Patch Notes/5.12

## Official Articles

Patch Notes
Chamber Changes for 5.12
VALORANT 2022 Year-End

The following is a list with all the changes made in patch v5.12.

*Last patch before the end of the year—and it'll be a long one (last until Patch 6.0 goes live in January). Check out what we've got going on in Patch 5.12 below.*

## Agent Updates

*With pro play heading into the offseason after the completion of an amazing Game Changers Championship, we're taking the opportunity to hit some broad updates we've been looking to make along with individual Agent changes.*

*We've increased the point costs of the Agent Ultimates that have large, site-wide footprints. These changes should reduce their overall frequency and increase counterplay against them at the strategic level.*

*In addition to the Ult adjustments, we've also made a tuning pass on Agent ability economy. The areas targeted in this pass include: Total loadout cost outliers (for their respective role), Agents with lack of pistol round buy options, and unintended power relative to the cost of the ability.*

*To wrap up the broad updates, we've taken a pass at the HP of destructible objects in the game. Damage-over-time area abilities (like Brimstone's Incindiary and Viper's Snakebite) now damage enemy utility (**read more in the Gameplay Systems Updates**), so we've increased the health of 1hp destructibles so that* *they* *aren't instantly vaporized—but can still be destroyed by one-shot in most situations. Also, Killjoy's Lockdown gets a bigger health bump to reduce the number of abilities that can destroy it solo. Boombot and Prowlers on the other hand have felt like they require unloading too many bullets given their other strengths, so the health of those abilities have been reduced.*

###  Breach

* Rolling Thunder
	+ Ultimate Points increased 7 >>> 8

###  Chamber

* Trademark
	+ The trap is now range restricted
		- *Trademark will disable when Chamber moves out of range, and reactivate once he is inside.*
	+ Can now be recalled mid-round
		- Does not require line of sight
	+ 30s cooldown on recall
		- Destruction remains permanent
	+ Initial Arm Time increased 2s >>> 4s
	+ Health Increased 1 >>> 20

* Headhunter
	+ Updated Stability Curve
		- Spread increased after 2nd bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure.

* Rendezvous
	+ Chamber now places a single anchor that can be teleported to while inside its range
		- Radius increased 7.5m >>> 13m
	+ Removed teleport activation height restriction
		- *You can teleport to the Anchor while on different verticality so long as you are within its radius.*
	+ Increased weapon equip time after teleporting 0.4s >>> 0.7s
		- *Headhunter is unaffected by this change*
	+ Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
	+ Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting.
	+ Health decreased 80 >>> 50

* Tour De Force
	+ Fire rate decreased by 57.5%

* **Slow**
	+ Reduced duration 6s >>> 4s

###  Cypher

* Trapwire
	+ Health increased 1 >>> 20

###  Fade

* Prowler
	+ Health decreased 100 >>> 60

###  Harbor

*We're back again with small Harbor buffs. It is hard to learn a new Controller smoke style and we hope these changes make it easier for Harbor's vision block to last long enough to finish executing with their team, while also providing wall smoke duration that's on par with Viper. We'll continue to monitor Harbor's strength and see if we need to make any more waves. Chalo!*

* High Tide
	+ Duration increased 12s >>> 15s
* Cascade
	+ Duration increased 5s >>> 7s

###  KAY/O

* ZERO/point
	+ Health increased 1 >>> 20

* NULL/cmd
	+ Ultimate points increased 7 >>> 8

###  Killjoy

* Lockdown
	+ Health increased 150 >>> 200

* Nanoswarm
	+ Health increased 1 >>> 20

###  Omen

* Paranoia
	+ Cost decreased 300 >>> 250

###  Phoenix

* Blaze
	+ Cost decreased 200 >>> 150

###  Raze

* Boom Bot
	+ Health decreased 100 >>> 60

* Blast Pack
	+ Health increased 1 >>> 20

###  Sage

*We're looking to slightly refine Sage's strengths to be more about fortifying areas she controls and helping allies, rather than offense-focused with her utility. We're hoping the heal update will push her power and satisfaction when fully healing others while creating tradeoffs for playing Sage overly aggressive and relying on self-healing.*

