Valorant Patch Notes 6.11: Chamber Buff, Viper Nerf, Pearl, Shorty and Frenzy Changes

Valorant’s latest major patch – update 6.11 – has been revealed on June 6. Among other things, it includes aheftyChamber buff, a relatively impactful Viper nerf and much, much more.Here are the full Valorant 6.11 patch notes, including Agent changes, map changes, weapon tweaks and everything else.

Valorant Patch 6.11 Brings Chamber Buff & Viper Nerf

Headlining theValorantchanges are major tweaks to some of thegame’s agents,specifically targeting Chamber and Viper.

On the former, he has seen a serious drop in viability since patch 5.12. To return him to (some of) his former glories, Valorant’s 6.11 patch has buffed him across the board. His weapon equip time after using the Rendezvous ability has been reduced from 0.7 seconds to 0.0 seconds, making it an instant equip. Both Trademark and his Tour De Force ultimate abilities have been buffed as well, making him instantly more effective, powerful and difficult to combat.

Valorant Agents on Red and Blue background with logo in the bottom right

Viper has been hit with the nerfing hammer though, explaining that they want players to be “more precise” when using her abilities. As a result, her fuel regeneration has been slowed so it takes 30 seconds to reach max fuel rather than the previous 20 seconds.

Elsewhere, there are major changes to Pearl’s B Site as Riot try and balance the map from a defensive perspective. There are also changes to weapon accuracy while using ropes.

Valorant Patch 6.11 Highlights Image from Riot Games

The Shorty and Frenzy weapons have both been nerfed with Valorant’s 6.11 update and, interestingly, there are recoil adjustments to a series of weapons while players are running.

The full Valorant 6.11 Patch Notes, viaRiot Games, are detailed below:

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Valorant 6.11 Patch Notes

AGENT UPDATES

Chamber has taken a backseat in overall pick-rate after the last round of changes in Patch 5.12. At the time, we reduced Chamber’s sphere of influence significantly. We’re looking to put more power into his ability to lurk, and give him more flexibility within his setups.

The Viper change below is meant to both create more explicit downtimes when playing around her utility and address the multiplicative effects of Viper and Harbor’s vision block.

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We want to ensure Viper and Harbor can be competitive independently, while also allowing room for teams to explore strategies that can counter them. This change retains Viper’s power moments while her utility is active but asks you to be more precise on when to use it—giving attackers more agency and value in baiting out her fuel, and defenders a larger window to play around it during retakes. It also creates some moments of downtime when Harbor and Viper cycle their walls.

As always, we will be watching how these changes play out in the coming months and evaluating if any further changes are needed.

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GAMEPLAY SYSTEMS UPDATES

MAP UPDATES

We’ve felt that Pearl’s B Site has been problematic due to how difficult the site is to hold as a defender in conjunction with the amount of strong post-plant options available to attackers. With that in mind, we wanted to get a smaller scale update out before Champions to address those concerns.

WEAPONS UPDATES

Weapon Accuracy on Ascenders / Ziplines (Ropes)

We’ve adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. This should allow combat on ropes to be viable in close range scenarios, which we feel is important to make them a viable map traversal tool, but much less often will it be a good choice in medium to long range engagements.

ShortyWe like that the Shorty has found a viable role in the game though it has proven to be too reliable and accessible. We’re increasing the price to make purchasing the Shorty a more thoughtful decision throughout the course of the game while the damage adjustments require more accuracy to get one shot kills against fully armoured opponents.

The Frenzy has been more potent at long ranges than we’d like. The spread (error) and recoil changes will make long range fights tougher while retaining much of the Frenzy’s short range power.

Error Power

Error Power (also known as Centre Biasing for us) is a tool we utilize to reward accuracy by biasing shots toward the centre of the crosshair.

While this system is functioning as intended for stationary firing, it’s been unintentionally aiding firing while on the move. We’ve significantly reduced centre biasing in these movement states: shots fired while moving are now almost uniformly random within their spread cone, meaning that fewer of these shots will precisely land on target.

Even so, Run-and-gun (and jump shooting) kills will still happen – and we think these kills are healthy in close range contexts with the right weapons – but this error power adjustment should help to reduce their frequency a moderate amount, particularly at longer ranges.

Recoil Adjustments

For a handful of weapons, we’ve increased vertical recoil while firing on the run. This makes the weapons feel less controllable in this state, and should reduce the number of incidental run-and-gun kills.

Phantom/Vandal Ammo Reserve

We wanted to inject more decision making when wall penning common spots or blind firing through smokes with the Phantom and Vandal. We’ll keep a close eye on the adjusted ammo reserves for these guns to make sure these weapons are still able to deal with shootables like Sage’s Barrier Orb (C) and Harbor’s Cove (Q).

Gameplay Systems

That’s everything there is to say about the Valorant6.11patch.As always, Riot have pledged to keep an eye on developments and make further adjustments moving forward. For all the latest on Valorant and Riot Games, check out the related content below.