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Valorant Act 2 Patch Notes Revealed, Introduces Killjoy and New Deathmatch Mode

Riot Games has finally discovered the full patch notes of Valorant’s Act 2 (also entitled as Valorant 1.05). It holds Killjoy and her robot buddies, alongside the promised and new Deathmatch mode. It appears that we’re ready to dive deep into what’s supposed to be a new season. Valorant Act 2 patch notes have also been discovered, and you can find them below:

It’s not the only Killjoy that deserves all of the attention, but instead the new Deathmatch mode, which is here to create a practice bubble and allow players to solidify their gameplay. The Deathmatch mode will become available on August 5.

This update will also alter the competitive course by introducing a new system. Act ranks are supposed to give the player accommodation after a season ends, which will be in the form of a title showcasing player’s success throughout previous seasons. Calibration is also slightly bit different now, and those who have participated during the last season won’t be required to go through the whole calibration process.

Valorant’s Act 2 will also squash a couple of known issues and bugs that are deterring smooth gameplay experience. Suit yourself and take a look at them below!

Valorant Act 2 Patch Notes

COMPETITIVE

  • Act Ranks have been added to the game; read our deep dive for more.
  • Patch 1.05 marks the end of Competitive Act I—Competitive Act II starts
    • If you earned a rank in Act I, play 3 more games to show your rank again in Act II. If you are a new player you will still need to play 5 initial placement matches so we have more time to calibrate to your skill
    • Expect a conservative initial placement, ~2 rank tiers lower than your prior Act I rank, so we are confident you are at or above that skill in Act II. Performance will have a larger impact in your early games, so you will be able to quickly gain rank if you play well and win
  • Competitive matchmaking now will have a higher chance to match solo and solo/duo players against similarly sized premade groups at the cost of queue times being slightly longer
    • Regardless of premade sizes, match balance is sitting fairly close to 50 / 50 for which team wins, but there is often a larger skill disparity between the best and worst players in the games with large premade sizes. This change should reduce the chance of solo players getting into games where there is high skill disparity.
  • Rank indicators have been modified on a loss to provide more granularity into how your rank was changed— You can now receive:
    • Rating decreased slightly e (1 down arrow)
    • Rating decreased (2 down arrows)
    • Rating greatly decreased (3 down arrows)
      • Previously we showed very little info around how much rank you lost on a loss to limit the already painful experience of a loss. However, this was leading to issues where a player may have had a really rough game (think decisively lost the game and played poorly) and then would win several games and not rank up. This should help alleviate this problem somewhat by providing more transparency on a loss and your amount of rank lost.
      • We are also looking into ways to give additional transparency around rank changes in future patches
  • Match History will now show the rank you went into the match with for that game, versus the rank you ended the game with
  • You can now view your friends career tab via the context menu in the social panel. This means you can see your friends rank, Act Rank, and Match History.
    • You can now see how awesome your friends have been doing in their matches and their rank gains…or reach out and console them if they have had some rough games.
  • Custom Games now allow the leader to select your target game pod location and see players ping to that game pod.
    • For custom games, when all players are opting in to the game, we wanted to allow the leader more agency around what latency players will have.Hopefully your custom game leader will try and find the best DC for the game for all players, but if they are greedy you can always leave without penalty.

GAME MODES

  • Deathmatch drops! Hop in to hone your gunplay mechanics or warm up before you hit ranked
    • 10-player free-for-all
    • First to 30 kills with a time limit of 6 minutes
    • No abilities
    • You’ll load in as a random Agent that you own
    • Buy whatever weapons you want; heavy armor is given to you automatically
    • Killing enemies drops health kits: picking one up fully restores your health/armor AND automatically reloads your weapon.
    • All enemies are periodically revealed on the minimap
  • Deathmatch is in beta as we continue to evaluate game performance and stability. Availability will be limited to specific windows upon deployment of 1.05, with the first window starting Wednesday, August 5.

BUG FIXES

  • Fixed issue causing Sova’s Owl Drone to rotate slower
  • Fixed issue where Reyna did not get her full heal if it began right when her overheal started to decay
  • Fixed nearsight not apply properly when going through smoke parts of Viper and Phoenix’s walls
  • [1.04 Hotfix] Fixed a bug where Phoenix could plant the Spike off the bomb site if he finished planting after Run it Back ended
  • Fixed a bug where ping in the scoreboard would not appear for Observers
  • Fixed a bug where Phoenix could in rare cases begin to auto-defuse the Spike if he was defusing the Spike when Run it Back ended
  • Fixed an exploit where spamming inspect with a macro could cause server lag
  • Game modifiers/cheats now notify all-chat when any player toggles them
  • General fixes to moderators, tournament mode, and game modifiers
  • Fixed a minimap bug, where the minimap would not correctly rotate on side swap rounds, when using fixed minimap + rotate based on side settings
  • Resolved inconsistencies and cleaned up UX with options present on the Match tab in the in-game settings screen
  • Resolved issue with incorrect rank briefly, and possibly persisting, to show for players in Career tab
  • Resolved issue where rating adjustment indicators would show on-hover in Agent Select
  • Resolved issue where account # tag wasn’t correctly showing on-hover on the Match tab in the in-game settings screen
  • Resolved issue where only one team was able to vote to surrender if both queued the vote at the same time
  • Fixed a bug where it was possible to interact with the character selection UI through the Shooting Range loading screen
  • When equipping a gun buddy, an unassigned buddy no longer gets selected
  • Fixed a visual bug where the lobby would play an unwanted animation when a match is found
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Angel Kicevski

I am ANGE1K. I started playing video games a long time ago. In a blink of an eye, I became a hardcore gamer. A couple of years later, I traversed to the professional Counter-Strike 1.6 scene. After the competitive ERA, I managed to find the gaming industry amusing and started working on FGR. 8 years after founding FGR, my mission remains the same. That is to discover secrets within the gaming industry, create guides for all the games I play, and provide you with some important news. Oh, yeah, I post tons of patch notes too. At the time, I play everything that seems reasonable to play, make content about it and help gamers to the best of my abilities. P.S. Last time I counted how many hours I've spent in video games turned out to be 13+ years. And that was a long time ago too. Almost 24/7 in front of PC. If you need anything, feel free to contact me on X!

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