* Barrier Orb
	+ Fortify delay increased 3.0s >>> 3.3s

* Healing Orb
	+ Self heal total amount decreased 60HP >>> 30HP
	+ Ally heal total amount increased 60HP >>> 100HP

###  Skye

* Trailblazer
	+ Cost increased 250 >>> 300

* Regrowth
	+ Cost decreased 200 >>> 150

###  Sova

* Recon Bolt
	+ Health increased 1 >>> 20

###  Viper

*We're reeling in Viper's ability to play outside of her ultimate's smoke area. These changes will anchor Viper more to her ultimate and allow coordinated retakes against Viper's Pit to be more successful.*

* Viper's Pit
	+ Smoke integrity regen time 5.0 >>> 25.0
	+ Max time out of smoke decreased 15.0 >>> 8.0
	+ Ultimate points required 7 >>> 8

###  Yoru

* Gatecrash
	+ Health decreased 100 >>> 60
	+ Cost decreased 200 >>> 150

### General

* *What's that? Looks like several Agents are reviewing some important mission updates in The Range.*

## Gameplay Systems Updates

### Assist tail tuning

*Assist tails are the “grace period” duration after a debuff has expired where a player will still be awarded an assist for debuffing the killed target.*

* Concuss, Nearsight, Detained
	+ Assist tail increased 2s >>> 3s
* Exiting Smokes
	+ Assist tail increased 1s >>> 2s
* Slow
	+ Assist tail increased 1s >>> 2s
* Suppression
	+ Added new 3s assist tail

### Damage Interaction Updates

* Abilities that output damage will now universally damage enemy objects that can be damaged. Exceptions are made for Skye Trailblazer & Cypher Trapwire that only deal damage to players.
	+ *We want to ensure that abilities are interacting in a consistent manner across the board. We want you to spend time thinking about how to approach utility in-game, rather than wondering if you can in the first place.*

* Brimstone
	+ Incendiary now damages:
		- Chamber  Trademark and  Rendezvous
		- Cypher  Trapwire
		- Fade  Prowler
		- KAY/O  ZERO/point
		- Killjoy  Nanoswarm and  Alarmbot and  Lockdown
		- Raze  Blast Pack
		- Reyna  Leer
		- Sage  Barrier Orb
		- Sova  Recon Bolt
	+ Orbital Strike now damages:
		- Chamber  Rendezvous

* Phoenix
	+ Hot Hands now damages:
		- Chamber  Trademark and  Rendezvous
		- Cypher  Trapwire
		- Fade  Prowler
		- KAY/O  ZERO/point
		- Killjoy  Nanoswarm and  Alarmbot and  Lockdown
		- Raze  Blast Pack
		- Reyna  Leer
		- Sage  Barrier Orb
		- Sova  Recon Bolt
	+ Blaze now damages:
		- Chamber  Trademark and  Rendezvous
		- Cypher  Trapwire
		- Fade  Prowler
		- KAY/O  ZERO/point
		- Killjoy  Nanoswarm and  Alarmbot and  Lockdown
		- Raze  Blast Pack
		- Reyna  Leer
		- Sage  Barrier Orb
		- Sova  Recon Bolt
		- Yoru  Fakeout

* KAY/O
	+ ZERO/point
		- KAY/O now has a voiceover that tells his allies the number of enemies suppressed when the knife hits.
	+ FRAG/ment now damages:
		- Fade  Prowler

* Killjoy
	+ Nanoswarm now damages:
		- Chamber  Trademark and  Rendezvous
		- Cypher  Trapwire
		- Fade  Prowler
		- KAY/O  ZERO/point
		- Killjoy  Nanoswarm and  Alarmbot and  Lockdown
		- Raze  Blast Pack
		- Reyna  Leer
		- Sage  Barrier Orb
		- Sova  Recon Bolt

* Raze
	+ Blast Pack now damages:
		- Fade  Prowler
	+ Paint Shells now damages:
		- Fade  Prowler

