VALORANT 9.10 Patch Notes: Regen Shield, Agent Updates, & Weapon Changes




VALORANT 9.10 has officially gone live, bringing plenty of new changes including a new armor called Regen Shield, agent updates and especially nerfs and buffs to the main weapons of the game. As is tradition, these changes will significantly impact the overall meta of the game. So without any further ado, here’s a detailed breakdown of the VALORANT 9.10 patch notes.

VALORANT 9.10 Patch Notes

VALORANT 9.10 Patch Notes

Image Credit: Riot Games

New Armor: Regen Shield

Regen Shield has finally been introduced in VALORANT as a part of the latest update. Initial leaks suggested that it was an exclusive item for the Phoenix agent, but it has surprisingly been made available to all playable characters.

  • 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.

You can purchase Regen Shield from the buy menu.

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

Sunset Map Update

Global lighting improved for the entire Sunset map. Players should see an improvement in lighting quality and general visibility in previously darker portions of the map.

Gameplay System Updates

Topic Details
Combat Report Changes Utility stats now appear after the round ends, not immediately upon death.
  An animated hourglass will replace the utility stats during the round.
  Utility usage stats persist through pre-round of the next round.
Concusses Update Concusses now slow enemy dashes (Jett’s Tailwind, Neon’s Slide) by 50%.
  This affects movement for Duelists and strengthens defensive teleports over dashes.
Overheal UI Visual Update Updated HUD to improve the legibility of overheal shields.
  Affects bonus HP from Reyna’s Devour and Clove’s Pick-Me-Up.
Smoke Visual Update Added visual cues inside smokes to show when they’re about to disappear.
  Affects Astra, Brimstone, Omen, and Clove’s smokes.

Weapon Updates

Phantom Damage Fall-off Changes

Range Previously Now
0 – 15m 39 damage 39 damage
15 – 30m 35 damage 35 damage
30m+ 31 damage N/A
    20m+ range

Pistol Inaccuracy Changes (All Pistols Except Shorty)

Action Previously Now
Moving while crouching 0.1 0.5

Classic Pistol Inaccuracy Changes

Action Previously Now
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 Pistol Inaccuracy Changes

Action Previously Now
Walking Inaccuracy 0.84 1.1
Run Inaccuracy 2 2.3

Rifles Inaccuracy Changes

Action Previously Now
Walk Inaccuracy 2 3
Run Inaccuracy 5 6

Machine Guns Inaccuracy Changes

Action Previously Now
Walk Inaccuracy 2.4 3
Run Inaccuracy 6 6.5

Pistol Bullet Count Changes

Pistol Previously Now
Frenzy 13 15
Ghost 15 13

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