Valorant 6.11 patch notes bring Chamber back to the glory days with new buffs
The latest patch also sees Pearl getting a significant overhaul almost one year on from it's original release, and a huge nerf to Shorty.
Valorant's latest patch releases today, and gives reason to celebrate for Chamber mains who were burned by his nerfs in Patch 5.12.
Valorant celebrated its third birthday last week, but it's business as usual for Riot Games as it has released the latest update, alongside the Valorant 6.11 patch notes. This update is set to be one of the final updates before the next season launches – which if past seasons are any indication, will be called Valorant Episode 7 Act 1. However, releasing so close to a new season hasn't stopped Riot Games from doling out some major changes with this patch.
Chamber used to absolutely dominate the game, before Riot Games' course correction pushed him down into mediocrity, but he's finally getting his due in this latest patch with buffs to his Rendezvous (E), Trademark (C), and Tour De Force (X) abilities. Meanwhile, Riot Games has performed a major overhaul of the Pearl map which released just under a year ago making Point B easier for Defenders to manage.
Other updates include a huge nerf to Shorty including a reduction of reserve ammo and doubling the price of the weapon, as well as finally killing the run and gun meta with adjustments to recoil when running with weapons.
The Valorant 6.11 patch notes are as follows, strap in, they're lengthy which is to be expected from Riot Games. We've been sure to split these into relevant categories to ensure you can find what you're looking for easily.
Breach
Rolling Thunder (X)
Chamber
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.
Rendezvous (E)
Trademark (C)
Tour De Force (X)
Viper
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.
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.
Fuel Regeneration
Misc.
Pearl
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.
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.
Shorty
We 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.
Frenzy
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.
Vertical Recoil Multiplier While Running:
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).
Agents
Gameplay Systems
Social
Riot Games maybe went too hard on chamber nerfs, with this patch correcting that, however, it feels like now the nerfs for Shorty have gone too far, so perhaps we can expect updates for that in an upcoming patch.
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