* Sova
	+ Shock Bolt now damages:
		- Fade  Prowler
	+ Hunter's Fury now damages:
		- Chamber  Rendezvous
		- Fade  Prowler
		- Raze  Blast Pack
		- Reyna  Leer

* Viper
	+ Snake Bite now damages:
		- Chamber  Trademark and  Rendezvous
		- Cypher  Trapwire
		- Fade  Prowler
		- KAY/O  ZERO/point
		- Killjoy  Nanoswarm and  Alarmbot and  Lockdown
		- Raze  Blast Pack
		- Reyna  Leer
		- Sage  Barrier Orb
		- Skye  Seekers
		- Sova  Recon Bolt

### Damage Multiplier Updates

*With damage-over-time area abilities now universally damaging utility, we took a pass on damage multipliers. These area damage abilities cover a wide space and deal large amounts of damage over their duration. We've reduced their non-player output to 50% of base damage to prevent instant destruction of enemy utility and to ensure abilities with higher health, such as Sage Barrier Orb, retain their relevant impact.*

* Breach
	+ Aftershock now deals 250% >>> 100% damage to non-players

* Brimstone
	+ Incendiary\* now deals 100% >>> 50% damage to non-players

* KAY/O
	+ FRAG/ment now deals 250% >>> 100% damage to non-players

* Killjoy
	+ Nanoswarm\* now deals 100% >>> 50% damage to non-players

* Phoenix
	+ Hot Hands\* now deals 100% >>> 50% damage to non-players

* Raze
	+ Blast Pack now deals 1200% >>> 250% damage to non-players
	+ Paint Shells now deals 100% >>> 250% damage to non-players
	+ Boom Bot now deals 100% >>> 250% damage to non-players

* Viper
	+ Snake Bite\* now deals 100% >>> 50% damage to non-players

### Allied Ability Damage Immunity

The following abilities are now immune to allied damage.

* Chamber  Trademark and  Rendezvous
* Cypher  Spycam
* Fade  Prowler and  Haunt
* KAY/O  ZERO/point
* Killjoy  Alarmbot and  Lockdown
* Raze  Blast Pack and  Boom Bot
* Skye  Trailblazer  Seekers
* Sova  Owl Drone and  Recon Bolt
* Yoru  Fakeout and  Gatecrash

## Weapon Updates

### Spectre

*We felt the Spectre was overperforming at mid to long ranges and, as a result, was crowding out other options* *on partial buys.*

* Added a third damage range to the Spectre and updated distances. New distances and body shot damage are:
	+ 0-15m, 26 damage.
	+ 15m-30m, 22 damage.
	+ 30m+, 20 damage.
* For reference, the old ranges and damages were:
	+ 0-20m, 26 damage.
	+ 20m+, 22 damage.

## Modes Updates

### Swiftplay Beta

Swiftplay Beta is playable Dec. 6 through Jan. 10, 2023. Please jump in, help us test this new game mode, and give us your feedback!

* Similar to the standard 5v5 Unrated mode, but condensed:
	+ First to 5 rounds, 4-round half
	+ Spike mode victory conditions
		- Single Spike carrier
	+ Set Credit amounts granted at the start of the round
		- 800
		- 2400\*
			* Not including 600c bonus for winning pistol
		- 4250
		- 4250
	+ Weapon and Credit carryover supported
	+ +600 credit bonus for winning pistol round
	+ Standard Kill bonuses (+200c) and Spike Plant bonuses (+300c)
	+ 2 Ult points granted at the start of each half
	+ Sudden death overtime
	+ Match time is approx. 15 minutes

## Bug Fixes

* Fixed an issue where  Phoenix would not be decayed by  Viper for a short period after dying during  Run it Back while decayed. (Thanks for the report Iyerfire)
* Fixed an issue where  Cypher wasn't able to place  Trapwires on the glass panels by the yellow crate on Icebox.
* Fixed a bug where enemy  Spycams or  Turrets could trigger  Cypher's  Trapwires.
* Fixed a bug where enemy knives could not damage  Chamber's  Rendezvous teleport anchor.
* Fixed a bug where  Boom Bot would explode on contact with  Yoru's  Gatecrash beacons.