We are just a few days away from the release of Valorant Episode 3 Act 1, the next chapter in the game's development, and the first new episode in Valorant's second year.
Scheduled for release on 22nd June, Episode 3 Act 1 is set to bring some major changes to Riot's tactical FPS hero shooter.
While we still don't know the full scope of balance changes and other features that will come with Episode 3 Act 1, early insight into some of the biggest changes is slowly starting to appear online.
Without further ado, let's check out everything we currently know about Episode 3 Act 1.
New agent KAY/O
(Picture: Riot Games)
Revealed earlier this week, Valorant's latest agent is a deadly killing machine known as KAY/O, designed to work as an aggressive initiator, and officially the first agent fully designed after the game's launch.
For more details, check out our dedicated KAY/O Agent guide.
Valorant Episode 3 Act 1 weapon price changes
(Picture: Riot Games/ValorLeaks)
Probably the biggest change coming with Episode 3 Act 1 as a complete overhaul of the game's economy.
As previously leaked, Episode 3 Act 1 brings a number of price changes for weapons in order to shake up the current meta and make room for more decision-making when it comes to the game's round economy.
New Weapon Prices | #VALORANTpic.twitter.com/RPXvfdIcaE
— Mike - Valorant Leaks & Info (@ValorLeaks) June 18, 2021
Valorant Episode 3: Agent ability price changes
Due to all the changes in the cost of weapons, Riot Games will implement some major changes in the economy department for Agents as well.
Almost all Agents will see modifications in how much their abilities cost and/or how much charges they will have available.
Here's the full list of currently known changes.
- Astra
- Stars price decreased from 200 to 150 Creds
- Starts with only 1 free star (down from 2)
- Breach
- Aftershock price increased from 150 to 200 Creds
- Flashpoint price increased from 200 to 250 Creds
- Flashpoint has 2 charges (down from 3)
- Brimstone
- Incendiary price increased from 200 to 250 Creds
- Cypher
- Neural Theft Ult points requirement increased from 7 to 8
- Jett
- Cloudburst price increased from 100 to 200 Creds
- Updraft price increased from 100 to 150 Creds
- Blade Storm Ult points requirement increased from 6 to 7
- Omen
- Shrouded Step price increased from 100 to 150 Creds
- Paranoia price decreased from 400 to 300 Creds
- Phoenix
- Curveball price increased from 100 to 150 Creds
- Reyna
- Leer price increased from 200 to 250 Creds
- Raze
- Boombot price increased from 200 to 400 Creds
- Showstopper Ult points requirement increased from 7 to 8
- Sage
- Slow Orb price increased from 100 to 200 Creds
- Resurrection Ult points requirement increased from 7 to 8
- Skye
- Trailblazer price decreased from 250 to 200 Creds
- Guiding Light price increased from 100 to 150 Creds
- Guiding Light has 2 charges (down from 3)
- Guiding Light flashes now regenerate after 40 seconds
- Sova
- Owl Drone price increased from 300 to 400 Creds
- Shock Bolt price increased from 100 to 150 Creds
- Hunter’s Fury Ult points requirement increased from 7 to 8
- Viper
- Snake Bites price increased from 100 to 200 Creds
- Yoru
- Blindside price increased from 200 to 250 Creds
Valorant Episode 3 Agent balance changes
(Picture: Riot Games/ValorLeaks)
At the moment, we currently know several Agent changes slated for release in Episode 3 Act 1, thanks to ValorLeaks.
Breach's Aftershock ability has been redesigned. It now sends three smaller shock bursts instead of one huge shockwave.
Breach's Fault Line signature ability is also different and ValorLeaks says it "feels faster on charging up".
Breach Fault Line Before and After
— Mike - Valorant Leaks & Info (@ValorLeaks) June 18, 2021
~ Its also feels faster on charging up pic.twitter.com/qvoEhSyOhH
Finally, another interesting change, with which Jett mains will not be happy, is that Jett will no longer be able to dash through Cypher's tripwires.
We will update the article as soon as more information becomes available and more changes are being revealed.
Valorant v3.0 full patches
Agent Updates
All Agents
- 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
- For example, if you have a two charge signature ability and you end the round
- Charges gained from cooldowns are now always temporary
- Visibility returns faster during the fadeout period of all flashes
Astra
- Nova Pulse (Q)
- Cooldown time increased 12 >>> 25
- Gravity Well (C)
- Cooldown time increased 12 >>> 25
- Stars/Astral Form (X)
- Stars are now inactive when placed during the buy phase
- When the barriers drop, her Stars charge for 1.4 seconds before becoming active
and usable.
- On Attack, Astra can now see the Spike’s location in Astral form
- This representation does not animate so it will not provide additional info on the
status of the Spike.
