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Análisis

RESUMEN

El video es una actualización de los desarrolladores de VALORANT sobre varios aspectos del juego, incluyendo el competitivo, modos de juego y el balance de agentes.

Competitivo

El equipo está enfocado en que el rango refleje la habilidad de los jugadores y que el proceso para obtenerlo sea justo. Se realizaron ajustes en el sistema MMR para recompensar mejor el desempeño individual y están trabajando en ajustes para las ganancias y pérdidas de RR.

Se enfocarán en la integridad competitiva, incluyendo la detección de trampas. También se están considerando recompensas mejoradas para los jugadores en la cima del rango.

Recompensas de Rango

Se confirma que los Gun Buddies de Acto 3 y Acto 6 de V26 serán las últimas recompensas principales. Las recompensas de rango para 2027 llegarán en el primer día de la temporada y evolucionarán durante todo el año. Más detalles sobre estas recompensas se proporcionarán en septiembre.

Modos de Juego

Se están probando modos de juego de tiempo limitado y se están considerando las preferencias de los jugadores. Se confirma el regreso de Skirmish y se están desarrollando nuevos modos, incluyendo una mezcla de Replication y All Random One Site. También se planea un nuevo modo Spike con rondas y equipos más pequeños (Acto IV) y una sorpresa para el Acto V.

Balance de Agentes

El equipo busca apoyar las decisiones tácticas en VALORANT y está haciendo cambios basados en el impacto de los agentes en el juego. Se planean actualizaciones en el parche 13.0.

  • Iniciadores: Se reducirán los tiempos de reutilización de la habilidad de la firma.
  • Armas: Se planean mejoras para la Bandit.
  • Agentes Específicos: Se han realizado ajustes a Yoru, Clove, y Reyna.
    • Neon: Se ajustará su movilidad para añadir contrajuego.
    • Escopetas: Se ajustará su efectividad al moverse y saltar.
    • Centinelas: Se planean mejoras para Killjoy.

Replays

Se está implementando la función de compartir repeticiones de partidas con amigos en el parche 12.10.

Próximos Pasos

El equipo planea compartir más actualizaciones y detalles en eventos y contenido de creadores, con más información en septiembre, incluyendo una nueva actualización de desarrollo.

Sabiduría

RESUMEN

Max, Arman, Dan y Tiffi discuten actualizaciones de desarrollo de VALORANT, incluyendo cambios en el modo competitivo, modos de juego, balance de agentes y más.

IDEAS

  • El objetivo es que tu rango refleje tu habilidad y el camino sea justo, constante y valga la pena.
  • Se están probando y refinando enfoques de emparejamiento para lograr el objetivo en la experiencia competitiva.
  • Hubo actualizaciones en el sistema MMR para considerar el impacto individual en partidas, con resultados positivos.
  • Se reconoce el feedback sobre diferencias de rango visibles y las pérdidas de RR que superan las ganancias.
  • Se ajustó la forma en que se calculan las ganancias y pérdidas de RR para recompensar actuaciones fuertes.
  • Matchmaking e integridad de los rangos son el foco principal para este año; por lo tanto, seguirá iterando.
  • El objetivo es que los jugadores valoren el esfuerzo en cada partida y el sistema respete el desempeño.
  • El equipo está invirtiendo en métodos de detección de trampas para asegurar la legitimidad en la cima del rango.
  • Se están considerando mejoras para hacer que ganar Radiant sea más gratificante, incluyendo recompensas.
  • Los Rank Rewards se distribuirán en el primer día de la temporada 2027, con un objeto evolutivo anual.
  • Habrá más novedades en la experiencia competitiva para que se vean en el juego antes de Champs.
  • Se están experimentando con nuevos modos de juego de tiempo limitado para saber qué gusta a los jugadores.
  • Skirmish y Customs fueron populares, por lo que se reintrodujeron, agregando una escalera de nivel experimental.
  • Se planea iterar y modificar modos como Knockout, All Random One Site y un favorito: Replication.
  • Se está trabajando en un nuevo modo que combina Replication con All Random One Site para aumentar el factor diversión.
  • Se está preparando un nuevo modo Spike, con rondas más cortas y equipos más pequeños para poner a prueba habilidades.
  • Puede haber una sorpresa en el Acto V, algo similar a una simulación de combate KO descontrolada.
  • Los cambios se enfocan en apoyar las decisiones en Valorant: composición de equipos, estrategias y combate.
  • Se reequilibró una gran parte de la lista para facilitar las decisiones de combate y resaltar el gunplay.
  • Se ajustarán los tiempos de reutilización de las habilidades de iniciadores, reduciéndolos de 60 a 50 segundos.
  • Se planean mejoras para el Bandit en la próxima actualización, haciéndolo una opción viable fuera de las rondas de pistola.
  • Yoru, Clove y Reyna fueron ajustados para equilibrar su impacto en el juego, según el feedback.
  • Neon, shotguns y las Sentinels de menor rendimiento se están abordando en un espacio problemático.
  • Se harán cambios para limitar la evasión de Neon y darle más contrajuego a sus oponentes.
  • Se implementarán cambios en escopetas para equilibrar su efectividad al moverse y saltar.
  • Las Sentinels deben ser una respuesta a composiciones de equipo rápidas y explosivas para un mejor equilibrio.
  • Se realizarán cambios a los Sentinels para mejorar sus habilidades de interrupción y rotación.
  • Se está implementando una función para compartir repeticiones de partidas con amigos.

