Better knives hit detection is in the works and queue dodge punishments explained

Written By Staff Writer Staff Writer
Last UpdatedFebruary 27, 2021 at 03:15PM
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Riot Games have been actively trying to combat everything that can affect the overall experience of playing VALORANT’s competitive ranked mode, including sexism, ranked decay, and character select dodging. The latter is something that raised a few questions in the community on how it will be handled as doing the same action in the studio’s League of Legends title isn’t uncommon.

The question was answered clearly in the latest Ask VALORANT blog, explaining how these punishments are more directed towards repeated offenders who abuse the system. Not only that, the development team discussed their upcoming plans of introducing a similar system to League of Legends where players receive a few points punishment for the first dodge. This decision is to make it something normal for players to do but with an escalating punishment for frequent dodgers.

“First thing’s first: these changes target players who repeatedly queue dodge, and will have minimal impact on players who only queue dodge occasionally. We hope having a small (3-point) rank rating deduction provides additional deterrence for players who frequently dodge—without being too punishing for the person who rarely dodges. We've also kept it quick to earn back your rank rating, while not impacting your MMR with these penalties. However, repeated queue dodges will add up, and repeat queue dodgers will feel the intended pains of this,” explained Competitive Designer Jon Walker, Producer Ian Fielding, and Strategic Advisor Lea Hughes.

Melee weapon, © Riot Games
Melee weapon, © Riot Games

Another topic in heavy discussion in the VALORANT community is the suspicious knife hitbox, which has been put in the spotlight following the release of the gun game-inspired mode, Escalation. Riot Games have acknowledged the issue, and even revealed they are working on various and significant improvements to the melee weapon.

“The hitbox is static, unintuitive, and only active for a very brief period of time. This leads to frustration and confusion when combined with visuals that imply the knife does damage during the entire slash motion.”

“These are things we'd like to improve, but other weapon balance issues generally take priority over this work because the knife isn't intended to be a critical part of our combat model. We don’t think it should ever be the best choice in a fight, but we would like to make it feel better to use by improving its reliability and hit satisfaction, as well as allowing it to be a viable (but not necessary) weapon choice in some situations,” said Weapons Designer Nicholas Smith and Modes Designer & Engineer Kyle Leach.

What do you think of the current melee weapon hitbox? Let us know your thoughts in the comments below!

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