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Valorant

Significant Nerfs to Neon

Patch9.11
Source
Quick Take6 changes

Neon takes her hardest nerfs in patch 9.11: High Gear drops to one slide and loses full accuracy during it, and Overdrive shrinks from 20s to 10s while costing 8 ult points instead of 7. Vyse picks up real buffs, with Razorvine dealing 10 damage per tick instead of 6, now slowing dashes and concussing enemies. The ping system gets a structural overhaul too.

  • Nerf: Neon High Gear slides cut from 2 to 1.
  • Nerf: Neon slide accuracy drops to crouch-walking level.
  • Nerf: Neon Overdrive duration halved (20s to 10s), cost raised to 8 points.
  • Buff: Vyse Razorvine damage per tick up from 6 to 10; slows enemy dashes, concusses.
  • Buff: Vyse Arc Rose equip speed after cast improved to Fast.
  • Fixed: Weekly Play A Match mission no longer incorrectly requires 100 matches.
Significant Nerfs to Neon

Patch Notes Summary

Patch 9.11 for Valorant introduces significant nerfs to Neon, including adjustments to her High Gear and Overdrive abilities, while Vyse receives buffs to enhance Razorvine's effectiveness. Gameplay systems see updates with a revamped ping system and faster weapon skin upgrades. Team Deathmatch mode gains a new Regen Shield, and various bug fixes are implemented to improve overall gameplay experience.

VALORANT Patch Notes 9.11

Updates to Neon, Vyse, and gameplay systems like communication pings and weapon skin upgrades.

Hi, all. Kenny here. Today's the day. Yes, the Neon nerfs are here. Along with that, we've got some nice buffs for Vyse, some pretty major updates of the in-game ping system, QoL improvements to upgrading your weapon skins, and a few other tweaks. Patch 9.11 is the last patch of the year. So get in there, frag out, and practice up ahead of the new year and the ranked reset.

AGENT UPDATES

ALL PLATFORMS

  • Neon
    • We're reducing the power of Neon's High Gear and Overdrive. These changes are intended to require Neon to play more intentionally as Neon's abilities are highly reactive and impactful and should require more strategic use than they currently do.
    • High Gear
      • We believe Neon's slide is correctly positioned as an aggressive combat tool, but making a call around when to cast should be more important than it is currently, and that she should pay more of a cost when she slides.
      • Additionally, we want to sharpen the slide as a close-quarters combat tool to reward Neon for sprinting up to her opponents rather than consistently beaming opponents at long ranges.
      • Slides 2 >> 1
      • Accuracy during slide: Full accuracy >> Crouch-walking accuracy
    • OVERDRIVE
      • We want to increase counterplay for Overdrive, giving opponents a potential window to stall Neon out or disengage. The amount of average round impact with her ultimate also justifies an 8 point cost.
      • Duration of ultimate: 20s >> 10s
      • Ultimate points 7 >> 8
  • Vyse
    • Razorvine
      • We want to increase Razorvine's ability to hold space as well as clean up some unclear gameplay situations where Razorvines that land on high objects could affect opponents with poor visual feedback.
      • Damage per tick of moving through Razorvine: 6 >> 10
      • Vertical drop spawn height: 450 >> 300
      • This means Razorvine will no longer affect players as far under it when spawning high up on objects/level geometry.
      • Now slows enemy dashes similar to Sage's Slowing Orb and concusses.
    • Arc Rose
      • Arc Rose is getting some minor quality of life updates that should make aggressing off its initial placement easier.
      • Equip speed after cast: Normal >> Fast

CLIENT UPDATES

ALL PLATFORMS

  • You can now upgrade your weapon skins in 5 seconds instead of 5 hours (lol).
  • Added the ability to unlock multiple available skin levels in a single transaction.
  • Variants will require a separate unlock.

GAMEPLAY SYSTEMS UPDATES

ALL PLATFORMS

  • Ping System
    • The in-game ping system was created with the simple goal of allowing players to communicate with one another without using their mic. Over the years, unintended use cases of the ping system have emerged that give players in-the-moment combat advantages that go beyond the intended use of the system.
    • With that in mind, we're making two changes to the ping system.
    • Smokes will block your in-world pings from traveling through them and instead land on the smoke.
    • Pings made on your map will no longer appear in the world and only display on the minimap.
    • To help you differentiate these ping behaviors in game we're introducing new ping visuals and new ping sound for pings made on the map.
    • We'll introduce a cheat function for allowing map pings to show in-world during custom games to aid labbing and lineups, but this will come in a future patch.

MODES UPDATES

ALL PLATFORMS

  • Team Deathmatch
    • The Regen Shield has been added to Team Deathmatch in Stage 1. When using the Classic in Stage 1 you will now have the Regen Shield instead of Light Armor.
    • Stage 1 Classic: Light Armor >> Regen Shield

SOCIAL UPDATES

PC ONLY

  • Updated the color of Party chat messages from Team chat messages.
  • Updated the appearance of Party flags in the Social Panel.

BUG FIXES

  • Progression
    • ALL PLATFORMS
    • Fixed a bug that incorrectly required 100 matches played to complete the Play A Match weekly mission.
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