INSIGHTS

  • El sistema de rango debería reflejar la habilidad con precisión y premiar el esfuerzo.
  • La iteración continua es crucial para mantener la integridad y competitividad del juego.
  • La retroalimentación de la comunidad guía las decisiones de desarrollo y los ajustes del juego.
  • El diseño de modos de juego busca combinar la diversión con el equilibrio competitivo.
  • El enfoque en el balance busca apoyar la toma de decisiones estratégicas en cada partida.
  • Se busca un meta donde los agentes tengan roles únicos y contribuyan a la diversidad.
  • El objetivo es que los jugadores sientan que sus habilidades y dedicación son valoradas en el ranking.
  • Los ajustes a los agentes se basan en el análisis de su impacto en el juego y el feedback.
  • La experiencia del usuario es primordial, por lo que los cambios buscan mejorar el juego en general.
  • La comunicación transparente y las actualizaciones regulares mantienen la participación de la comunidad.

CITAS

  • "Tu rango debería ser una clara reflexión de tu habilidad y el trayecto para llegar allí debería sentirse justo."
  • "Estamos viendo algunos resultados positivos aquí, especialmente en lo que respecta a la calidad de los partidos."
  • "Queremos ser más directos en la forma en que nos acercamos a la competición en general."
  • "El Matchmaking y la integridad de los rangos son un foco importante para nosotros este año."
  • "Queremos que la batalla por un puesto en la clasificación de Radiante sea el pináculo."
  • "Necesitamos asegurar la integridad competitiva para saber que el rendimiento es legítimo."
  • "Los rangos de recompensa que vendrán se distribuirán en el día uno de la temporada 2027."
  • "Replicación es un modo que se centra en el factor diversión y las interacciones graciosas."
  • "All Random One Site crea esos momentos con más frecuencia."
  • "Todos nuestros cambios se dirigen a apoyar las diferentes capas de decisiones que tomas en Valorant."
  • "El juego central necesita apoyar cosas como diferentes composiciones de equipo."
  • "Cuando hacemos un cambio a un agente, mapa o arma, es porque una de esas decisiones es irrelevante."
  • "Hay menos variables a considerar en los momentos de clutch."
  • "Hemos estado sintiendo la escopeta en nuestros propios juegos."
  • "Stalling debería ser una herramienta fiable, no algo situacional."
  • "Stalling abilities tienen un propósito importante en el juego."
  • "Vas a escuchar de nosotros de nuevo a lo largo del año en las notas de la actualización."

HÁBITOS

  • El equipo se mantiene involucrado en los eventos de la comunidad para obtener retroalimentación.
  • Evalúan constantemente los datos de juego y el feedback de los jugadores para tomar decisiones.
  • Monitorean la diversificación de agentes y el impacto de los cambios a largo plazo.
  • Realizan pruebas internas exhaustivas antes de lanzar modificaciones significativas al juego.
  • Mantienen una comunicación regular con la comunidad a través de videos y notas de parche.
  • Colaboran con creadores de contenido para mostrar cambios y obtener comentarios.
  • Se toman el tiempo necesario para asegurarse de que las recompensas sean adecuadas.
  • Priorizan los comentarios de la comunidad para mejorar la experiencia del jugador.
  • Implementan continuamente cambios para responder al meta y mantener el equilibrio.
  • Ven el feedback de los jugadores y ajustan los cambios para una mejor experiencia.

