VALORANT Episode 3 Patch note: Latest patch note comes with big changes

This update's main focus has been on two components of the game: increasing the importance of gunplay and expansion of Tactical sandbox.

By Aaryanshi Mohan | Jun 24, 2021 | 2 Min Read follow icon Follow Us

Riot Games, developers of  VALORANT released the VALORANT Episode 3 patch notes for the game. VALORANT 3.0 patch notes suggest that every agent’s abilities have been tweaked a little. It also comes with the adjustment in the accuracy of weapons.  This update’s main focus has been on two components of the game: increasing the importance of gunplay and expansion of Tactical sandbox.

Max Grossman and Sal Garozzo, Co-Lead Designers at Riot Games, says “Game-spanning changes like these can be painful as we are asking you all to relearn many things that you’re now comfortable with. There will be times when you are forced to make harder choices about what you bring into battle each round or forced to engage with an opponent differently—but just know that your enemies are facing the same challenges.”

VALORANT EPISODE 3: AGENT UPDATES

  • Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round. For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
  • Charges gained from cooldowns are now always temporary
  • Visibility returns faster during the fadeout period of all flashes

VALORANT EPISODE 3 WEAPON UPDATES: 

  • Bullet tagging changed from 75% slow >>> 72.5% slow
    • Tagging is the slowing effect you feel when hit by bullets
  • Weapon Deadzones changed from 30% >>> 27.5%
    • Deadzone in VALORANT refers to the movement speed a player becomes inaccurate

VALORANT Episode 3 Patch note: ALL RIFLES

  • Walking inaccuracy changed from 1.3 >>> 2.0
  • Running unchanged at 5.0

VALORANT Episode 3 Patch note : ALL HEAVIES

  • Walking Inaccuracy changed from .5 >>> 2.4
  • Running unchanged at 6.0

ALL SMGS

  • Walking inaccuracy changed from .3 >>> 1.0
  • Running inaccuracy changed from 2.0 >>> 2.5

CLASSIC

  • Walking inaccuracy changed from .25 >>> .84
  • Running inaccuracy changed from 1.5 >>> 2.1

FRENZY

  • Price decreased 500 >>> 450
  • Walking inaccuracy changed from .25 >>> .8
  • Running inaccuracy changed from 1.0 >>> 2.0

GHOST

  • Walking inaccuracy changed from .25 >>> .92
  • Running Inaccuracy changed from 1.85 >>> 2.3

SHERIFF

  • Walking inaccuracy changed from .25 >>> 1.2
  • Running inaccuracy changed from 2.0 >>> 3.0

JUDGE

  • Price increased 1600 >>> 1850
  • Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
  • Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet

BULLDOG

  • Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
  • Price decreased 2100 >>> 2050