Valorant: What Riot Needs to Fix Before the Game Releases | CBR – CBR – Comic Book Resources

Posted: May 24, 2020 at 3:18 pm

Valorant's closed beta is ending soon and its release date is on the horizon, but the game has huge problems that need to be addressed first.

A lot of hype has been building up around Riot Games' new tactical shooter, Valorant.With an interesting set of playable characters, different guns and character abilities to add strategic variation,plus some pretty interesting lore,Valorant appears to be an almost complete game even though it is currently still in a closed beta phase. After about a month, Riot has stopped dropping beta keysand has announced that the closed beta will end on May 28 with the full game launching less than a week later on June 2.

With Valorant's official release fast approaching, there are some huge problems that Riot will need to address. These affectfairness in matches and will affect the longevity of the game if not fixed. To its credit, Riot has acknowledged some of these issues and promised to work on solving them. With that in mind, here are some of the problems that Riot Games will need to fix before June 2.

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Currently,Valorantsports three different maps for players to compete against each other in. Their names are Split, Bind, and Haven. At first glance, these maps appear interesting, as their level of detail, coloring, and settings are distinct from one another and tell a story about Valorant's world. However,after a few games, playersbegan to notice that these maps were designed inefficiently, which affects gameplay.Valorant plays a lot likeCounter-Strike: Global Offensive, and one thing that has keptCS: GOfun is its maps.Thosemaps feel open, never getting in the way of the player and making great use of space.

By comparison,Valorant'smapsare extremely claustrophobic,don't make good use of player space andhave strange rotation routes. They are overly simplistic and very boxy with large walls and little variation, as well as random structures that are only there to break lines of sight. Players can never see beyond the room they are in, and maps are cluttered with corners and angles to hide in.

All of this makes it so it is nearlyimpossible to clear a room without getting shot by an enemy hiding in a corner. Rotations are also way too long simply because of the way the maps are designed. Of course, some of these design choices are probably intentional, meant to be overcome by certain character abilities, but it sometimes feels like players are fighting with the maps rather than one another.

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Peeker's Advantage is abit complicated to explain and a controversial topicamong players of first-person shooters. This basically refers to players peeking around a corner having an advantage over a player standing still due to latency in online games.Because of how information is gathered and dispersed within the game to each player's monitor, the one peeking will see theirtargets first. Other factors go into this, such as the distance between players and the distance between cover, buta common theory is that the game's Fog of War technology to combat wall hacks is to blame.

Imagine taking two side steps from out behind a corner to peek down a hallway where another player is standing still. In the time it takes the peeking player to make two full steps and shoot their enemy, the player at the end of the hallway will only see the first step, or maybe even half of that first step, before they die. This essentially means that peeking from behind cover gives the peeking player an extra second to identify, aim and shoot their target while players out in the open will be a second behind because, on their screen, the peeker has barely moved out of cover.

When exploited properly, this means players have no time to react to what shouldhave been a risky and potentially costly peek and makes it that much harder to hold an angle. Riot Gamesmade a statement about the peeker's advantage and attempted to fix it, but the problem still remains.

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Gun accuracy is a major mechanic in tactical FPS games and seems to always have one golden rule:moving while shooting should affect the gun's accuracy, causing unpredictable spray patterns that make bulletsless likely to actually hit their target. But inValorant, guns are stillpretty accurate while a player is movingand even when they are jumping. A good example of this are the game's shotguns, which players can jump with to land headshots or use while running up to an enemy. This is one of the reasons shotguns especially good when using Jett due to her high mobility and ability toglide above the heads of her enemies.

Counter strafing is also pointless in Valorant, as shots are still accurate even without the professional mechanic added in. Counter strafing is a technique used a lot by pros in shooters where, while moving sideways,the player adjuststheir aim to accommodate forthe change in positions before coming to a complete stop to make an accurate shot. Timing is keywith this mechanic, butaiming with a gun while moving is far too easy in Valorant. In fact, rumor has it that players have even made their movement and firing keys the same key bind.This is really interesting because Riot Gamesitself has stressed the importance of shooting and intended to make ita consequential action that demands high skill.

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Graduated from CUNY Hunter College with a Bachelor's Degree in English Creative Writing. Spent many days self learning and academically learning skills relative to writing fiction, writing non-fiction, writing poetry, photography, film, and media/film editing. Also has experience with web development and is working on a project that acts as an interactive book trailer (linked in "website"). Aspires to be an author of his own work anywhere from articles and essays to novels and poetry. Loves to play video games, writing, making YouTube videos, streaming on Twitch, spending time with family/friends, and playing handball.

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Valorant: What Riot Needs to Fix Before the Game Releases | CBR - CBR - Comic Book Resources

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