HECHOS

  • El Acto 3 de la temporada 2026 está en curso, con actualizaciones significativas en el juego.
  • El sistema MMR se actualizó para mejorar el ajuste de partidos y la calidad del juego.
  • El intercambio de victorias en los rangos más altos es un problema abordado activamente.
  • Los rangos de recompensa están cambiando, con recompensas anuales en lugar de por acto.
  • Se están experimentando varios modos de juego de tiempo limitado con gran popularidad.
  • El modo Replicación se combinará con All Random One Site para aumentar la diversión.
  • Se están considerando los cambios en el equilibrio de los agentes, mapas y armas.
  • Algunos agentes fueron equilibrados basándose en los datos y los comentarios del juego.
  • Los ajustes a Neon buscan equilibrar su movilidad y evasividad.
  • Se están realizando modificaciones para mejorar el desempeño de los centinelas.

REFERENCIAS

  • Menciones de la comunidad de jugadores de VALORANT y sus comentarios.
  • Menciones de los resultados de los experimentos de modo de juego de tiempo limitado.
  • La mención de Knockout, All Random One Site y el favorito de los fans, Replication.
  • Referencias a los cambios realizados en el equilibrio de agentes como Yoru, Clove, Reyna.
  • Referencia a la función de compartir archivos de repetición con los amigos.
  • Mención a las actualizaciones de la versión 13.0, con cambios específicos.

CONCLUSIÓN EN UNA FRASE

El equipo de desarrollo de VALORANT se enfoca en el equilibrio, la integridad competitiva, y la satisfacción de los jugadores.

RECOMENDACIONES

  • Prestar atención a los cambios y actualizaciones del juego mencionadas en el video.
  • Compartir comentarios y sugerencias con el equipo de desarrollo para mejorar Valorant.
  • Probar los nuevos modos de juego de tiempo limitado y compartir opiniones del jugador.
  • Explorar las nuevas opciones y mecánicas que se implementarán a lo largo del año.
  • Experimentar con diferentes agentes y estrategias para adaptarse al meta cambiante.
  • Mantenerse informado a través de las notas del parche y otras actualizaciones del juego.
  • Aprovechar la función de repetición para analizar partidas y mejorar las habilidades.
  • Disfrutar del juego mientras el equipo de desarrollo se dedica al equilibrio de la experiencia.
  • Esperar con ansias el contenido de desarrollo adicional que se compartirá en septiembre.
  • Mantenerse involucrado en la comunidad y participar en el diálogo sobre el juego.

