    VFX

    https://preview.redd.it/e0kfb4ctsvy61.png?width=2560&format=png&auto=webp&s=dcf27a5681ccb8d040c959d6035981ab42283b52

    Animations

    https://preview.redd.it/q72bqostsvy61.png?width=2560&format=png&auto=webp&s=e831c5fc5c2668609616daeb88d7275e1d29b19d

    Variants

    https://preview.redd.it/cc4guzpzsvy61.png?width=1920&format=png&auto=webp&s=691df2fea0d038e4be1dc4d4d3a0606fec9ce720

    Kill Banner

    https://preview.redd.it/2q5fxzx0tvy61.png?width=4320&format=png&auto=webp&s=f46ddb33caeb71610ada8b6c7b89e33f271c2e02

    I tried to create a shooting sound and the following video is somewhat how it should sound, high speed energy bullets go pew

    https://reddit.com/link/nbfj2u/video/z7ovstk3tvy61/player

    Also, could I get some ideas for a finisher from you guys?

    submitted by /u/RivalRudra
    [link] [comments]

    I found a new line-up snakebite for default plant.

    Posted: 13 May 2021 09:51 AM PDT

    new Minima bundle is so good

    Posted: 13 May 2021 08:50 AM PDT

    new Minima bundle is so good

    I know many of you think the minima bundle is so bad, but really I love it! Scroll down for the picture. I really think that its super clean, especially the minima ghost which is just the cleanest out of all of them. Its worth the dollas I spent.
    Edit : for those who dont get the joke, default and minima is the same shit pretty much, also there is no minima ghost

    https://preview.redd.it/gi1n9wjsswy61.png?width=1600&format=png&auto=webp&s=9b99b2f0c1248a39f1f770047c21cc226b574e16

    submitted by /u/WantAkali
    [link] [comments]

    Sharing my decision making process as an immortal for low elo players

    Posted: 13 May 2021 01:17 PM PDT

    People in Immortal are still not giving comms.

    Posted: 13 May 2021 03:28 AM PDT

    Been hard stuck in mid 150+ RR for the past week and I am surprised at the number of games I went without any info given. I even have a few games with Radiant teammates who doesn't use comms at all.

    I believe I'm playing in the top ranks but I don't understand how hard it is to give basic info. Someone please enlighten me on this.

    submitted by /u/Rnd0me
    [link] [comments]

    I am stuck at ELO HEAVEN!

    Posted: 13 May 2021 12:12 PM PDT

    I am currently Silver 1. I bottom frag every game. I am awful. My teammates are amazing and keep winning, not always, but enough to keep me in Silver 1. I don't like being the bottom frag every game. Riot, please rank me down! I've considered making a new account for the system to place me in the right spot, but I have a bunch of skins.

    submitted by /u/marcospanontin
    [link] [comments]

    [MEME] When someone trips your Cypher Wire for the 500th time in the same match:

    Posted: 13 May 2021 12:22 PM PDT

    The Oni Guardian's VFX is a bit behind today

    Posted: 13 May 2021 09:20 AM PDT

    Unpopular Opinion: Return Immortal Separation - Immortal 1,2 and 3

    Posted: 13 May 2021 11:36 AM PDT

    Once you reach Immortal, you will experience the highest skill difference anywhere. There is a big difference between Low-Mid-High Immortal and Radiant.

    People need goals there is nothing to achieve anymore, matches feel more troll. Players just don't care as much because there's no next attainable goal.

    The next step is Radiant that is so far away that its not worth climbing for most. If there was Immortal 2 and 3 to aim for, I believe the game quality would improve. Its also just fun to climb ranks.

    Don't get me wrong, I really like the leaderboard system and dont want it to be removed.

    submitted by /u/roooooyal
    [link] [comments]

    Escalation has to be permanent

    Posted: 12 May 2021 11:37 PM PDT

    Escalation is a superior way to practice mechanics compared to DM. Just this fact is enough reason to never remove it, like the current update wrongly did. Here's why it's better:

    1. You actually take duels instead of getting killed from the back.
    2. You take 1v2, 1v3 and 1v4's like in real game.
    3. It's more fun.
    4. Some weapons can't be practiced in DM properly, but can in Escalation, e.g. shotguns.

