TRN Checkpoint: Latest Game News, Interviews, and Guides

Premium users don't see ads.Upgrade for $3/moUpgrade for $3/mo
Upgrade to Premium for ad-free browsing.

Valorant Patch Notes 6.03: Killjoy & Raze Nerfs, Permanent Swiftplay + More

Nerfs on Valentine’s Day!? Sorry Killjoy Mains

It’s patch notes time! Here’s everything you need to know about the Valorant 6.03 update.

Valorant community manager Jo-Ellen Aragon checked in with players on Tuesday to provide a summary of all the latest gameplay changes.

Killjoy Nerf

Killjoy nerf Valorant

Who saw this coming? Killjoy became a bit too powerful after the recent adjustments to Chamber. So, her Turret health has taken a hit in the name of balance.

Turret (E) health decreased 125 >>> 100

The idea is to make it easier for enemies to destroy the Turret, especially when using weaker weapons.

Lockdown (X) point cost increased 7 >>> 8

“We're happy with Killjoy's Ult being powerful when opponents don't have a plan to push or contest it, but feel the frequency is too high for the reliability it now offers” explains Aragon.

Raze Changes

Raze nerf Valorant

Raze’s Boom Bot has also been downgraded, many feel by way too much. Hop in-game and let us know what you think on Twitter @ValorantTracker.

Boom Bot (C) duration decreased 10s >>> 5s

Riot says they feel the 10-second timer led to a “larger recon footprint” than was healthy.

Swiftplay All-Day

As previously teased, Valorant’s fast-paced Swiftplay mode will be coming out of beta and staying as a permanent game mode.

Swiftplay is often described as a shorter version of standard unrated matches. It’s a good way to get straight into the action and warm your hands up, at least until Team Deathmatch arrives later this year!

Swiftplay permanent mode in Valorant

Bug Fixes in 6.03

Additionally, we’ve got more bug fixes following the removal of the incredibly frustrating KAYO bug last week.

  • Adjusted Sage, Neon, Jett, and Yoru’s hair heights to fit within our standardized vertical range
  • AI (such as Skye’s Seekers [X]) will now travel through the crouch-only connection on Pearl near the Defender’s spawn area
  • Fixed a bug where KAY/O would sometimes be able to move after being downed during NULL/cmd (X)
  • Fixed a bug on Fracture where a player could fall off and die if two players ride the zipline at the same time. Thanks for the report on Reddit
  • Fixed a bug where disconnecting and reconnecting multiple times in a round could cause a door on any map to incorrectly appear open or shut
  • Fixed a bug where rapidly spamming the Marshall’s zoom button could cause the scope to get stuck cycling in and out

Gameplay Systems Updates

  • Adjusted the Firing Error graph to use worst case error represented as degrees from the aim direction. The graph now reports the worst case error degrees of a possible bullet vector—before it didn't account for the generation of the actual error vector.
  • Introduced a new setting “Operator (Hold)” which allows those of you in Toggle Mode to hold Secondary Fire to go to Level 2 zoom. (Pre-Patch 6.0 zoom behavior).
  • Restored weapon zoom to pre-Patch 6.0 behavior when transitioning from weapon equip to Zoom/Aim Down Sights.

Comments

You need to be signed in to comment.

No comments posted, be the first!

Latest

Premium users don't see ads.Upgrade for $3/moUpgrade for $3/mo
Upgrade to Premium for ad-free browsing.