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Valorant Patch Notes 9.10: Regen Shield, Agent Changes and More

Regen Shield? The new meta is here!

Riot continues to fine-tune Valorant with the latest patch, released on November 19. Valorant Patch 9.10 introduces exciting changes from the new shield to various agents tweaks. Here's the detailed patch notes:

via Rito Games

ALL PLATFORMS

NEW ARMOR

  • Regen Shield
      • Cost: 650 Credits
      • Damage Absorption: 25 HP
      • Regeneration Pool: 50 HP
      • Absorbs 100% of incoming damage taken before damage to health occurs. 
      • After a brief delay, the shield regenerates by draining any remaining points left in the Regeneration Pool.

AGENT UPDATES

  • Cypher
    • Trap Wire:
      • Now has a .5 second windup before the full wallhack reveal applies and fades in.
      • Trap wire now has updated minimap icon treatment to better display what the trap wire is connected to.
    • Neural Theft:
      • Ult Cost 6 >>> 7
  • Sage
    • Healing Orb: Self Heal 30HP >>> 50HP
      • Heal time matched to ally heal at around 5 seconds
    • Slowing Orb: Now will additionally reduce the dash speed of enemies caught inside the slowing zone by 50% similar to the Concuss changes in the Gameplay Systems Updates later in the patch notes.
    • Resurrection: Ult Cost 8 >>> 7
  • Deadlock
    • Deadlock’s ultimate will now always kill the target when the timer expires and they are not freed from the nanowire cocoon. Previously, captured targets only died if they reached the end location before the timer expired.
    • Deadlock’s visuals for health on the Annihilation Cocoon and Barrier Mesh have been updated to make their health states more clear.
  • Omen
    • Dark Cover:
      • Dark Cover will now always fall to level geometry where players can stand similar to other spherical smokes like Brimstone’s Sky Smoke, Clove’s Ruse, etc.
      • This should prevent Omen from placing one-way smokes on small ornamental pieces of Geometry, like the fuse boxes in the main of Split B and only allow him to place smokes where players can stand.
  • Clove
    • Ruse:
      • Ally vs enemy clarity around Ruse casts for both alive and dead casts of smokes have been improved.
        • Enemy smokes updated to appear more red than ally smokes
    • Not Dead Yet:
      • Time to get a kill: 12s >>> 10s
        • This change had been made accidentally in Patch 8.11 when fixing another bug, but the ultimate has been performing well at this tuning.
  • Phoenix
      • Curve Ball:
        • Changed to the signature ability slot
          • Grants a free charge on round start
          • 2 kill reset to generate an additional charge
      • Hot Hands:
        • Changed to a non-signature ability
        • Cost 200 credits
      • Blaze:
        • We want to support Phoenix’s hybrid “jack of all trades” utility value by allowing him to cast Blaze from safety for his teammates similar to other vision-blocking utility.
        • Initial projectile goes through walls, allowing Blaze to function similarly to Harbor’s High Tide.
  • Jett
    • Drift (Passive)
      • Balance-impacting bug fix: Jett can no longer float while suppressed or detained.

MAP UPDATES

  • Sunset
    • We updated global lighting for the entire map. Players should see an improvement in lighting quality and general visibility in previously darker portions of the map.

GAMEPLAY SYSTEMS UPDATES

The changes to the gameplay systems in this patch are to better support VALORANT’s tactical gameplay. The combat report is intended to share in-game information easily. We’re always paying attention to how these systems are playing out, including ways that those systems can be used to create advantages that are counter to their intended use cases.

  • Combat Report
      • Your utility usage statistics now appear once the round has resolved rather than immediately upon death.
      • In its place, you will see an animated hourglass. Once the round ends, utility usage statistics will become available and persist through pre-round of the next round.
  • Concusses
      • Concusses now slow enemy dashes by 50%
        • This affects Jett’s Tailwind and Neon’s Slide.
  • Overheal UI Visual Update
      • This affects how we show bonus HP after using Reyna’s Devour and Clove’s Pick-Me-Up.
  • Smoke Visual Update
    • The following Agents’ smokes have been affected:
      • Astra
      • Brimstone
      • Omen
      • Clove

WEAPONS UPDATES

  • Maintaining this intuitive relationship between player movement speed and accuracy, so we’re opting to increase all moving state accuracy penalties (AKA “movement error”) and encourage intentionality in movement when shooting.
    • The Sheriff and the Frenzy already have different movement error inaccuracies compared to the other pistols, which are valuable to maintain for the sake of their identities.
    • SMGs are unaffected, as we believe that their mobile accuracy is a core part of how the weapons are unique within the arsenal. 
  • The Ghost having more bullets than the Frenzy didn’t make intuitive sense given their unique strength and weakness profiles amongst the pistols.
  • Pistol Inaccuracy Changes
    • All Pistols (except the shorty)
      • Moving while crouching Inaccuracy: .1 >>> .5
    • Classic
      • Right Click Running Inaccuracy: 1.3 >>> 1.5
      • Right Click Burst Jumping Inaccuracy: 2.1 >>> 2.25
      • Walking Inaccuracy: 0.84 >>> 1.1
      • Run Inaccuracy: 2 >>> 2.3
    • Ghost
      • Walking Inaccuracy: 0.84 >>> 1.1
      • Run Inaccuracy: 2 >>> 2.3
  • Rifles
    • All Rifles
      • Walk Inaccuracy: 2 >>> 3
      • Run Inaccuracy: 5 >> 6
  • Machine Guns
    • All Machine Guns
      • Walk Inaccuracy: 2.4 >>> 3
      • Run Inaccuracy: 6 >>> 6.5 
  • Pistol Bullet Count Changes
    • Frenzy
      • Bullet Count Increased 13 >>> 15
    • Ghost
      • Bullet Count Reduced 15 >>> 13
  • Phantom
    • Damage fall-off changed:
      • Previously:
        • 39 damage per bullet (0 - 15m)
        • 35 damage per bullet (15 - 30m)
        • 31 damage per bullet (30m+)
      • Now:
        • 39 damage per bullet (0 - 20m)
        • 35 damage per bullet (20m+)

BUG FIXES

Agents

  • Killjoy
    • Fixed a bug with Alarm Bot where it did not play the proper reactivation ceremony and would instantly reactivate when Killjoy reentered its range.
  • Clove
    • Fixed a bug where Meddle was hitting through level geometry.

Maps

  • Fixed an issue where ambient audio elements were not playing pre-round for Pearl, Breeze, and Sunset.

Full Patch Notes: Here.


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