    The only downside is that you spend disproportionate amount of time with weapons that are hardest to kill with like Shorty and Marshal.

    submitted by /u/sergrojGrayFace
    [link] [comments]

    The new replication mode is the closest to a casual first to 5

    Posted: 12 May 2021 09:52 PM PDT

    So the new replication is first to 5 with standard valorant gameplay other than the fact that you have the same 5 agents on each team and the buy is same for both teams every round.

    However, I still love that we can buy whatever we want and that the objective remains the same as in unrated. The next permanent gamemode should be a casual first to 5 which allows you to take whatever agent you want and has a slightly different economy (I'm guessing the same as replication cuz no one would ever save or eco in casual)

    submitted by /u/Spirit_alphaa
    [link] [comments]

    Am I the only one who gets games like this

    Posted: 13 May 2021 05:37 AM PDT

    First 2-4 games - my team is just better, great coms, great experience for me. Gets on a ws of 2-4.

    Next 2-4 games - no coms, I perform bad, other team is just better

    Is this because it puts me at a higher mmr? Or is this just how it goes for everyone. Im in Plat / Dia btw

    submitted by /u/KippeiReddit
    [link] [comments]

    Replication mode: gun meta/economy

    Posted: 13 May 2021 06:27 AM PDT

    I love the new Replication mode.

    Obviously it is funny to have 5 identical agents, but I feel the mode also adds an extra layer of strategic depth and novel experiences with the economy and how that impacts shields and guns. (Not to mention it being useful for the full variety of daily tasks for exp.)

    In rounds 1 & 2 we see credit amounts we rarely see in normal matches, and an incentive to buy up all you can because you can't save credits. I find this more interesting than Spike Rush guns because everyone has the same sort of tier of equipment, but it isn't perfectly identical.

    With that in mind, what do you think of the economy and the gun meta in replication?

    For reference, in each round you get this many credits:

    1. 900
    2. 2,400
    3. 3,900
    4. 6,000

    In round 1, the intuitive answer is light shields and a 500 cost pistol. You can't afford heavy shields, and a sheriff seems weak against ghost+half shields unless you have a wallbang plan. Of course, you have to consider the bucky, but I find the lack of range too much here.

    We'll come back to round two and tackle the simpler rounds 3&4 first.

    In round 3, well, rifle+full shields seems obvious.

    In round 4, you can get rifle+full shields, or get Operator+full shields + a pistol from an ally going for a rifle.

    Therefore, I think round 2 is the most interesting round, where all sorts of crazy buys happen. Ares+half shields seems common, but full shields with a weaker gun (like sheriff, marhsall+bucky, stinger) seems common too. I wonder if you should even buy an Ares for someone so they can buy full shields?

    I'd love to hear your thoughts on the economy for the Replication mode. What do you buy?

    submitted by /u/Salindurthas
    [link] [comments]

    I miss Escalation

    Posted: 13 May 2021 01:11 PM PDT

    I think it was the perfect casual mode, is it just me who miss it?

    I don't really understand why they couldn't have kept it alongside Replication?

    submitted by /u/DoctorWho2015
    [link] [comments]

    So I did this last night. Thought you guys might enjoy it as much as me and my team did!

    Posted: 12 May 2021 03:05 PM PDT

    Project: Valowatch

    Posted: 13 May 2021 01:48 PM PDT

    Hey Guys! Tyron here and today I had a cool idea, and wanted to know what you guys think of this.

    As I was recently watched more Overwatch content, I thought that it would be cool to have that experience again, but with Valorant instead of Overwatch. So I thought: "What would have to change to make Valorant more fast paced?" And for the last couple of days, I scrounged up some idea bits and tweaked the known Valorant format with something familiar. So I crossed Overwatch mechanics with Valorant gameplay and this is what I thought of:

    1. Setting Changes:

    Since the coming game modes are faster and more combat driven, certain elements would be changed to fit the play styles:

    Agents Changes:

    - Fix weapons:

    Certain Agents will have fixed weapons, but will compensated.

    - Skills on cooldown:

    Skills with charges or refresh upon kill, will be changed into "Time Based Cooldown" system

    - Ultimate chargeable:

    Instead of doing kills and taking orbs, dealing damage or healing fills up the Ultimate Score instead.

    - Passive abilities added/adjusted:

    Agents who had no Passive receive a Passive Abilities, while Agents with existing Passive Abilities gets theirs tweaked.

