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Valorant 2.03 Patch Notes and Escalation Mode

Riot Games has released the Valorant 2.03 patch notes. It also introduced Escalation Mode as a game mode within the patch update. Patch notes and all the details about the new mod are covered in our article.


Valorant 2.03 patch notes have been released. The game's developers continue to tweak the game to make sure it maintains the competitive integrity it's proud of. Riot Games brought a few new additions to the game with Valorant Chapter 2, including a new agent . Four agents with the new 2.03 patch notes ; Yoru received balancing changes, including Reyna, Brimstone, and Phoenix. First balance changes to Yoru 2.03 patch notes in hopes that agent updates can achieve desired effect and performance Coming in. Changes have been made to Reyna's Exploit and Absorb charges now anyone she has recently damaged will drop Spirit Orb, even if she didn't fire the killing blow herself. In the new patch update, Riot also brought some important changes to the weapon meta. Finally, a Tier Rating Penalty is being introduced and improved in Competitive Games to stop AFK players .

With the 2.03 patch notes, you can now play the newest game mode Escalation , and you can learn what kind of mode it is from our related article below.

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Valorant 2.03 Patch Notes

♦ Agent Updates

• Reyna 

Double debuff and buff tweaks have been made to rekindle Reyna's potential to "dominate" against disorganized teams on the battlefield.

• Yoru

Yoru's Breakthrough ability didn't give her enemies much information about when she could see and hear the teleport gate. To ease this situation, the developers have made some minor additions to the ability, and changes have also been made to Yoru's ult as it is split between threats faced by her teammates and threats in her own position.

Catkapi (E) :

Interdimensional Transition (X):

• Brimstone

Burner (Q):  The sound of the fire zone setting fire will be easier to hear when other actions and sounds are occurring nearby.

• Phoenix

Dodgeball (E):  The Dodgeball sound of the remaining fire zone will be easier to hear when other actions and sounds are occurring nearby.

♦ Weapon Updates

• Marshal

Increased the player's movement speed while zooming in to reinforce the Marshal's effect as a sniper rifle. Aim; the weapon becomes a powerful, fast and hit-and-run weapon.

• Stinger (Full Auto)

Slightly lowered the full auto fire rate and reduced the amount of direct damage done. Added scatter and/or recoil to both shooting modes.

• Stinger (Rapid Shooting)

• Frenzy

♦ Competition Updates

♦ Quality of Life

♦ Improvements and Updates to Agents' Death Process

Adjustments have been made regarding the death process of agents, that is, what happens when they die in the game, and the spectator mode after it.

• Timing

• Camera

Camera movement has been significantly smoothed out, especially for those in poor network conditions.

♦ Fixed Bugs

How Escalation Mode Works

When the match starts, both teams have 12 randomly generated weapons and skill sets that must roughly switch between 'deadliest' and 'least lethal'. A team must collectively score X number of kills or points in each of the 12 stages before proceeding to the next stage. After moving to the next stage, the player who took the last kill to push the team automatically advances to the next weapon or ability in the loop. Team members who manage to get a kill at a certain level upon completion receive a 5-second timer to press B (or shop hotkey) to pick up the next weapon, and then automatically receive it.

Team members who don't kill with this weapon will stay at the previous level until they get a kill, after which they will be automatically upgraded to the next level. If there is a significant skill disparity, it is possible that the "worse" players are more than one tier behind. The next time they kill, they advance to the next tier (i.e. they don't skip any weapons), not the last team tier. If neither team wins after 10 minutes, the leading team wins and the match is over. There is a 15-90 warm-up where players are given random weapons from the weapons in the spawn set; functions as a simple team deathmatch while waiting for players to load.  Commenting on the goals of releasing the upgrade mode during Valorant Chapter 2 Act 2, Valorant game mods designer Kyle Leach said:When designing Escalation, we wanted to create a fast, low-stress Team Deathmatch mode with high uptime that was fun to play with friends socially. While giving players the opportunity to wield weapons across the entire arsenal and experience certain abilities in new ways, we hope to present a common goal that benefits from some coordination but does not require a team to succeed. "

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