Valorant Update 3.0 Patch Notes: Jett and Killjoy Receive Multiple Nerfs
Valorant update 3.0 patch notes are out and there is a large number of balance changes that will completely reshape the meta. The new patch also includes a brand-new agent, a new season pass, economy changes and more. There are multiple quality of life changes as well in the Valorant update 3.0 patch notes including changes to XP gains, killfeed updates and more. The patch should also improve performance for players as Riot Games promises improvement of up to 6% on medium to high spec systems. Here is a rundown of all the important changes included in the Valorant update 3.0 patch notes.
Valorant Update 3.0 Patch Notes: New Agent KAY/O
The game’s newest agent KAY/O is available as part of the 3.0 update. The new agent is capable of suppressing enemies and he can be revived when he is ‘overloaded. Check out our agent breakdown here to find out more about KAY/O.
Valorant Update 3.0 Patch Notes: Agent Changes
Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
For example, if you have a two-charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
Charges gained from cooldowns are now always temporary
Visibility returns faster during the fadeout period of all flashes
ASTRA
Nova Pulse (Q)
Cooldown time increased 12 to 25
Gravity Well (C)
Cooldown time increased 12 to 25
Stars/Astral Form (X)
Stars are now inactive when placed during the buy phase
When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.
On Attack, Astra can now see the Spike’s location in Astral form
This representation does not animate so it will not provide additional info on the status of the Spike.
Recall cooldown increased 8 to 15
Granted signature charges decreased 2 to 1
Star cost decreased 200 to150
BREACH
Flashpoint (Q)
Total charges reduced 3 to 2
Cost increased 200 to 250
Projectile speed decreased 2500 to2000
Fault Line (E)
Full charge time decreased 1.5 to 1 second
Width increased 600 to 750
Telegraph windup time decreased 1.3 to 1
Concussion duration increased 3 to 3.5
Unequip time after firing decreased 1 to .7
Cooldown time increased 35 to 40
After Shock (C)
Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
Explosion radius increased 260 to 300
Unuequip time after firing decreased 1.1 to .9 seconds
Cost increased 100 to 200
Rolling Thunder (X)
Width of all explosions increased to 2300, which was the previous width of the final explosion
BRIMSTONE
Incendiary (Q)
Cost increased 200 to 250
CYPHER
Neural Theft (X)
Ultimate points required decreased 7 to 6
JETT
Updraft (Q)
Cost increased 100 to 150
Tailwind (E)
No longer breaks Cypher’s Trapwire
Cloudburst (C)
Cost increased 100 to 200
Bladestorm (X)
Ultimate points required increased 6 to 7
KILLJOY
Alarmbot (Q)
Cooldown after pickup increased 7 to 20
Turret (E)
Cooldown after pickup increased 10 to 20
OMEN
Paranoia (Q)
Cost decreased 400 to 300
Dark Cover (E)
Granted signature charges reduced 2 to 1
Omen now must buy his second smoke for 100
Cooldown time increased 35 to 40
Shrouded Step (C)
Cost increased 100 to 150
PHOENIX
Curveball (Q)
Cost increased 200 to 250
RAZE
Model Update
Model has been updated with a polish pass
Boombot (C)
Cost increased 200 to 400
Showstopper (X)
Ultimate points required increased 7 to 8
REYNA
Leer (C)
Cost increased 200 to 250
SAGE
Slow Orb (Q)
Cost increased 100 to 200
Barrier Orb (C)
Cost increased 300 to 400
Resurrection (X)
Ultimate points required increased 7 to 8
SKYE
Trailblazer (Q)
Vision radius increased 1750 to 2250
Max concussion duration increased 3 to 4
Cost increased 200 to 250
Guiding Light (E)
Charges reduced 3 to 2
Charges are now replenished on a 40-second cooldown
Skye no longer needs to re-equip to trigger her flash
Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
Audio attenuation when cast reduced 3250 to 1250
Cost of charges increased 100 to 250
SOVA
Shock Dart (Q)
Cost increased 100 to 150
Recon Bolt (E)
Cooldown time increased 35 to 40
Owl Drone (C)
Cost increased 300 to 400
Hunter’s Fury (X)
Ultimate points required increased 7 to 8
VIPER
Snakebite (C)
Duration reduced 8 to 6.5
Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
Cost increased 100 to 200
YORU
Blindside (Q)
Cost increased 200 to 250
Gatecrash (E)
Cooldown time increased 35 to 40
Valorant Update 3.0: Gameplay Changes
Squad Boost: You will get extra XP when you play in a premade group which includes a +8% XP boost for one additional player, +12% for two, +16% for three, and +20% for a full squad. This will also be active for the duration of 3.0.
Year One Event Pass: This is similar to a Battlepass but it’s completely free. It will be active for the duration of Patch 3.0 and will only last till 3.01 goes live.
Valorant Update 3.0: Competitive Updates
Here are all of the competitive updates included in Valorant update 3.0 patch notes.
Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
This should result in better matches at the highest levels.
Close games will have a smaller effect on rank rating gains and losses
Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile and placements have been raised to Diamond 1
Valorant Update 3.0 Patch Notes: Weapon Changes
Bullet tagging changed from 75% slow to 72.5% slow
“Tagging” is the slowing ef ect you feel when hit by bullets
Weapon Deadzones changed from 30% to 27.5%
“Deadzone” in VALORANT refers to the movement speed a player becomes inaccurate
ALL RIFLES
Walking inaccuracy changed from 1.3 to 2.0
Running unchanged at 5.0
ALL HEAVIES
Walking Inaccuracy changed from .5 to 2.4
Running unchanged at 6.0
ALL SMGs
Walking inaccuracy changed from .3 to 1.0
Running inaccuracy changed from 2.0 to 2.5
CLASSIC
Walking inaccuracy changed from .25 to .84
Running inaccuracy changed from 1.5 to 2.1
FRENZY
Price decreased 500 to 450
Walking inaccuracy changed from .25 to .8
Running inaccuracy changed from 1.0 to 2.0
GHOST
Walking inaccuracy changed from .25 to .92
Running Inaccuracy changed from 1.85 to 2.3
SHERIFF
Walking inaccuracy changed from .25 to 1.2
Running inaccuracy changed from 2.0 to 3.0
JUDGE
Price increased 1600 to 1850
Damage falloff at 10m changed from 13 per pellet to 10 per pellet
Damage falloff at 15m changed from 10 per pellet to 7 per pellet
BULLDOG
Hip-fire (full auto mode) firing rate increased from 9.15 RPS to 9.5 RPS
Price decreased 2100 to 2050
SHORTY
Price decreased 200 to 150
STINGER
Price decreased 1100 to 950
BUCKY
Price decreased 900 to 850
MARSHAL
Price decreased 1000 to 950
ARES
Price decreased 1600 to 1550
OPERATOR
Price decreased from 5000 to 4700
RELATED: Valorant Agent 16 ‘KAY/O’ Announced