valorant's Update Patch Notes 7.10

agent changes

Deadlock:

GravNet (C) has undergone a significant transformation in its mechanics, shifting from a system where players could escape its effects by moving out of its radius or waiting for it to expire. The updated design introduces a distinctive power dynamic, requiring individuals ensnared by GravNet to manually remove the net. This alteration not only adds depth to the interaction but also introduces a captivating aspect for both parties involved. Players caught in GravNet are now compelled to temporarily relinquish their weapons, creating a vulnerability that adds a unique layer to the engagement.

To enhance the reliability of GravNet for Deadlock players, its radius has been increased from 6 meters to 8 meters. This expansion ensures Deadlock can more effectively utilize the ability for area denial and strategic control on the battlefield. Additionally, adjustments have been made to prevent high-mobility Agents like Jett and Raze from easily evading the effects of GravNet. When ensnared, individuals will experience an indefinite debuff until they manually remove the net, which now takes 1.5 seconds, compared to the previous 0.85 seconds. Moreover, the gravitational influence within GravNet has been intensified, leading to a reduction in mobility for those caught in its field. For instance, Jett’s Tailwind (E) distance will be notably affected when trapped in GravNet.

These changes aim to create a more intricate and engaging experience within Valorant, where strategic decisions and skillful execution play pivotal roles in navigating the challenges posed by GravNet. As players adapt to these alterations, the battlefield becomes a dynamic space where the mastery of abilities and thoughtful decision-making will be key to emerging victorious.

Jett:

The third-person animations for Jett during the activation of Blade Storm (X) have been modified to enhance combat clarity. These adjustments aim to provide a clearer depiction of Jett’s movements, making it more straightforward for players to discern her actions, whether she is running or in the process of throwing knives.

tdm changes

Reyna:
In the close-quarters chaos of Team Deathmatch, Reyna’s Leer (C) has proven remarkably effective, especially since it doesn’t impact allies, and the absence of a time constraint on Empress (X) while rolling has made it exceptionally potent. The adjustments implemented here aim to introduce more intervals between these impactful moments and encourage Reyna players to prioritize orbs if they seek to dominate with Empress.

Changes exclusive to Team Deathmatch:

-Cooldown for Leer (C) increased from 44s to 51s.
-Empress (X) will now charge 14% slower.

Fade:
Within the context of Team Deathmatch, Fade’s utility can sometimes be challenging to utilize and capitalize on effectively. The following modifications are intended to assist Fade in tracking down her enemies and closing the distance between them.

Changes exclusive to Team Deathmatch:

-Cooldown for Prowler (C) decreased from 44s to 36s.
-Cooldown for Seize (Q) decreased from 51s to 48s.

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