[music]<br>>> Hi everyone. I'm Max and I lead the<br>various teams who design systems and<br>core game mechanics within Valorant. As<br>we head into Act 3 of Season 2026, I<br>wanted to take a minute to check in on a<br>few areas of the game that we know you<br>all care about very much. We've seen a<br>lot of healthy conversation from the<br>community about things like the state of<br>the meta, our ranked and MMR systems,<br>player behavior systems, and our<br>approach to limited-time modes. [music]<br>So, I want to jump into some of that now<br>before I hand it over to Arman, Dan, and<br>Tiffi to chat about modes and live<br>balance.<br>First things first, the competitive<br>[music] experience. Our goal is<br>straightforward. Your rank should be a<br>clear reflection of your skill and the<br>journey to get there should feel fair.<br>We're going to be more proactive about<br>testing and refining different<br>approaches to matchmaking so we can land<br>on a system that truly delivers on that<br>promise. For example, in January, we<br>made updates to our MMR system to better<br>account for individual impact in<br>matches. We're seeing some positive<br>results here, especially around match<br>quality. Games are less one-sided and<br>we're seeing more even contribution<br>across players in the lobby. At the same<br>time,<br>some of the tradeoffs have been pretty<br>clear. We've heard your feedback around<br>visible rank differences in matches and<br>the feeling that RR losses can outweigh<br>RR gains. In some cases, we've also let<br>some tuning exist in game longer than we<br>should have while we evaluated the<br>results. One area we've been focusing on<br>is making sure your effort in each match<br>[music] feels properly reflected in your<br>rank. When that doesn't happen, it can<br>feel like the system isn't respecting<br>your performance.<br>To address this, we recently adjusted<br>how RR gains and losses are calculated<br>so that strong performances are rewarded<br>more, weaker ones cost more, and over<br>time, your wins and losses should feel<br>like they balance out appropriately.<br>We want to be more direct about how<br>we're approaching competitive overall.<br>Matchmaking and ranked integrity are a<br>major focus for us this year and that<br>means we're going to keep iterating.<br>Ultimately, your rank needs to reflect<br>your skill and getting there should feel<br>fair, consistent, and worth the effort.<br>Now, to talk about the top of the<br>leaderboard, we've heard the feedback<br>from Immortal Plus around recent changes<br>to our our thresholds. We want [music]<br>the battle for a spot on the Radiant<br>ladder to be the pinnacle of competition<br>and a reflection of performance, not<br>just pure grind. Additionally, we need<br>to ensure competitive integrity to know<br>that performance is legit on these<br>ladders. In the short term, we've been<br>investing more into anti-cheat and win<br>trading detection methods to make sure<br>the players at the top really deserve to<br>be there. We've already taken action<br>this year on some of the most egregious<br>win traders and we'll continue to do so<br>routinely. But longer term, we're<br>looking at improvements to make earning<br>Radiant act [music] over act more worth<br>it than it is today. And not just with<br>systemic improvements, we're also<br>working on specialized rewards for<br>climbing to the very top. All right.<br>Now, speaking of rewards, let's talk<br>about ranked rewards for all players.<br>I'm happy to confirm that the V26 Act 3<br>and Act 6 rank gun buddies this year<br>will be the last time a gun buddy is<br>your primary reward. In the 2027, you<br>won't need to wait until Act 3 to get<br>your new reward. The next version of our<br>ranked rewards will be distributed on<br>day one of season 2027 [music] and will<br>be an item that evolves with you<br>throughout your ranked journey for the<br>entire year. Yes, we originally hoped to<br>get you all new ranked rewards this<br>year, but we're taking a little more<br>time to make sure we get them right.<br>We'll share more on what you can expect<br>from ranked rewards in September. We<br>want you to feel recognized for your<br>dedication and growth every single act<br>you play. So, there's a lot more we're<br>bringing to the ranked experience that<br>you'll see in game closer to Champs.<br>Competitive Q is the reason the vast<br>majority of you play Valorant. So, we're<br>investing heavily to make every aspect<br>of our in-game systems paint a more<br>complete picture of your ranked journey<br>while giving you the tools you need to<br>improve and flex your mastery. Now, I'm<br>going to hand things over to Arman to<br>talk about our plans for modes.<br>Since the end of 2025, we've been<br>experimenting with new limited-time game<br>modes to learn more about what you love<br>and what you don't. [music]<br>And so far, we've been excited by what<br>excites all of you.