    - Armor Instead of Health:

    All Agents get changes in their Health and Armor:

    o Duelist: Gain 50 HP

    Reason:

    Duelists are the most engaging class of all. Giving them to much tankyness would make them way to overpowered. So It should be reasonable to increase the health, which intern can be used to gain more HP from healing.

    o Initiator: Gain 50 Armor

    Reason:

    Initiators are the most vulnerable class, since they mostly provide utility, their main position shouldn't be the frontline. But to make them not to squishy, the receive a major armor boost, which means that their base HP remains untouched and they cannot be healed over the 100 HP mark.

    o Sentinel: Gain 25 Armor

    Reason:

    Sentinels have the strongest utility of all Agents, but quickly become the center of attention once they are picked. To give them more survivability, they receive a minor armor boost.

    o Controller: Gain 20 HP + 25 Armor

    Reason:
    Controller are, next to the Duelist, the most offensive members of a team. They need to be on the frontline to keep control of the situation. So they receive a mix of HP and armor, that give them the survivability to stay with their team on the spot.

    o Juggernaut ("Breach" & "Brimstone"): Gain 100 Armor.

    Reason:
    Breach and Brimstone become "Juggernaut" Class instead of their usual Class, since they are the "tankiest" of all the Agents, from the appearance. Given that they also are equipped with Heavy Weaponry (Ares & Odin), they need to become the center of attention, while being able to soak up as much damage as they can. So they receive 100 Armor to be the tanks that they have to be.

    Game Changes:

    - Respawn:

    Instead of Respawn at the next round, player respawn after 5/10 sec.

    - Armor/Health:

    Armor reduces damage by 2 (per damage incoming). Armor will be used up before dealing damage to the HP (except fall damage). Armor cannot be restored by healing.

    - Crowd Control:
    "Flash", "Stun", "Slow" and "Blindness" do not effect Agents of that respective party.

    - Ammunition:

    Ammunition becomes infinite, but clip size remains the same, meaning that a weapon has to be reloaded once the clip empties out, but there is no ammo to draw from.

    - Overtime:

    When timer hits 0, while both parties are at the objective, "Overtime" begins. As long as the attacking team stays on the objective, the attacking team can progress in the game, while the defending team has to hold on until the last attacking member left the objective. In that moment, the "Overtime" is ticking down (5 sec) and once it reaches 0, the game ends. But as soon an attacking member set foot on the objective, the timer is refreshed.

    - Death Cam:

    Something that is missing from Valorant is a Death Cam, to see if your death was legit and how the enemy actually killed you, since 99% of the time you assume you are out of sight, but cannot get a proper grasp of it since you don't know how it looks from the outside. So a death cam should not only show you how you died and who killed you, but also to see how to improve in this and maybe have a fun interaction with friends to show off.

    - Spotlight:
    Similar to Blizzards "Play of the Game" or "Highlight of the Match", a "Spotlight" will be shown at the end of each match, showing the play of that player, who made the most "Style Points" during a certain interval of time.

    - Prestige:

    Similar to "Honor" in many other game mode, "Prestige" can be given to any player of that lobby, who made the best play, performed the best or got to have the pity of the team. The member with the most honors get a small XP boost.

    2. New Game Modes: "Snatch", "Delivery", "Conquest"

    Snatch

    Maps: [ All ]

    Gameplay:

    Each Spawn has a flag, colored by their occupation (Red for Attacker | Blue for Defender). One team has to capture the opposing teams flag and bring it into their base. First team who delivers successfully 5 flags wins. (Optional to 10 and 15)

    Carnage Mode: Plays essentially the same as any original mode, but players can choose the weapon for each Agent, instead having fixed weapons (Not in "Ranked" available).
    Settings:
    Kill-Limit: None | Time: 10 min. | Player Count: 10 | Agent Limit: None | Respawn Time: 5/10 seconds | Ranked Option: Yes | Winning Condition: Delivered 5 Flags

    Delivery

    Maps: Ice Box, Ascend, Breeze

    Gameplay:
    The attacking team is tasked to deliver a mobile super-spike to the designated location. The defending team tasked to prevent that at all cost. The attacking team wins, when the spike is delivered to its destination. The defenders win when the time run out before the spike reaches its destination.

    Carnage Mode: Plays essentially the same as any original mode, but players can choose the weapon for each Agent, instead having fixed weapons (Not in "Ranked" available).

