VALORANT Patch Notes 11.08
Massive balance overhaul standardizing debuffs and increasing ability cooldowns across nearly all Agents to prioritize gunplay over utility.
Key Changes
- 1Standardization of Nearsight (7m radius), Concuss (2.5s), and Stim mechanics across all agents.
- 2Significant cooldown increases for signature abilities (Breach, Fade, Astra, Omen, etc.) from 40s to 60s.
- 3Map Pool Rotation: Pearl and Split return to Competitive; Lotus and Ascent are removed.
- 4Yoru: Dimensional Drift no longer allows casting Blindside or Fakeout during the ultimate.
- 5Vyse: Arc Rose is now destructible and Steel Garden windup increased to 4.4s.
- 6Cypher: Spycam now has stealth/audio tells and Trapwire no longer concusses targets.
- 7Killjoy: Turret and Alarmbot reactivation times increased to 2s with new windup effects.
- 8Viper: Initial Decay damage significantly reduced from 30 to 10 health.
- 9Pearl & Abyss: Major structural changes to B-sites to discourage safe post-plant play.
- 10Sage & Deadlock: Barrier ability costs reduced from 400 to 300 credits.
All Changes
⚙️Gameplay Systems(3)
- nerfNearsight: Nearsight radius increased from 5m to 7m for Fade's Prowler, Omen's Paranoia, Reyna's Leer, and Skye's Seeker (effective nerf to the ability).
- nerfConcuss: Concuss duration standardized and decreased to 2.5s for Breach, Gekko, Neon, and Astra.
- changeStim Unification: Stim effects standardized: Reload time modifier 0.9, Firing rate 1.1, Weapon draw 0.9, and Spread recovery 1.1.
🏹Agents: Initiators(12)
- nerfBreach: Fault Line cooldown increased from 40s to 60s.
- buffBreach: Fault Line initial windup decreased from 1.2s to 1.1s.
- nerfBreach: Fault Line concuss duration decreased from 3.5s to 2.5s.
- buffBreach: Flash Point duration increased from 2s to 2.25s.
- nerfBreach: Rolling Thunder width decreased from 23m to 18m and concuss duration decreased from 6s to 4s.
- buffBreach: Rolling Thunder ultimate points decreased from 9 to 8.
- nerfFade: Haunt cooldown increased from 40s to 60s and active duration decreased from 2s to 1.5s.
- nerfFade: Nightfall Deafen and Marked duration decreased from 12s to 8s; width decreased from 24m to 20m.
- buffFade: Nightfall Decay now remains a consistent 75 damage over its duration.
- nerfGekko: Reclaim cooldown for all abilities increased from 10s to 20s.
- nerfGekko: Wingman health decreased from 80 to 60 and concuss duration decreased from 3.5s to 2.5s.
- nerfGekko: Thrash weapon recovery speed increase reduced from 25% to 10%.
⚔️Agents: Duelists(9)
- nerfWaylay: Saturate hindered duration decreased from 4s to 3s.
- nerfWaylay: Convergent Paths no longer spawns an afterimage and no longer pushes Waylay back on cast.
- nerfWaylay: Convergent Paths now restricts aim rotation and movement speed during cast; width decreased from 18m to 13.5m.
- buffWaylay: Convergent Paths initial windup decreased from 2s to 1s.
- nerfYoru: Gatecrash health decreased from 60 to 20 and now plays audio from Yoru's location when teleporting.
- nerfYoru: Fakeout flash duration decreased from 3s to 2s.
- nerfYoru: Blindside flash duration decreased from 1.75s to 1.5s and now follows standard falloff curves.
- nerfYoru: Dimensional Drift no longer allows casting Blindside or setting up Fakeout during the ultimate.
- nerfRaze: Blast Pack now allows Raze to be affected by slows midair, which reduces the pack's force.
☁️Agents: Controllers(7)
- nerfAstra: Gravity Well Fragile duration decreased from 5s to 2.5s and cooldown increased from 45s to 60s.
- nerfAstra: Nova Pulse cooldown increased from 45s to 60s.
- nerfAstra: Nebula cooldown increased from 25s to 35s.
- nerfBrimstone: Stim Beacon fire rate and movement speed increases reduced from 15% to 10%.
- nerfOmen: Dark Cover cooldown increased from 30s to 40s.
- changeOmen: Paranoia projectile speed increased from 16m/s to 20m/s but travel distance reduced from 32.5m to 25m.
- nerfViper: Initial contact Decay reduced from 30 to 10 health.
🛡️Agents: Sentinels(13)
- nerfVyse: Arc Rose is now destructible after windup; flash duration decreased to 2.0s and destroyed cooldown increased to 60s.
- nerfVyse: Shear wall now spawns immediately when an enemy leaves the trigger zone and provides an audio cue to the enemy.
- nerfVyse: Razorvine health decreased from 40 to 20.
- nerfVyse: Steel Garden windup increased from 3.4s to 4.4s and radius decreased from 32.5m to 26m.
- nerfCypher: Spycam is now revealed to enemies within 8m and has louder persistent audio when active; destroyed cooldown increased to 60s.
- buffCypher: Trapwire windup decreased to 0.9s (PC) and 1.9s (Console).
- nerfCypher: Trapwire no longer concusses; now slows and reveals targets for 1 second and zaps immediately if moving 4m outwards.
- nerfKilljoy: Turret and Alarmbot destroyed cooldowns increased to 60s and reactivation time increased to 2s.
- buffKilljoy: Turret movement tagging per bullet increased from 29.5% to 50%.
- nerfKilljoy: Added a windup effect for Turret and Alarmbot when Killjoy re-enters activation range.
- changeDeadlock: Barrier Mesh cost reduced from 400 to 300; small node health decreased from 570 to 480.
- buffSage: Barrier Orb cost reduced from 400 to 300 and fortification delay reduced from 3.3s to 2s.
- nerfSage: Barrier Orb segment health decreased from 800 to 600.
🗺️Map Updates(4)
- changePearl: Removed deep sightline from B Long and adjusted cover positioning on B-Site.
- changeAbyss: Structural changes to B-Site to improve defensibility and Mid Hallway pathing adjustments.
- newMap Pool: Pearl and Split added to Competitive and Deathmatch queues.
- removeMap Pool: Lotus and Ascent removed from Competitive and Deathmatch queues.
🔫Weapons(1)
- buffBulldog: Horizontal (Yaw) switch time increased from 0.37s to 0.6s to improve spray control.
Summary
The "Competitive Dialogue" Update
This massive patch aims to restore the balance between gunplay and abilities, reinforcing VALORANT's identity as a tactical shooter. The update introduces a global standardization for Nearsight, Concuss, and Stim effects while significantly increasing the cooldowns of signature abilities for Initiators, Controllers, and Sentinels.
Agent & Gameplay Overhaul
Nearly every agent has received adjustments. Initiators see longer cooldowns on their recon tools but stronger flashes. Sentinels like Cypher, Killjoy, and Vyse have had their utility health reduced and counterplay windows widened. Notably, Yoru can no longer use flashes or decoys during his ultimate, and Viper's initial decay damage has been slashed.
Map & Weapon Updates
Pearl and Split return to the Competitive pool, replacing Lotus and Ascent. Pearl and Abyss have received structural changes to B-site to improve on-site play and riskier post-plants. Additionally, the Bulldog receives a spray control buff to make it more viable at mid-range.