<br>You all love Skirmish and Customs. So,<br>we brought it to the queue. And when we<br>took it away, you let us know that you<br>weren't ready to say goodbye. So,<br>>> [music]<br>>> we brought it back. And then, we added a<br>new flavor of Skirmish with an<br>experimental rank ladder. And that's<br>just Skirmish. We also have plans to<br>keep iterating and tinkering with other<br>modes like Knockout, All Random One<br>Site, and even an old fan favorite. We<br>hear all of you Replication fans out<br>there in the comments. So, I'm happy to<br>share that we're currently working on a<br>new mode that blends Replication with<br>All Random One Site. We think it'll give<br>you the off-the-wall moments that you<br>all enjoyed about Replication at an even<br>higher frequency. Replication is a mode<br>that's all about fun factor and<br>hilarious interactions, and we think All<br>Random One Site creates those moments<br>more frequently due to more alts, more<br>abilities, and getting different agents<br>every round all on a single site. After<br>that, we've got plans for a new take on<br>a Spike mode that'll put your skills to<br>the test with shortened rounds and<br>smaller teams. You'll see more on this<br>in a few weeks when Act IV starts. And<br>we might even have one more surprise up<br>our sleeve for Act V. Think KO combat<br>simulation gone haywire. I'll leave it<br>at that for now. Just know that it's<br>super fun and super different from<br>anything we've done so far, and we think<br>you're going to love it. You'll hear<br>more from me and the team about that in<br>September. As always, keep the feedback<br>coming. Now, over to Dan and Tiffanie to<br>chat more about live balance.<br>Hi everyone. Hey gamers. All right,<br>let's talk game balance. We don't want<br>to walk you all through what we've been<br>seeing since our largest set of changes<br>that we shipped late last year and go<br>into why we're making some of the<br>updates you're going to see this year.<br>At a more philosophical level, all of<br>our changes are aimed at supporting the<br>different layers of decisions you make<br>within Valorant. For Valorant, the core<br>game needs to support things like<br>different team compositions, a variety<br>of attacker and defender strategies, and<br>keep a mechanically deep and sound<br>combat system. So, when we make a change<br>to an agent, map, or weapon, it's<br>usually because one of those layers of<br>decisions is no longer impactful,<br>interesting to engage with, or relevant.<br>Toward the end of last year, we<br>rebalanced a huge chunk of the roster to<br>keep in the moment combat decisions<br>easier to process and highlight the<br>importance of gun play. And while we're<br>largely happy with where we've landed<br>there directionally, that said, we do<br>think those updates affected round over<br>round strategy and team play iteration a<br>little bit more than we would have liked<br>for the long term. Moving cool downs<br>above 40 seconds has allowed us to get<br>cleaner fights [music] later in the<br>round. So, that in clutch moments you<br>have fewer variables to account for.<br>But, at 60 seconds, this change hasn't<br>allowed as much room for teams to adapt<br>their strategies each round. So, with<br>patch 13.0, we'll be tuning down the<br>increased cool down on signature [music]<br>abilities for initiators a little bit,<br>from 60 to 50 seconds. And on the<br>weapons front, we're currently looking<br>to ship some buffs for the Bandit in<br>13.0.<br>These are intended to make it a little<br>bit more of a viable option outside of<br>pistol rounds, similar to the Sheriff.<br>Now, onto specific agents. To start the<br>year, we targeted a few that were<br>pushing things a little bit out of our<br>boundaries. Yoru was doing too much on<br>his own, especially with how quickly he<br>could rotate, which made sentinels like<br>Cypher less appealing. And Clove, they<br>were crowding out the controller space,<br>particularly in ranked, having too much<br>impact on spike sites after death. And<br>Reyna was getting away with a little bit<br>too much for her team with minimal<br>planning, commitment, or risk to<br>herself. We've pulled them back in<br>recent patches, and they're in healthier<br>spots. We're also seeing better pick<br>diversity overall, and we think keeping<br>agents unique is key to sustaining<br>long-term diversity.<br>Which brings us to Neon.<br>At the time of filming, many of the<br>changes that Dan and Tiffy talked about<br>in this section were originally<br>scheduled to come out a little over a<br>month from now with patch 13.0. We<br>wanted to take some extra time to test<br>these changes because we believe Neon,<br>shotguns, and weaker sentinels are all<br>wrapped up into one problem space. And<br>also to make sure that any of our<br>changes maintain Neon's ability to zip<br>across the ground at lightning speed.<br>But honestly, we've been killing the<br>shotgun wielding Neons in our own games,<br>and we're hearing it loud and clear from<br>all of you. So, we're bringing you these<br>changes today, even if they're a little<br>rougher around the edges.<br>>> [music]<br>>> To correct the information shared in the<br>video, you might notice some subtle<br>vocal overdubs and visual cues. We<br>apologize for the inconvenience.<br>We've seen a lot of talk and discussion<br>about Neon lately, and while we agree<br>Neon can be hard to deal with and<br>frustrating at times, we also know that<br>not everyone in the game is able to lock<br>in with her and turn into Daddy.