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.- Decreased Max Exploit (Q) and Ease (E) stacks:
4 → 2 - Exploit and Eliminate ability cost increased:
100 → 200 - Enemies killed that Reyna has damaged in the last 3 seconds will have their Soul Orbs drop, even if they are not killed by Reyna.
• 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) :
- The hatch now displays the range on the map where the orb can be seen by enemies while moving on the minimap.
- The range at which enemies can hear the Catchap's teleport sound is now displayed on the minimap.
Interdimensional Transition (X):
- Yoru's minimap is now visible when Crossing Dimensions.
- Enemies within sight range of Yoru are now displayed on minimaps during Interdimensional Transition.
- Interdimensional Transition no longer blocks the body of enemies.
• 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.
- Increased the ratio of movement speed to normal movement speed of the player who has zoomed in with the weapon:
76% → 90% - Weapon cost decreased:
1100 → 1000 - Zoom ratio increased when aiming:
2.5x → 3.5x
• 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.- Weapon cost increased:
1000 → 1100 - Fully auto mode's rate of fire decreased:
18 → 16 - Fully autofire now reaches maximum spread at round 4 instead of round 6.
- Adjusted the upward (vertical) recoil rate of the weapon in full auto mode and changed it to bounce more violently after the 3rd round.
- Projectile protection ratio of horizontal recoil decreased in full auto mode:
4 → 3
• Stinger (Rapid Shooting)
- Adjusted the recoil rate to be more severe after the first burst (vertical).
- The share of bursts after the first burst increased.
- Decreased reset time in burst mode:
0.45 → 0.40
• Frenzy
- Weapon cost increased:
400 → 500
♦ Competition Updates
- Performing AFK for an extended period of time (currently defined as 6 or more rounds) in competitive play will now result in an 8 tier rating point penalty.
- Law Rank Badges will now be based on your highest rank gain, not ninth. So it will show your best win.
♦ Quality of Life
- All sprays will now be destroyed at the start of the round.
♦ 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
- Decreased screen blackout time after death:
1.75 → 1.5 - Increased time spent on full black screen:
0 → 0.25 - Total duration of dying period unchanged: 2.75
• Camera
Camera movement has been significantly smoothed out, especially for those in poor network conditions.- Prior to patch 2.03, any player (especially those with high ping or packet loss) could experience camera shake during the death row.
- Based on our research on this issue, you can rest assured that this camera shake does not affect combat performance.
- Everyone will now have smooth camera movement during the death row, regardless of network conditions.
♦ Fixed Bugs
- Fixed a bug where Yoru's copy's footsteps were slightly different from the agent's own footsteps.
- Fixed an issue with Cypher's Cyber Cage ability disappearing on the minimap after taking damage.
- Fixed a bug where Sova's Owl Drone could pass through some map elements and see the other side of them.
- Fixed a bug where vision-impaired players could see momentarily through clouds of smoke that were supposed to restrict their vision.
- Fixed a bug where Trackers would not work if Skye was killed at a certain moment while summoning the Trackers.
- Fixed a bug that prevented Yoru from equipping any weapons or abilities when coming out of Interdimensional Transition while power-ups were activated.
- Fixed a bug where Killjoy's Isolation could be placed inside Sage's Barrier Orb under certain conditions.
- Fixed a bug that caused Yoru to leave the map and fall to infinity to die when teleporting while Çatkapı's duration was about to expire.
- Fixed a bug where Yoru's copy would sometimes pass through the ground and fall into the void.
- Fixed a bug where Sova would sometimes say lines related to that ability when trying to equip the Owl Drone, even though she wasn't using Hunter's Fury.
- "Average Ability Usage Per Round" will no longer appear as 0 in the end-game screen.
- Fixed a bug that caused all input commands and the direction the agent was looking to be locked when you pick up and drop some objects (Cypher's camera, Sova's drone, etc.) in the same frame.
- Fixed a bug that prevented some settings from appearing in-game.
- Now when you turn on any colorblind mode, your player icon on the minimap will appear in white.
- Fixed bugs that caused players to get stuck when using orbs or placing Spikes.
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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