    Settings:
    Kill-Limit: None | Time: 10 min. | Player Count: 10 | Agent Limit: None | Respawn Time: 5/10 seconds | Ranked Option: Yes | Winning Condition: Deliver Spike/Prevent Spike Arrival

    Conquest
    Maps: [ All ]

    Gameplay:

    Free-For all Mode: Certain Spots on the map will be simultaneously marked as "Hill". A team takes over a hill, when no other members of the opposing team is occupying the spot for 5 seconds to claim. While claimed, the controlling team gets 1 point each 3 seconds. When an opposing team member is entering the hill, the point gets "contested". While contested, the controlling team gets no points. The contest ends when only one team remains on it. The first team that gets 100 points first wins. Alternative: When the Time runs out, the team with the most points win.

    Conqueror Mode: 1 Spot at the beginning will be revealed. The attacking team has to get to the first point and claim it (Claiming time: 20 seconds). The defending team tries to prevent the attacking team from capturing any spot until the time runs out. But once a spot is claimed, they head to the next point and claim that. The game ends when the attacking team captures all spots or the defending team holds until the time runs out.

    Carnage Mode: Plays essentially the same as any original mode, but players can choose the weapon for each Agent, instead having fixed weapons (Not in "Ranked" available).

    Settings:
    Kill-Limit: None | Time: 10 min. | Player Count: 10 | Agent Limit: None | Respawn Time: 5/10 seconds | Ranked Option: Yes | Winning Condition: Capture all Spots/Defend until Time's Up

    3. Agent Changes:

    Astra: Controller +20 HP + 25 Armor

    Weapon: Stinger (recoil and pallet spray reduced by 50%, damage increased by 2, clip size increased by 10)

    Skills:

    Passive: Changed: "Stars" become a resource for her Skills. Pressing C, Q or E makes her hold a "Star" in her hand and left click now activated the skills. Kills and Assists recover 1 "Star".

    C: Gravity Well Changed: Astra leads a "Star" in a straight line, until it's re-casted or hits a wall. When re-casted, Astra pulls all opposing entities in range (10 m) towards the center of the Star and slows them for 20% for 1.5 seconds (10 seconds cooldown)

    Q: Nova Pulse Changed: Astra tosses a "Star" in an arc in front of her, bouncing off walls once, and by contact with the floor it detonates, dealing 50 damage and pushing enemies back. (10 seconds cooldown)

    E: Nebula Changed: Astra throws a "Star" in one direction, which can be re-casted and pops on contact with entities or terrain. When triggered, it expands into a star cloud for 5 seconds, growing in size by 50% in that time and disperses. (15 seconds cooldown)

    X: Cosmic Divide > Corrupting Star: Changed: Astra repels an energy projectile, which explodes on contact and pulling all enemies, within range of 30m, on the spot for 5.5 seconds and dealing 80 damage in that time frame.

    Breach: Juggernaut +100 Armor

    Weapon: Ares (decreased recoil and slowness by 30% while walking and standing, pallet spray reduced by 30%). Ares deals 0.2% more damage to armor.

    Skills:

    Passive:

    C: Aftershock: Changed: "Aftershock" immediately upon impact. "Aftershock" instantly destroys enforcements, created walls, and armor.

    Q: Flashpoint: Unchanged (15 seconds cooldown)

    E: Fault line: Added: Deals 10-50 damage to enemies, depending on the charged time. (10 seconds cooldown)

    X: Rolling Thunder > Quake: Breach unleashes a load "Quake Charge" in the targeted direction, ripping open the ground (Range: 20m long and 8m wide), destroying utilities, dealing 75 damage and instantly applying "knock down" (forcing hit targets to lie on the ground, not being able to attack or use skills) to all enemies for 2.5 seconds.

    Brimstone: Juggernaut +100 Armor

    Weapon: Odin (decreased recoil and slowness by 50% while walking and standing, pallet spray reduced by 50%). Odin does 0,25% more damage against armor.

    Skills:

    Passive: Brimstone gains a "Stamina" Pool (max. 25 Point), which will be deployed by "Rush" and recovers 1 point per second when not using "Rush".

    C: *Stim Beacon* > *Nano Boost*: Allied targets fire rate is increased by 25% for 5 seconds (30 seconds cooldown) [Left Click for ally | Right Click for self]

    Q: *Incendiary*: Launches a projectile that: Explodes by contact with a wall or Creates a fire pit by contact with the floor. (20 seconds cooldown) [Direct Hit: 100 damage | Hit Wall: 60 damage | Fire Pit: 8 damage per tick for 8 seconds]

    E: *Sky Smoke* > *Rush*: Brimstone gains 50% more movement speed while holding E. Using rush deploys "Stamina" by 5 per second. (No Cooldown)

    X: *Orbital Strike*: Unchanged

    Cypher: Sentinel +25 Armor

    Weapon: Spectre (pallet spray is decreased by 15%, damage increased by 1)

    Skills:

    Passive: Being hit be an Ability from Cypher disables opposing Agents armor for 6 seconds.