<br>We think Neon's role in breaking timings<br>and creating pressure is correct. But<br>right now, her movement and evasiveness<br>pushed too far in our combat space. So,<br>we've got some changes in Today. to<br>bring her back in line. Right now, we're<br>looking specifically at how Neon takes<br>space around the map. Her mobility and<br>speed while bunny hopping aren't really<br>hitting our bar for tactical combat in<br>Valorant. You can expect to see changes<br>that will affect Neon's evasiveness<br>while keeping her ability to shoot and<br>slide. We're mostly just looking to add<br>some additional counterplay for Neon's<br>opponents. In addition to this, we're<br>also shipping some changes to shotguns<br>>> Today. that target their effectiveness<br>while moving and jumping. So, you'll<br>have to work a little harder to pull off<br>those kinds of kills versus playing with<br>them defensively and hunkering down.<br>On the other side of things, we're also<br>looking closely at our Sentinels.<br>Stalling should be a reliable tool, not<br>a situational one. Sentinels should be a<br>clear answer to fast and explosive team<br>compositions. Stalling abilities have an<br>important purpose in the game. They<br>allow players to reallocate their<br>resources around the map to force a more<br>strategic thinking. Forcing even the<br>most mechanically gifted players, like<br>Dan,<br>to engage in round strategy is part of<br>the tactical loop. So, in patch 13.0,<br>we're also making a few changes to some<br>Sentinels we feel need a little bit of<br>love. As just one example, Killjoy will<br>be getting some updates to help solidify<br>his rotational power and his ability to<br>disrupt site hits with Interceptor.<br>We'll continue to monitor how these<br>changes play out across skill levels,<br>and you'll hear from us again throughout<br>the year in patch notes and videos just<br>like these.<br>Now, back to Max.<br>Before we go, we also mentioned at the<br>start of the year that we were working<br>on a way for you all to share your<br>replay files with your friends. That<br>feature is coming in patch 12.10. Now,<br>when you click on a friend's profile and<br>view their match history, you'll see a<br>new button to download and view their<br>replay. Let the bot reviews begin.<br>Okay, that was a lot, but uh don't<br>worry. You can expect to hear a lot more<br>from us throughout the rest of the year.<br>Keep an eye out for the dev team at our<br>different BCT events, some creator<br>content, in the comments and replies<br>online, and most definitely with another<br>dev update closer to champs. We've got<br>some pretty sweet stuff to share that<br>we're hyped about, and we'll be back in<br>early September to let you in on all the<br>fun. Happy gaming, y'all. Hi everyone.<br>I'm Max and I<br>lead the various teams who design systems<br>and core game mechanics within Valorant.<br>As we head into Act III of Season 2026,<br>I wanted to take a minute<br>to check in on a few areas of the game<br>that we know you all care about very much.<br>We've seen a lot of healthy conversation<br>from the community about things<br>like the state of the meta, our ranked<br>and MMR systems,<br>player behavior systems,<br>and our approach to limited time modes.<br>So I want to jump into some of that now<br>before I hand it over to Armand,<br>Dan and Tiffy to chat about modes<br>and live balance.<br>First things first<br>the competitive experience.<br>Our goal is straightforward.<br>Your rank should be a clear reflection<br>of your skill,<br>and the journey to get<br>there should feel fair.<br>We're going to be more proactive about<br>testing and refining different approaches<br>to matchmaking, so we can land on a system<br>that truly delivers on that promise.<br>For example, in January,<br>we made updates to our MMR system<br>to better account for individual impacted<br>matches.<br>We're seeing some positive results<br>here, especially around match quality.<br>Games are less<br>one sided and we're seeing more even<br>contribution across players in the lobby.<br>At the same time, some of the trade offs<br>have been pretty clear.<br>We've heard your feedback around<br>visible rank differences in matches<br>and the feeling<br>that RR losses can outweigh RR gains.<br>In some cases, we've also let some tuning<br>exist in game longer than we should have.<br>While we evaluated the results,<br>one area we've been focusing on<br>is making sure your effort in each match<br>feels properly reflected in your rank.<br>When that doesn't happen,<br>it can feel like the system<br>isn't respecting your performance.<br>To address this, we recently adjusted<br>how RR gains and losses are calculated<br>so that strong performances are rewarded<br>more.<br>Weaker ones cost more, and over time<br>your wins and losses<br>should feel like they balance out<br>appropriately.<br>We want to be more direct about<br>how we're approaching competitive overall.<br>Matchmaking and ranked integrity<br>are a major focus for us this year,<br>and that means we're going<br>to keep iterating.<br>Ultimately,<br>your rank needs to reflect your skill,<br>and getting there should feel fair,<br>consistent, and worth the effort.<br>Now to talk about the top of the<br>leaderboard, we've heard the feedback<br>from Immortal Plus around<br>recent changes to our RR thresholds.