Valorant Patch 1.11 Rollback Forced for First Strike Qualifiers

by in Valorant | Oct, 29th 2020

The Valorant patch 1.11 rollback, which would have brought Icebox to competitive play, among other changes, was forced by Riot Games. They did so because this patch was deployed on the first day of First Strike qualifiers, the first of Riot’s official competitions for Valorant. There were some nasty bugs at work, particularly some texture glitches with Sage that made it almost impossible to play the game at any competitive level, or pretty much at all.

Entering a smoke cloud would cause all sorts of character textures for Sage to appear on the screen, as noted by Josh “Steel” Nissan on Twitter.

Skye also debuted in patch 1.11, but she would not have been ready for competitive play for two weeks after he debut. That has now also been pushed back.

Riot Announces New Rollout Plan for Patch 1.11

As a result of this and other bugs, Riot was forced to develop another plan for patch 1.11’s deployment. They’ve yet to announce a new date, but they admitted they have to bring things back to the lab to get everything in tip-top shape not to interrupt the First Strike qualifiers.

“Real talk: 1.11 has been a technical nightmare,” Riot said on Twitter. “In 30 minutes, we’ll be rolling back the patch for North America, Brazil, and LATAM (one at a time). We’re also delaying all other regions until we get a fix. We know we’ve said this every patch, but thanks for sticking by. We’ll redeploy later in the week once we can figure out a less disruptive time for the Valorant First Strike Qualifiers (and have a solution, obviously). If you started the Skye character contract, you won’t be able to progress until we patch again.”

Some players voiced concerns that they would be losing a massive amount of progress made since the patch launched, but it seems that this isn’t as much of an issue as players might have initially suspected.

“When we rollback a patch, it means we put the game files back to the last state it was in, this means we remove some files, change some files back to what they were,” RiotZiegler said on Twitter. “In terms of progress you made, that stays, as it is saved to the account. Hopefully, that helps!”

Riot will be announcing their new rollout date for patch 1.11 at some point later this week.

Valorant Patch 1.11 Notes

Here are the patch notes for Valorant 1.11, when it does go live, pending any further changes and updates to fix the bugs that were found originally.

“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,” said Max Grossman, lead character designer for Valorant. “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.”

Grossman continued, breaking down why the balance team feels that defending teams have a massive advantage and how they are looking to change things moving forward.

“One of the trends we have observed is that attacking teams can have a really hard time breaking entrenched defenders,” he said. “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.”


  • 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.


  • Full flash time increased from 1.75 >>> 2


Like 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 these abilities’ total potential impact, 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.



  • Disabled and revealed upon death

Spy Camera

  • Disabled and revealed upon death


Killjoy 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 defender.


Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends.


  • Cooldown after pickup reduced from 20 seconds >>> 10 seconds


  • Range at which Alarmbot can be detected decreased from 9m >>> 7m
  • Cooldown after pickup reduced from 20 seconds >>> 7 seconds


  • Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
  • Damage increased from 40/s >>> 45/s
  • Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second


  • Icebox enters the Competitive map rotation
  • Icebox will be available for use in official esports competition (e.g., First Strike) after four weeks in Competitive queue (November 29, barring any issues)
  • Shorter Unrated queue times for the highest-rank players
  • We’ve taken steps to further solve issues for elite players experiencing long queue times for Unrated. We’re also further investigating improvements to reducing long queue times for all primary modes.
  • Added location of the current gamepod to the loading screen for all modes
  • Adjusted Combat Score to factor in non-damaging assists


  • “Play Out All Rounds” option now available in custom game lobby options, Play Out All Rounds makes it easier to run practice sessions. When enabled, the game will no longer end when a team reaches 13 wins; instead, the match will continue until both teams have played a full half of 12 rounds on each side. After 24 rounds, the team with more rounds will win. In the case of a tie, the game will proceed to overtime (dependent on the Overtime option selected in the lobby screen).


Updates to Economy Ruleset

  • Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
  • Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
  • Dying to the Spike will no longer count as a death in KDA statistics
  • Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop

Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at opponents’ economy that opt to save out expensive weapons on a round loss.


  • Left-handed view model is now available for players. Players can swap their first-person view-model to left-handed by going to the settings menu and swapping their view model to “left-handed.” Changing this will also show all other players as left-handed when spectating.
  • You can now send a direct message by clicking a friend’s name in chat instead of having to type their name out.
  • Players that have been AFK or alt-tabbed for more than 5 minutes will now appear as ‘Away’ in the Social Panel.
  • Adjusted team colors to remain fixed for the full duration of a game for observers instead of having the Attacking side always appear red and the defending side always appears as green.
  • The experience of having teams switch colors at the half from a viewer perspective was a bit confusing. Also, it led to some difficulties for broadcasters to match their overlays to this behavior. This change will allow the viewers and tournament organizers to have a more consistent experience for a game’s entirety.

[BETA] Experimental Sharpening

  • These graphics setting accidentally shipped with the last patch, and we were going to remove it, but your feedback asked us to keep it. It stays, but with some more tuned defaults. We don’t know when we’ll get to optimizing its performance, or tune it further, so consider it an ongoing Beta.


  • Fixed one source of combat hitches we’ve seen from player reports
  • We’re continuing to investigate the combat hitches that players have been reporting in recent patches. This patch includes a fix for one of the most common hitches that we’ve seen during combat. While we hope that this will resolve the issue for many of you, we’re still actively tracking down a couple other hitches that we’ve seen from your clips.
  • Jett now can’t rope dash lel
  • Fixed a bug where incoming Party invites would remain active in the Social Panel after being declined
  • Players no longer see the spike location when reconnecting to a game
  • Fixed issue where player corpses could cause collision issues
  • Sage wall segments no longer breaks if a player dies on top of them
  • Fixed a bug that would disable queueing for any mode if a player closed the client during the Match Found countdown
  • Fixed a bug that was displaying Act Rank badge on the MVP screen outside of Competitive Queue


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