    C: *Trapwire*: Added: Agents who cross the tripwire get slowed by 20%. You cannot control more than 2 tripwire at the time. Placing a new tripwire removes the oldest one. (20 seconds cooldown)

    Q: *Cyber Cage*: Change: Upon stepping near or into the cage, it traps the Agent and holds it on the spot for 3 seconds. Added: Agents who are stepping into the cage, will be revealed to the ally team.

    E: *Spycam*: Change: Left click: Shoots a tacking dart at the location, revealing the hit target for as long as it doesn't remove the dart. Right click: Enables secondary fire, dealing 5 damage per shot (max. clip size: 10 bullets). Change: "Spycam" cannot be picked up again after placing. (20 seconds cooldown once destroyed)

    X: *Neural Theft*: Changed: Range increased by 50. Opposing Agent on the map will be pinged on the map and revealed to the allies 3 times for the next 5 seconds.

    Jett: Duelist +50 HP

    Weapon: Phantom (recoil reduced by 20%, damage increased by 2)

    Skills:

    Passive: Added: Jett can throw her knife at the enemy (applies "Bulletdrop"), dealing 120 damage on body hit and 300 damage via a headshot. Can be picked up and thrown again.

    C: *Cloudburst*: Changed: 1 Charge instead of 3 and upon Impact, expands for 6 seconds by 50% and then vanishes. (15 seconds cooldown)

    Q: *Updraft*: Unchanged (15 seconds cooldown)

    E: *Tailwind*: Added: Refreshes when doing a kill or assists within 3 seconds of casting. (20 seconds cooldown). Changed: Hit-Box now moves before the animation applies.

    X: *Blade Storm*: Damage increased by 10 per knife.

    Killjoy: Sentinel +25 Armor

    Weapon: Frenzy (pallet spray decreased by 25%, clip size increased by 17, damage increased by 3 per bullet)

    Skills:

    Passive: By interacting with the turret for 5 seconds, Killjoy can upgrade the turret once, making it deal and resist more damage. (60 seconds cooldown.) Kills and assists reduce cooldown of her skills by 1 second.

    C: *Nanoswarm*: Changed: "Nanoswarm" has 1 charge instead of 2 and now sticks to surfaces and enemies and deals 60 damage over 6 seconds in a sphere shape. (30 seconds cooldown)

    Q: *Alarmbot*: Added: "Alarmbot" now reveals all hit units, within range, as a silhouette for the allied team to see for 3 seconds. (30 seconds cooldown)

    E: *Turret*: Added: Killjoy can place up to 2 turrets at once. Changed: During a round, Killjoy cannot take back her turret. (45 seconds cooldown) [Lvl 1: 100 HP, 4 damage per shot | Lvl 2: 150 HP, 6 damage per shot]

    X: *Lockdown* > *Overcharge*: Upon activation, Killjoy activates a secret protocol which upgrades her turret once more, making them shoot faster, deal and resist damage and grant her one extra turret to place. After 20 seconds: All turrets are destroyed. [Lvl 3: 250 HP | 8 damage per shot]

    Omen: Controller +20 HP + 25 Armor

    Weapon: Shorty (Added: Duel-Wield: Omen carries 2 "Shorty" around. "Primary Fire" triggers the main weapon (right), "Secondary Fire" triggers the off-hand (left) [Can be arranged in "Settings"]. Clip size increased by 2, pallets increased by 3, damage per pallet increased by 5. Animation change: Omen tosses both "Shorty" away and pulls out 2 new fully load ones)

    Skills:

    Passive: When enemies are out-of-sight after spotting, Omen can sense them as light blue figure for 5 seconds.

    C: *Shrouded Step*: Range increased by 25. (20 seconds cooldown)

    Q: *Paranoia*: Changed: Does not influence allies anymore. Applies instantly. (10 seconds cooldown)

    E: *Dark Cover* > *Shadow Cloak*: Omen becomes invulnerable for 3 seconds, gains 15% movement speed and instantly reloads his weapon, but cannot use skills or shoot during that time. (35 seconds cooldown)

    X: *From the Shadows*: Changed: All enemies on the map are "Nearsighted" for 6 seconds. During that time, Omen can teleport to any enemy on the map.