<br>We want the battle for a spot<br>on the radiant ladder<br>to be the pinnacle of competition<br>and a reflection of performance,<br>not just pure grind.<br>Additionally,<br>we need to ensure competitive integrity<br>to know that performance is legit<br>on these ladders.<br>In the short term, we've been investing<br>more into anti-cheat and win trading<br>detection methods to make sure the players<br>at the top really deserve to be there.<br>We've already taken action this year<br>on some of the most egregious win traders,<br>and we'll continue to do so routinely.<br>But longer term, we're looking at<br>improvements to make earning Radiant Act<br>over Act more worth it than it is today,<br>and not just with systemic improvements.<br>We're also working on specialized rewards<br>for climbing to the very top.<br>All right,<br>now speaking of rewards, let's talk<br>about ranked rewards for all players.<br>I'm happy to confirm that the V-26, Act<br>III and Act VI ranked Gun Buddies<br>this year will be the last time a Gun<br>Buddy is your primary reward in a 2027.<br>You won't need to wait until act III<br>to get your new reward.<br>The next version of our ranked rewards<br>will be distributed<br>on day one of Season 2027,<br>and will be an item that evolves with you<br>throughout your ranked journey<br>for the entire year.<br>Yes, we originally hoped to get you<br>all new ranked rewards this year,<br>but we're taking a little more time<br>to make sure we get them right.<br>We'll share more on what you can expect<br>from Rank Rewards in September.<br>We want you to feel recognized<br>for your dedication and growth<br>every single act you play.<br>So there's a lot more<br>we're bringing to the ranked experience<br>that you'll see in game.<br>Closer to champs competitive.<br>queue is the reason the vast<br>majority of you play Valorant,<br>so we're investing heavily<br>to make every aspect<br>of our in-game systems<br>paint a more complete picture<br>of your ranked journey,<br>while giving you the tools<br>you need to improve and flex your mastery.<br>Now, I'm going to hand things over to<br>Armand to talk about our plans for modes.<br>Since the end of 2025, we've<br>been experimenting with new limited time<br>game modes to learn<br>more about what you love<br>and what you don't.<br>And so far, we've been excited<br>by what excites all of you.<br>You all loved Skirmish and Customs,<br>so we brought it to the queue<br>and when we took it away, you let us know<br>that you weren't ready to say goodbye.<br>So we brought it back.<br>And then we added a new flavor of skirmish<br>with an experimental rank ladder.<br>And that's just skirmish.<br>We also have plans to keep iterating<br>and tinkering with other modes<br>like knockout, all random one site,<br>and even an old fan favorite.<br>We hear all of you replication<br>fans out there in the comments,<br>so I'm happy to share<br>that we're currently working on a new mode<br>that blends replication<br>with all random one site.<br>We think it'll give you the off<br>the wall moments<br>that you all enjoyed about replication<br>at an even higher frequency.<br>Replication is a mode<br>that's all about fun factor<br>and hilarious interactions,<br>and we think all random<br>one site creates those moments<br>more frequently due to more alts,<br>more abilities, and getting different<br>agents every round, all on a single site.<br>After that, we've got plans for a new take<br>on a spike mode<br>that will put your skills to the test.<br>With shortened rounds and smaller teams.<br>You'll see more on this in a few weeks<br>when ACT IV starts,<br>and we might even have one more surprise<br>up our sleeve for Act V.<br>Think K.O. combat simulation gone haywire.<br>I'll leave it at that for now.<br>Just know that it's super fun<br>and super different<br>from anything we've done so far,<br>and we think you're gonna love it.<br>You'll hear more from me<br>and the team about that in September.<br>As always, keep the feedback coming.<br>Now over to Dan and Tiffy<br>to chat more about Live Balance.<br>Hi everyone.<br>Hey, gamers.<br>All right, let's talk game balance.<br>We're gonna walk you all through<br>what we've been seeing since our larger<br>set of changes that we shipped late<br>last year, and go into<br>why we're making some of the updates<br>you're going to see this year<br>at a more philosophical level.<br>All of our changes are aimed at supporting<br>the different layers of decisions<br>you make within Valorant.<br>For Valorant,<br>the core game needs to support things<br>like different team compositions,<br>a variety of attacker<br>and defender strategies,<br>and keep a mechanically deep<br>and sound combat system.<br>So when we make a change to an agent, map<br>or weapon, it's<br>usually<br>because one of those layers of decisions<br>is no longer impactful,<br>interesting to engage with, with or relevant.<br>Toward the end of last year,<br>we rebalance a huge chunk of the roster<br>to keep in the moment combat<br>decisions, easier to process and highlight<br>the importance of gunplay.<br>And while we're largely happy with where<br>we've landed there directionally,<br>that said,<br>we do think those updates affected<br>round over<br>round strategy and team play iteration<br>a little bit more than we would have liked<br>for the long term.