- This representation does not animate so it will not provide additional info on the
- On Attack, Astra can now see the Spike’s location in Astral form
- Recall cooldown increased 8 >>> 15
- Granted signature charges decreased 2 >>> 1
- Star cost decreased 200 >>>150
Breach
- Flashpoint (Q)
- Total charges reduced 3 >>> 2
- Cost increased 200 >>> 250
- Projectile speed decreased 2500 >>>2000
- Fault Line (E)
- Full charge time decreased 1.5 >>> 1 second
- Width increased 600 >>> 750
- Telegraph windup time decreased 1.3 >>> 1
- Concussion duration increased 3 >>> 3.5
- Unequip time after firing decreased 1 >>> .7
- Cooldown time increased 35 >>>
- After Shock (C)
- Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
- Explosion radius increased 260 >>> 300
- Unuequip time after firing decreased 1.1 >>> .9 seconds
- Cost increased 100 >>> 200
- Rolling Thunder (X)
- Width of all explosions increased to 2300, which was the previous width of the final explosion
Brimstone
- Incendiary (Q)
- Cost increased 200 >>> 250
Cypher
- Neural Theft (X)
- Ultimate points required decreased 7 >>> 6
Jett
- Updraft (Q)
- Cost increased 100 >>> 150
- Tailwind (E)
- No longer breaks Cypher’s Trapwire
- Cloudburst (C)
- Cost increased 100 >>> 200
- Bladestorm (X)
- Ultimate points required increased 6 >>> 7
Killjoy
- Alarmbot (Q)
- Cooldown after pickup increased 7 >>> 20
- Turret (E)
- Cooldown after pickup increased 10 >>> 20
Omen
- Paranoia (Q)
- Cost decreased 400 >>> 300
- Dark Cover (E)
- Granted signature charges reduced 2 >>>
- Omen now must buy his second smoke for 100
- Cooldown time increased 35 >>> 40
- Shrouded Step (C)
- Cost increased 100 >>> 150
Phoenix
- Curveball (Q)
- Cost increased 200 >>> 250
Raze
- Model Update
- Model has been updated with a polish pass
- Boombot (C)
- Cost increased 200 >>> 400
- Showstopper (X)
- Ultimate points required increased 7 >>> 8
- Leer (C)
- Cost increased 200 >>> 250
Sage
- Slow Orb (Q)
- Cost increased 100 >>> 200
- Barrier Orb (C)
- Cost increased 300 >>> 400
- Resurrection (X)
- Ultimate points required increased 7 >>> 8
Skye
- Trailblazer (Q)
- Vision radius increased 1750 >>> 2250
- Max concussion duration increased 3 >>> 4
- Cost increased 200 >>> 250
- Guiding Light (E)
- Charges reduced 3 >>> 2
- Charges are now replenished on a 40-second cooldown
- Skye no longer needs to re-equip to trigger her flash
- Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
- Audio attenuation when cast reduced 3250 >>> 1250
- Cost of charges increased 100 >>> 250
Sova
- Shock Dart (Q)
- Cost increased 100 >>> 150
- Recon Bolt (E)
- Cooldown time increased 35 >>> 40
- Owl Drone (C)
- Cost increased 300 >>> 400
- Hunter’s Fury (X)
- Ultimate points required increased 7 >>> 8
Viper
- Snakebite (C)
- Duration reduced 8 >>> 6.5
- Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the
entire duration - Cost increased 100 >>> 200
Yoru
- Blindside (Q)
- Cost increased 200 >>> 250
- Gatecrash (E)
- Cooldown time increased 35 >>> 40
Weapon Updates
All Weapons
- Bullet tagging changed from 75% slow >>> 72.5% slow
- “Tagging” is the slowing ef ect 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
- “Deadzone” in VALORANT refers to the movement speed a player becomes
All Rifles
- Walking inaccuracy changed from 1.3 >>> 2.0
- Running unchanged at 5.0
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
- Price increased 1600 >>> 1850
Judge
- 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
Shorty
- Price decreased 200 >>> 150
Stinger
- Price decreased 1100 >>> 950
Bucky
- Price decreased 900 >>> 850
Marshal
- Price decreased 1000 >>> 950
Ares
- Price decreased 1600 >>> 1550
Operator
Price decreased from 5000 >>> 4700
Competitive Updates
Here’s some of what you can expect from our changes:
- Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves,
your rank should properly reflect that, regardless of account age. - Matchmaking accuracy will improve across all ranks, which should lead to a smoother
ranked climb and reduce how hard you may swing up and down in rank - While winning games is still the most important factor, individual performance will also
be accounted for to improve matchmaking at Immortal+- This should result in better matches at the highest levels.