    Phoenix: Duelist +50 HP

    Weapon: Bulldog (recoil reduced by 30%, pallet spray reduced by 30%)

    Skills:

    Passive: Upon death: He sets himself on fire and explodes, dealing 20 damage initially and setting the area on fire, dealing additional 60 damage over 5 seconds to all opponents in the area (15m from the spot). (180 seconds cooldown)

    C: Blaze: Unchanged (10 seconds cooldown)

    Q: Curveball: Unchanged (15 seconds cooldown)

    E: Hot Hands: Unchanged (10 seconds cooldown)

    X: Run it Back: Added: "Run it Back" applies Phoenix passive ability upon death.

    Raze: Duelist +50 HP

    Weapon: Classic (recoil and pallet spray removed from "Primary Fire", pallet spray on secondary fire is decreased by 30%, clip size increased by 8, damage increased by 3, added "Semo-Automatic" fire by holding "Primary Fire" or "Secondary Fire" button)

    Skills:

    Passive: Upon death: Raze drops a grenade at her spot and deals damage (equal to the grenades damage) to all opposing entities on spot.

    C: Boom Bot: Unchanged (10 seconds cooldown)

    Q: Blast Pack: Changed: "Blast Pack" doesn't apply "knockback" on other allies and allied utilities. Damage increased by 15. (12 seconds cooldown)

    E: Paint Shells: Unchanged (10 seconds cooldown)

    X: Showstopper: Unchanged

    Reyna: Duelist +50 HP

    Weapon: Vandal (recoil reduced by 30%, damage increased by 1)

    Skills:

    Passive: Added: When crouching in a shadow, Reyna can pass through the nearest wall for 5 seconds, showing a purple orb on the other side of the wall, for the enemies to see. While Reyna is in a wall once the time has run out, she will be forcefully pushed onto the nearest floor (40 seconds cooldown). Kills and assists reduce cooldown of her skills and passive by 1 second.

    C: Leer: Unchanged (15 seconds cooldown)

    Q: Devour: Changed: Orbs can be pulled towards Reyna to restore 60 HP instantly or restore 80 HP instantly by touching it. (20 seconds cooldown)

    E: Dismiss: Changed: Orb can be pulled towards Reyna to give her "Camouflage" [becoming translucent to the enemy and making hovering noises] for 1.75 seconds or "Invisibility" [becoming fully transparent and making no noises] for 2.25 seconds by touching it. "Camouflage" and "Invisibility" can be broken by shooting or using skills. (25 seconds cooldown)

    X: Empress: Changed: While in "Empress", Reyna has no cooldown on her abilities instead of unlimited charges and kills or assist do not extend "Empress" duration. (30 seconds)

    Sage: Sentinel +25 Armor

    Weapon: Bucky (Clip size increased by 1, damage per pallet increased by 2, pallet amount increased by 6, pallet spray reduced by 50%)

    Skills:

    Passive: Upon hitting 15 or less HP (once she is out-of-combat for 5 sec) Sage recovers HP (capped at 80). (60 seconds cooldown)

    C: *Barrier Orb*: Unchanged (After breaking, 30 seconds cooldown)

    Q: *Slow Orb*: Changed: Slow increased by 5%. Added: Opposing Agents receive 10 damage per step they take through the radius while not sneaking. Sneaking makes a "crunching" noise. (15 seconds cooldown)

    E: *Healing Orb*: Changed: Heals an allied Agent for 80 HP for the next 5 seconds. Added: Kills and assists reduce cooldown by 2.5 seconds (40 seconds cooldown).

    X: *Resurrection* Changed: Revives all allied Agents within range and restore 100% of their HP, grants 15% movement speed and makes them invulnerable for 1.5 seconds after "Ressurection".

    Skye: Initiator +50 Armor

    Weapon: Guardian (damage increased by 15, Added: Holding "Primary Fire" (for 1.15 sec) fires a charged bullet [costs 3 bullets instead of 1], and deals 50% of damage to HP through armor, and 100% of damage through walls)

    Skills:

    Passive: Dealing damage increases her "Healing Pool".

    C: Regrowth: Changed: Skye can now heal herself by 25% of the healed amount.

