Valorant Patch 1.11: Skye, Breach buff, Sentinel nerfs, and economic changes
Valorant Patch 1.11 is now live! Read on as we go through the key aspects including Skye, new economy rules, agent updates, and more.
Agent Updates
- Skye is now available in Competitive queues. She will also be available for esports tournaments two weeks later, from November 9th.
- Breach’s flash time has been increased from 1.75 to 2 seconds to allow his teammates more time to capitalize on it.
- Cypher’s Trapwire and Spy Camera will now be disabled and revealed upon his death.
- Killjoy’s Alarmbot and Turret will deactivate if she is farther than 40 meters away from them. They will reactivate when she reenters that 40m range. The cooldown on the Turret and Alarmbot has been reduced from 20 to 10 seconds for the Turret, and to 7 seconds for the Alarmbot.
- The range at which the Alarmbot and Nanoswarm can be detected has also been decreased. The Alarmbot range has gone down from 9m to 7m and the Nanoswarm range from 5m to 3.5m. Lastly, the Nanoswarm damage was increased from 40 seconds to 45 seconds, and it “now ticks smoother and faster”.
Map and Game Updates
- Icebox is now available in competitive mode. It will be available for use in esports competitions after four weeks in competitive, so from November 29.
- Riot has also taken steps to ensure that the highest-ranked players experience shorter queue times in Unrated. They are also working on improving these queue times for all the primary game modes.
- Custom game lobbies can now choose to play a full half of 12 rounds on each side before the game officially ends. After 24 rounds the team with more rounds will win or if needed, the game will go to overtime.
- Left-handed view model is now available as an option.
- Players can now send a direct message to their friend by clicking their name in the chat instead of having to type it out.
EConomy Updates
- The number of credits received after certain rounds has been reduced.
- Attackers who lose the round but survive without planting the Spike will receive 1,000 credits. Similarly, Defenders who lose the round but survive after the Spike has detonated also receive 1,000 credits.
- Dying to the Spike no longer counts as a death in the KDA numbers. Additional economic information is available as a tooltip next to the “Min Next Round” next in the shop.
- And of course, the most important update of all: “Jett now can’t rope dash lel“.
What do you think of Valorant Patch 1.11? Are these the right choices to make or not? As usual, remember to follow us at Run it Back and join our Discord for all your latest news, extensive guides, and exclusive interviews in the world of Valorant.