<br>Moving cooldowns above 40s<br>has allowed us to get cleaner fights later<br>in the round, so that in clutch moments<br>you have fewer variables to account for.<br>But at 60s, this change hasn't allowed<br>as much room for teams<br>to adapt their strategies each round.<br>So with patch 13.0,<br>we'll be tuning down the increase<br>cool down on signature abilities for<br>initiators a little bit, from 60 to 50s.<br>And on the weapons front,<br>we're currently looking to ship some buffs<br>for the Bandit in 13.0.<br>These are intended to make it a little bit<br>more of a viable option<br>outside of pistol rounds,<br>similar to the Sheriff.<br>Now, onto specific agents,<br>to start the year.<br>We targeted a few that we're pushing<br>things a little bit out of our boundaries.<br>Yoru was doing too much on his own,<br>especially with how quickly<br>he could rotate, which made Sentinels<br>like Veto less appealing and Clove.<br>They were crowding out<br>the controller space,<br>particularly in ranked<br>having too much impact on spike sights<br>after death, and Walay was getting away<br>with a little bit too much for her team<br>with minimal planning, commitment<br>or risk to herself.<br>We've pulled them back in recent patches<br>and they're in healthier spots.<br>We're also seeing better pick<br>diversity overall, and we think keeping<br>agents unique is key to sustaining long<br>term diversity.<br>Which brings us to Neon.<br>At the time of<br>filming, many of the changes<br>that Dan and Tiffy talked about in<br>the section were originally scheduled to<br>come out a little over a month from now.<br>With patch 13.0,<br>we wanted to take some extra time<br>to test these changes,<br>because we believe that Neon, shotguns,<br>and weaker Sentinels are all wrapped up<br>into one problem space,<br>and also to make sure that<br>any of our changes maintain Neons ability<br>to zip across the ground<br>at lightning speed.<br>But honestly, we've been feeling<br>the shotgun in our own games,<br>and we're hearing loud and clear<br>from all of you.<br>So we're bringing these changes to you<br>these changes... Today!<br>Even if they're a little rough<br>around the edges<br>to correct the information<br>sharing the video,<br>you might notice some subtle<br>vocal overdubs and visual cues.<br>We apologize for the inconvenience.<br>We've<br>seen a lot of talk and discussion<br>about Neon lately, and while we agree<br>Neon can be hard to deal with<br>and frustrating at times, we also know<br>that not everyone in the game is able<br>to lock in with her and turn into Derby.<br>We think Neon’s roll in, breaking<br>timings and creating pressure is correct.<br>But right now her movement invasiveness<br>pushed too far in our combat space.<br>So we've got some changes today<br>to bring her back in line.<br>Right now we're looking specifically<br>at how Neon takes space around the map.<br>Her mobility and speed while bunny<br>hopping aren't really hitting our bar<br>for tactical combat in Valorant,<br>you can expect to see changes<br>that will affect neons evasiveness<br>while keeping her ability<br>to shoot and fly.<br>We're mostly just looking to add<br>some additional counterplay<br>for Neon’s opponents.<br>In addition to this, we're also shipping<br>some changes to shotguns today.<br>The target their effectiveness<br>while moving and jumping,<br>so you'll have to work a little harder<br>to pull off those kinds of kills<br>versus playing with them<br>defensively and hunkering down<br>on the other side of things.<br>We're<br>also looking closely at our Sentinels.<br>Stalling should be a reliable tool,<br>not a situation one.<br>Senties should be a clear answer<br>to fast and explosive team compositions.<br>Stalling abilities<br>have an important purpose in the game.<br>They allow players to reallocate<br>the resources around the map to force<br>a more strategic thinking, forcing<br>even the most mechanically gifted players<br>like Dan, to engage in round<br>strategy is part of the tactical loop.<br>So in patch 13.0,<br>we're also making a few changes<br>to some Sentinels<br>we feel need a little bit of love.<br>As just one example, Vito will be getting<br>some updates to help solidify<br>his rotational power and his ability<br>to disrupt sight hits with interceptor.<br>We'll continue to monitor<br>how these changes<br>play out across skill levels,<br>and you'll hear from us again<br>throughout the year<br>in patch notes and videos just like these.<br>Now back to Max.<br>Before we go,<br>we also mentioned at the start of the year<br>that we were working on a way for you all<br>to share your replay files<br>with your friends.<br>That feature is coming in patch 12.10.<br>Now, when you click on a friend's profile<br>and view their match history,<br>you'll see a new button to download<br>and view their replay.<br>Let the VOD reviews begin.<br>Okay, that was a lot.<br>But don't worry,<br>you can expect to hear a lot more from us<br>throughout the rest of the year.<br>Keep an eye out for the dev team<br>at our different VCT<br>events on creator content<br>and the comments and replies online,<br>and most definitely<br>with another dev update closer to Champs.<br>We've got some pretty sweet stuff to share<br>that we're hyped about,<br>and we'll be back in early September<br>to let you in on all the fun.<br>Happy gaming y'all!