    Q: Trailblazer > The Hunter: Skye gains 15 Armor, 15% movement speed and deals 10% of more damage for 10 seconds (30 seconds cooldown)

    E: Guiding Light: Unchanged (7.5 seconds cooldown)

    X: Seekers > Spirit of the Wild: When casted, all allies within range (35m) gain 20 armor, gain 50% movement speed, heal for 15% of damage dealt and can leap forward (for 6m) by pressing jump twice for up to 2-times during that time (in the direction they look). (Lasting 45 seconds)

    Sova: Initiator +50 Armor

    Weapon: Operator (Operator doesn't autofocus anymore, but damage has been redistributed) [Head: 200 damage | Body: 100 damage | Legs: 75 damage]

    Skills:

    Passive: Sova can climb up walls and boxes and can hold on edges while holding and aiming with a weapon. Pressing Space (Jump) Sova can repel himself from that spot.

    C: *Owl Drone* > *Grappling Hook*: Sova shoots out a "Grappling Hook" that pulls him to the pointed location (15m reach). When hitting an edge, it pulls him on the nearest flat surface. When hitting a wall, it repels him upwards. (10 seconds cooldown)

    Q: *Shock Bolt* > *Scatter Arrow*: Upon contact with a surface or player, the arrow burst into 4 smaller arrows and bouncing up to 3 times on surfaces, dealing 30% of the initial damage. (20 seconds cooldown) [Initial damage: 80]

    E: *Recon Bolt*: Added: "Recon Bolt" now reveals enemies behind slim walls. (15 seconds cooldown)

    X: *Hunters Fury*: Projectile size increased by 150% and instead of 3 Charges, it becomes 1 ray that passes through the whole map, dealing 350 damage in the center of the ray and 100 on the edge.

    Viper: Controller +20 HP + 25 Armor

    Weapon: Sheriff (Recoil has been removed, damage increased by 10 for each body part but level out at 40m)

    Skills:

    Passive: Added: Shooting enemies that are "Poisoned" lets bullets pass through the target, dealing 75% of the damage to the enemy behind.

    C: *Snake Bite* > *Venom Round*: Upon activation, Viper has a fully loaded clip and it is charged with "Poison Bullets", which deals (75% of the original damage + 20 damage over 1.5 sec) "Poison" damage, refreshing each time a bullet hits. (Cooldown starts once clip has been emptied, 30 seconds cooldown)

    Q: *Poison Cloud*: Added: Heals Viper for 70 HP over 15 seconds while in "Poison Cloud". (15 seconds cooldown)

    E: *Toxic Screen*: Added: Heals Viper for 50 HP over 10 seconds while in "Toxic Screen".

    X: *Viper's Pit*: Changed: Deploys completely once Viper leaves the area. Added: Heals Viper heals 3 HP per tick, while in "Viper's Pit".

    Yoru: Duelist +50 HP

    Weapon: Judge (reload and fire rate increased by 30%, pallet spray decreased by 50%, damage per pallet increased by 3)

    Skills:

    Passive: Opposing utilizes will be revealed to Yoru as a light blue silhouette within range (20 m) for 1.25 seconds [Revealing color is changed on "Ice Box" into "Orange"]. The revealing only happens once per utility.

    C: Fake Out > Portal: Yoru can places 2 portals (First portal: Input; Second portal: Output) that connect within range (50m) [Portals showing in- and outgoing terrain to verify the correct placement]. Projectiles entering the first portal, will be send out through the second portal. The first portal can be picked up with (F), removing the second portal immediatly, and can be replaced. Portals vanish upon death. Cooldown starts once Yoru dies or picked up the first portal. (20 seconds cooldown).

    Q: Blindside: Unchanged (5 seconds cooldown)

    E: Gatecrash: Unchanged (15 seconds cooldown, once used or upon death)

    X: Dimensional Rift: Unchanged

    As a final note, I tried to make the cooldown times of the skills as low as possible, but remaining some sense into higher cooldown skill, since they might be to obnoxious to handle or to over scaled to have them constantly available. The same goes for damage on weapons, since I want every Agent to feel different while playing, while not over scaling the weapons, I just made minor changes to the damage, which can be changed later on.

    But what do you guys think? Would you like to see something like that in Valorant or not? What would you change or add from my plan??

    Let me know your thought in the comment below :D

    submitted by /u/KingTyron91
    [link] [comments]

    No comments:

    Post a Comment