Valorant 6.11 Patch Notes – Chamber Buff, Viper Nerf, and Weapon Changes

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Valorant 6.11 Patch Notes – Chamber Buff, Viper Nerf, and Weapon Changes

Valorant 6.11 patch notes are live and they bring some interesting changes.


Another set of changes for coming to Valorant in patch 6.11. Pearl as a map is getting some major changes, while Chamber and Viper are the most notable of the Agent changes. We're also getting some changes to the reserve ammo of two of the most popular guns in the game.

Valorant Patch 6.11 Update full notes

Agent Updates

Breach

  • Rolling Thunder (X)
    • Warning visuals have been updated to provide a clearer edge to the ultimate’s area of effect. This should make it easier to understand when you will and will not be hit by the ultimate.

Chamber

  • Rendezvous (E)
    • Reduced weapon equip time after post-teleport lockout 0.7s >>> 0s
  • Trademark (C)
    • Disable range 4000 >>> 5000
    • Trap arm speed 4s >>> 2s
  • Tour De Force (X)
    • Firing rate increased by 15%

Viper

  • Fuel Regeneration
    • Reduced regeneration per second 5% >> 3.3%
      • Regenerate to max fuel once empty 20s >>> 30s

Misc

  • When hit by Concussing abilities, Yoru’s Fakeout (C) can now be visually affected.
  • The timing of Omen’s From the Shadows (X) voiceover line will come in quicker to increase your discernibility.
  • Sova’s cape dynamics were redone and smoothed out, while still maintaining a silhouette close to his body to not give away enemy position.
  • We’ve cleaned up some of the code related to the trajectory of grenade-like projectiles (such as Sova’s Shock Bolt [Q] and Recon Bolt [E], and Brimstone’s Incendiary [Q]). Changes like these help us avoid bugs as we continue to make exciting new
  • features for y’all. There should be no net difference, but if we ended up missing anything, let us know!

Gameplay Systems Updates

  • Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.
  • Performance optimizations in Observer Mode when frequently switching between Agents who are using abilities.
  • Tidying up font systems. Please report any issues if there are any characters or text that are different size or style compared to previous patches before 6.10.

Map Change – Pearl

  • Adjusted the B Ramp Screen and removed the attacker cubby
    • The Screen on B Ramp was providing a lot of mix-up pressure and had proven hard to deal with on retakes. We’ve made the Screen shorter and replaced the ramp with a jump up. This should make the position more committal and more predictable to deal with.
    • We’ve also removed the attacker Ramp cubby as well. This reduces the number of positions to hold the long plant from and makes this space more vulnerable to flanks.
  • Adjusted B Site Screen
    • We’re adjusting B Site Screen to give more options to defenders. We’ve extended the screen to create a larger pocket to play from, added a non-pennable section, added a stack of crates to give defenders a new mix-up option, and moved everything closer to B Ramp to allow more utility to fit there (Smokes, Sage Wall, etc).
  • Added a new cubby in B Hall
    • The new cubby gives defenders another position to play from. This provides extra space for defenders to reposition against incoming utility, and it creates new angles to contest B Link or the common Long plant spot.
  • Widened the pillar on B Site
    • Adjusted the size of the B Site Pillar to give you a little bit more room to work with. This should also reduce the likelihood of getting spammed.

Weapon Updates

Weapon Accuracy on Ascenders / Ziplines (Ropes)

  • Ascender min spread on ropes increased to 65% of the walking spread
    • Rifles from .8 >>> 1.3
    • Classic from .35 >>> .55
    • Frenzy from .35 >>> .52
    • Ghost from .35 >>> .6
    • Sheriff from .35 >>> .78
    • SMGs from .3 >>> .65
    • Snipers & Shotguns unchanged
  • Walking and running spread on ropes increased to match the walking and running spread on ground.

Shorty

  • Reserve ammo adjusted from 10 >>> 6
  • Price adjusted from $150 >>> $300
  • Damage at no fall-off adjusted from 12 >>> 11
  • Damage at first step fall-off (7 meters) adjusted from 8 >>> 6

Frenzy

  • Min spread increased from .45 >>> .65
  • Spread curve adjusted
    • Maximum spread reached in 5 bullets instead of 6
  • Recoil pitch curve adjusted
    • Maximum recoil will be reached in 5 bullets instead of 6. Total recoil is lowered to compensate.

Recoil Adjustments

  • Vertical Recoil Multiplier While Running:
    • Phantom: 1.5 >>> 1.8
    • Spectre: 1.5 >>> 1.8
    • Vandal: 1.5 >>> 1.8
    • Frenzy: 1.25 >>> 1.5

Phantom/Vandal Ammo Reserve

  • Phantom Reserve ammo adjusted from 90 >>> 60
  • Vandal Reserve ammo adjusted from 75 >>> 50
Valorant 6.11 Patch Notes – Chamber Buff, Viper Nerf, and Weapon Changes
David Hollingsworth
David has written for games media outlets for the last ten years. With his first major esports role being with Esports News UK covering mostly UK League of Legends. David is also a member of the British Esports Association and is an advisor to them on World of Warcraft Esports. More recently David has worked for Esports Insider and Red Bull as an esports journalist. David later became Editor at ESTNN and now leads the current team.