# VALORANT 1.11 — VALORANT Patch Notes 1.11 - Product: VALORANT (https://whatsnew.fyi/product/valorant) - Vendor: Riot Games - Date: 2020-10-27 - Version: 1.11 - Original notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-11/ - Permalink: https://whatsnew.fyi/product/valorant/releases/1.11 - 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'. --- - **added** — Skye agent joins the VALORANT roster and is available to play in all queues - **added** — Left-hand view model option is now available - **added** — Icebox map enters the Competitive map rotation - **added** — Play Out All Rounds option is now available in custom game lobby options for practice sessions - **added** — Location of the current gamepod is now displayed on the loading screen for all modes - **changed** — Flash fade out debuff now fades slower at the start while maintaining the same total duration - **changed** — Breach Full flash time increased from 1.75 to 2 seconds - **changed** — Breach Fault Line now spawns 8m away from Breach and charge time reduced from 2 to 1.5 seconds - **changed** — Breach Rolling Thunder now spawns 8m away from Breach - **changed** — Cypher Trapwire is now disabled and revealed upon Cypher's death - **changed** — Cypher Spy Camera is now disabled and revealed upon Cypher's death - **changed** — Killjoy Alarmbot and Turret now deactivate if Killjoy is more than 40m away from them - **changed** — Killjoy Turret cooldown after pickup reduced from 20 seconds to 10 seconds - **changed** — Killjoy Alarmbot detection range decreased from 9m to 7m and cooldown after pickup reduced from 20 seconds to 7 seconds - **changed** — Killjoy Nanoswarm detection range decreased from 5m to 3.5m and damage increased from 40/s to 45/s - **changed** — Killjoy Nanoswarm damage now ticks smoother and faster instead of in chunks of 10 every quarter second - **changed** — Unrated queue times are now shorter for the highest-rank players - **changed** — Combat Score now factors in non-damaging assists - **changed** — Attackers who lose but survive the entire round without planting the Spike now receive reduced credits of 1,000 - **changed** — Defenders who lose but survive the entire round after the Spike has detonated now receive reduced credits of 1,000 [UPDATE: Patch 1.11 is currently on hold for all regions until further notice. VALORANT will roll back to Patch 1.10 until we can redeploy later in the week with a solution, and at a less disruptive time for the VALORANT First Strike Qualifiers . If you started the Skye character contract, you won't be able to progress until we patch again. Thanks for sticking with us.] Skye enters VALORANT and will be available to play in all queues. (Recently, [one of you asked](https://twitter.com/theroddytee/status/1318963990484209665?s=20), “how can she be ‘Skye’ if she’s on the ground?” Well, just repeat to yourself, “it’s just a game, I should really just relax.”) All of our Sentinels and Initiators are getting role and abilities-specific tuning, [with the start of First Strike](https://playvalorant.com/en-us/news/esports/first-strike-qualifier-info/) in mind. Read the deeper dive below for our thinking here. Updates to our match economy ruleset (the way credits are distributed after a round) should alter decision-making when the round or your loadout is on the line. Did anyone even want this? Anyway, here's the Left-hand view model. AGENT UPDATES SKYE joins the VALORANT roster! - Skye will be available for use in official esports competition (e.g., First Strike) after two weeks in Competitive queue (November 9, barring any issues) With First Strike on the horizon, the balance team has been hard at work making our last round of major balance changes before teams start duking it out. We want to ensure that the top teams don’t have to constantly adapt to a changing game while they’re playing in the tournament. Minor balance changes may occur during the span of First Strike, but we won’t deploy changes like the ones in this patch that heavily impact a team’s strategies. One of the trends we have observed is that attacking teams can have a really hard time breaking entrenched defenders. Although every piece of the game can influence this type of trend (move speed, weapon tuning, map design, Agent balance), we think there are a few targeted character changes that can help give attackers more opportunities to break entrenched defenders. Each is listed below. —Max Grossman, Lead Character Designer INITIATORS Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start Initiators create concentrated windows of extremely high threat to help their teams break onto sites. To this end, we are slightly increasing the duration of debuffs from some Initiator abilities (mostly flashes). Our goal here is to increase the opportunity window that Initiator’s teammates have to capitalize on their utility and further differentiate Initiators from Duelists. BREACH Full flash time increased from 1.75 >>> 2 Fault Line - Fault Line spawns 8m away from Breach - Time it takes to fully charge fault line has been reduced from 2 >>> 1.5 seconds Rolling Thunder - Rolling Thunder spawns 8m away from Breach SENTINELS Similar to some of the changes we made with Sage, we want to increase the depth of decision making when playing Sentinels while also providing enemies with more counterplay to “trap” abilities. To reduce the total potential impact of these abilities, autonomous traps are now disabled when the deployer dies (e.g., Cypher’s Trapwire disables when Cypher dies). We want to encourage Sentinel players to play more thoughtfully and carefully around their traps while increasing the reward for taking out the Sentinel player. CYPHER Trapwire - Disabled and revealed upon death Spy Camera - Disabled and revealed upon death KILLJOYKilljoy is most effective when locking down a single site. Killjoy has to stay near her Turret and Alarmbot for them to remain active. Her global recon should be hit pretty hard here but we have slightly boosted her stalling power to counterbalance that nerf. All in all, we hope to keep Killjoy in a very similar place power wise but give her a stronger identity as the premiere on-site defende _[Truncated at 4000 characters — full notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-1-11/]_