- Close games will have a smaller effect on rank rating gains and losses
- Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
- Updated Rank distribution
- Placements raised to Diamond 1
- This should help reduce the grind for our players at the top
Performance Updates
Players with medium to high spec machines (CPU bound systems) may see up to 6%
performance improvements as a result of the following work:
- Improved clipping plane calculations using multithreading
- Improved thread utilization across multiple cores for distributed tasks
- Optimized camera calculations
- Optimized ambient audio for each map
- General optimizations for all ability animations
Social Updates
- Hover Cards have been added to the social panel
- Hover over your friends list to quickly learn more about the players you have
added. Rank, Account Level, Riot ID, friend note, title, Player Card, and more!
- Hover over your friends list to quickly learn more about the players you have
- You can now invite to party with Riot ID in custom games
Gameplay Technology
Killfeed
- Your kills will get an additional highlighted border to make them stand out
- Kill assists will also be shown to the left of the killfeed entries
- The killfeed will also display a highlighted border for your assist portrait
- The killfeed will display certain ultimate abilities when players on either team are killed
in a second-life state or revived- For example: Sage’s player resurrection or Phoenix’s death during his Run It
Back ability.
- For example: Sage’s player resurrection or Phoenix’s death during his Run It
- Added multi-colored killfeeds in cases where kills would result in the same team color
appearing side by side
“Round Rollback” feature for Tournament Mode Custom Games
- This feature allows you to set the game back to the start of a previous round and re-play
the game starting from there - To enable the feature, go to “Options” while setting up a Custom Game and toggle “On”
Tournament Mode- Moderators can activate a rollback
- If Cheats are enabled as a Custom Game option, all players can activate a
rollback.
- During the match, the Round Rollback feature can be found in the “Cheats” section of the
Menu. - Added the ability to toggle on and off the outer crosshair lines!
- Adjusted assist timings and thresholds for utility-based assists to make them more
consistent across different Agent abilities.
Progression Updates
- Year One Event Pass—this is similar to a Battlepass but it's completely free
- This will be active for the duration of Patch 3.0 and will only last till 3.01 goes live.
So remember to get your goodie bag before the party ends.
- This will be active for the duration of Patch 3.0 and will only last till 3.01 goes live.
- Added a Squad Boost: You will get extra XP when you play in a premade group.
- +8% boost for one additional player, +12% for two, +16% for three, and +20% for a
full squad. - This will also be active for the duration of 3.0.
- +8% boost for one additional player, +12% for two, +16% for three, and +20% for a
- We’re also permanently adding Account Leveling
- Your account Player Card will now display a numeric level based on how much you
play. - In addition to that, you will also be boosted to a certain level based on how many
games you’ve played before Patch 3.0. - For more details, check out our full breakdown.
BUGS
- Your account Player Card will now display a numeric level based on how much you
Agents
- Characters blocked by Sage’s Barrier Orb when resurrected now break the wall to ensure
they don’t get pushed inside map geo - Fixed Skye’s Seekers showing up on the minimap even when they aren’t visible to an
enemy - Fixed Viper’s ultimate not showing as active on the team UI when Viper’s Pit is up
- Fixed bug where Cypher’s Spy Camera could be placed inside the map on mid Icebox
- Fixed a bug where Reyna’s Dismiss ability could not be rebought if the Buy Menu is
closed and reopened during the same Buy Phase - Fixed a bug where cancelling Sova’s Hunter’s Fury while charging the shot allows player
to skip unequip animation by equipping a weapon, ability, or Spike - Fixed a bug where picking up Cypher’s TrapWires/Cages and Killjoy’s Nano Swarms
during the Buy phase would prevent you from purchasing a second charge
Competitive
- Fixed a bug that was causing a delay in recent Competitive game’s Ranked Rating
updates in Match History - Fixed a Career screen visual bug that would show up for those who dropped out of
Immortal - Fixed a bug that caused a friend’s career to infinitely load
Social
- Fixed a bug where friends' names were merging together in the social panel when
interacting with them, jumbling them together at times. Word scramble no longer!
Content Support
- Fixed an issue causing a hitch when viewing skins in the Collection
Gameplay Technology
- Fixed a bug where the inner crosshair toggle feature wasn't working
- Fixed a bug where AOE kills were not rewarding the appropriate character if the enemy
was in a debuffed state - Fixed a bug where the Spike icon pulse and beeping sound were not in sync
- Fixed a bug where Ally defuse progress bar sometimes fails to appear
- Fixed a bug where Observer’s Killfeed has no team colors
- Reverted our fix for the “swirly arms” in the last patch, since it was causing significant
animation snapping