# VALORANT 1.07 — VALORANT Patch Notes 1.07 - Product: VALORANT (https://whatsnew.fyi/product/valorant) - Vendor: Riot Games - Date: 2020-09-01 - Version: 1.07 - Original notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-07/ - Permalink: https://whatsnew.fyi/product/valorant/releases/1.07 - Labels: Platforms: Windows, PlayStation, Xbox What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Sage's Heal reduced from 100 over 5 seconds to 60 over 5 seconds - **changed** — Sage's self heal reduced from 100 over 5 seconds to 60 over 10 seconds - **changed** — Sage's Slow Orb size reduced by 30 percent - **changed** — Sage's Barrier Orb cost reduced from 400 to 300 - **changed** — Sage's Barrier Orb now forms at 400 HP and becomes fortified to 800 HP after a 3 second delay - **changed** — Killjoy's Nanoswarm now has a brief windup before damage begins - **changed** — Killjoy's Nanoswarm DPS reduced from 60 to 40 - **added** — Killjoy's Nanoswarm visual effects added to make it easier to spot on the ground - **changed** — Killjoy's Turret no longer revealed by Sova's Recon Bolt - **changed** — Killjoy's Turret more effectively shoots at an enemy's last known location - **changed** — Viper's Toxic Screen can now be placed during the buy phase through spawn barriers - **changed** — Viper's Toxic Screen now rises faster along its full length - **changed** — Viper's decay on all smoke abilities no longer affects allies - **added** — Viper's Pit area is now shown on her team's minimap when deployed - **changed** — Breach's Flashpoint off-screen flashes now match behavior of other flashes and apply minimum flash more aggressively - **changed** — Breach's Flashpoint charges increased from 2 to 3 - **changed** — Breach's Flashpoint windup time reduced from 0.6 seconds to 0.5 seconds - **changed** — Breach's Rolling Thunder detonation delay between blasts decreased from 0.3 to 0.255 seconds - **changed** — Breach's Concussion now de-scopes players and prevents re-scoping - **changed** — All shotguns aimpunch reduced when delivering a headshot compared to other weapons - **changed** — All shotguns tagging tuned for targets beyond 10 meters to apply 30 percent slow for 0.5 seconds - **changed** — Shorty first falloff range reduced from 9 meters to 7 meters - **changed** — Shorty headshot multiplier changed from 3x to 2x - **changed** — Judge price increased from 1500 to 1600 - **changed** — Vandal firing rate increased from 9.25 to 9.75 - **changed** — Vandal damage increased from 39 to 40 Alright, a full patch this time. Killjoy gets her first major update, which should empower more counterplay against her Nanoswarm, as well as reduce its damage. Viper, Breach, Sova, and Sage also get some worthy changes. All shotguns get their aimpunch and tagging tuned, you can choose to remake a match (under certain conditions), lots of tweaks to the observer tool, and you get some new features that should help keep your identity private in-game. This patch is also part of an ongoing follow through [on a promise to improve hit registration clarity](https://playvalorant.com/en-us/news/dev/the-state-of-hit-registration/), with several changes coming to the VFX of hit impact markers. AGENT UPDATES SAGE Heal - Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds - Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds Our goal is to reduce the amount of healing done throughout the round. Disincentivize Sage from self healing and make it more expensive to do so. Slow Orb - Size reduced by 30% This should slightly reduce the power of Slow Orb and increase intentionality. Right now, slow orb unintentionally covers a lot more ground than it should if aimed properly. Barrier Orb - Cost reduced from 400 >>> 300 - Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP Our hope is to increase counterplay on Barrier and reduce the strength of the wall during reactive use. KILLJOY Nanoswarm - Added a brief windup before damage begins - DPS reduced from 60 >>> 40 - Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased Killjoy’s Nanoswarm has been a terror to play against. It’s meant to be a strong stalling and post plant tool—but we feel it’s currently dealing far too much damage and players aren’t able to engage in the desired counterplay. Turret - No longer revealed by Sova’s Recon Bolt - More effectively shoots at an enemy’s last known location VIPER Toxic Screen - Can now be placed during the buy phase of rounds, through spawn barriers - Toxic Screen now goes up faster along it’s full length, once it starts to form This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Increasing the speed of the wall rising should reduce the awkward period that occurs after it starts to rise but isn’t covering all the angles Viper and her allies would expect. Decay - Decay on all smoke abilities no longer affects allies This is mainly targeted towards Viper’s Pit, and should help reduce some of the unintentional collateral damage she can cause to her team, while also opening new strategies for playing around her ult as a team. Viper’s Pit - The area of Viper’s Pit is now shown on her team’s minimap when deployed BREACH (Note: These are not all the potential Breach changes we want to do, but as part of our ease-in, intentional-balance philosophy, we want to be measured. Stay tuned for more...potentially.) Flashpoint - Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressively - Charges increased from 2 >>> 3 - Reduced windup time from 0.6 seconds >>> 0.5 seconds Breach should be a choice pick in offensive entry and breaking utility. While the flash’s power was pretty good, too few charges were holding him back on being able to provide this value for his team. Considering he needs teammates to capitalize on his flashes, this should make up for that cost by simply having more of them. Rolling Thunder - Detonation delay between blasts decreased from 0.3 >>> 0.255 Concussion - Concuss now de-scopes players and prevents re-scoping SOVA - Updated the physics on Sova’s cape so that it should wiggle outside his hitbox less frequently - Polish work on Sova’s 1P hands to bring them up to the fidelity bar of the rest of our _[Truncated at 4000 characters — full notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-07/]_