Categories: Technology

Sheep Esports – VALORANT: Everything about patch 11.08, including weapons, agents and map changes

Major Hotfix Overview

Riot Games began to unveil, this Sunday, October 12, the major contents of patch 11.08, which is scheduled for release on Wednesday, October 15. Described as a real turning point for VALORANTThis update marks the start of an in-depth reevaluation of game mechanics, agents and base maps, while laying the foundations for 2026 gameplay. According to Riot, the goal is clear: refocus gameplay around spatial control, shooting precision and the tactical value behind every decision.

Sheep Esports got the full presentation video, in which the developers detail the main pillars of the update. Highlights include an overhaul of rifle and SMG behavior, standardization of concussion and close-up effects, a global rebalancing of controllers and initiators, and several map adjustments to Pearl and Abyss. These changes come with longer cooldowns and shorter disorient durations, designed to put more weight on team coordination and managing combat timing and windows of opportunity.

According to the presentation video obtained by Sheep Esportspatch 11.08 is intended to “increase the skill ceiling» and ensure that VALORANT never feels completely resolved» for the players.

VALORANT 11.08 Patch Notes

Some of this information, including agent changes, comes from X leaks.

Weapons

Rifles (Vandal, Phantom, Bulldog)

  • Adjusted horizontal recoil patterns: slower direction changes, higher consistency.
  • Increased “protected bullets” for jet stability:
    • Vandal: 4 → 6
    • Ghost: 6 → 8

SMG (Spectre, Stinger)

  • Dart: Loses its accuracy more quickly under sustained fire.
  • Spectrum: Reduced spread and faster recovery of first shot accuracy.
  • Shielded bullet logic standardized with rifles.

Systemic gameplay changes

Near vision

  • Visibility range has been increased from 5m → 7m for all relevant abilities (Omen, Reyna, Fade).
  • The developers aim to further differentiate close-vision effects from flashes, creating clearer counterplay.

Concussion

  • Most non-ultimate stuns now consistently last 2.5 seconds.
  • Includes Breach’s Faultline, Astra’s Nova Pulse, and similar abilities.
  • Designed to build muscle memory and consistency between agents.

Combat stimulants

  • Standardized between Brimstone, Reyna (Empress) and KAY/O (Overdrive).
  • Slightly reduced effectiveness following the good results obtained since patch 9.05.
  • Now provide consistent movement and rate of fire bonuses regardless of source.

Rechargeable capacities

  • Many abilities now share a 60 second cooldown after use or destruction.
  • Affects agents such as Sova, Fade, Breach, KAY/O, Astra and Gekko.
  • Reinforces more strategic pacing and intentional utility use between fights.

Agents — Initiators

  • Signature Ability Cooldown: 40s → 60s (Sova Recon Bolt, Fade Haunt, KAY/O Zero Point, Breach Fault Line).
  • Flash duration standardization: 2.25 seconds (Breach, KAY/O, Skye).
  • Violate:
    • Faster liquidation of the fault line.
    • Reduced ultimate coverage and duration of concussions.
    • Lower ultimate point requirement.
  • Disappear:
    • Reduced ultimate duration and area.
    • The haunted eye remains active for a shorter period of time.
  • Gekko:
    • Longer cooldown after picking up Wingman or Thrash.
    • Wingman and Thrash reduced their HP for clearer counterplay.
  • Goal: Make initiator configuration tools accurate, time-sensitive, and easier to read or counter.

Agents — Controllers

  • Controllers are receiving major updates to bring their utility in line with the rest of the roster.
  • Short-sighted counterplay has been improved.
  • Concussion and stimulation standards are applied globally.
  • Rechargeable cooldown times have increased on Astra and Omen.
  • The cooldowns of Nova Pulse (stun) and Gravity Well (pull) have been increased to 60 seconds.
  • The duration of the Gravity Well “Fragile” debuff has been shortened.
  • Smoke cooldown increased but lower than 60 seconds.
  • Near paranoia vision radius reduced; movement speed increased.
  • Designed to require more deliberate positioning for optimal casts.
  • The degradation of enemies passing through smoke or walls is reduced (less instantaneous HP loss).
  • Stim Beacon adjusted to align with new systemic setting.

Agents — Sentinels

  • Cooldown for destroyed utility: 45s → 60s.
  • Health of breakable gadgets reduced.
  • Standardized debuff durations with new concussion and close-up timings.
  • Sage’s Barrier Orb HP reduced from 800 -> 600

Agents – Duelists

  • Yoru:
    • Duration of Fakeout and Flash: 2s → 1.6s.
    • Off-screen flashes now behave like initiator flashes.
    • Can no longer deploy Fakeout or Flash during the ultimate (Dimensional Drift).
  • Neon:
    • Sprint duration has been increased; fuel regeneration has slowed.
    • Relay Bolt concussion duration reduced from 3.5s → 2.5s.

Cards

Abyss

Abyss B site – Credit: Riot Games

Pearl

Pearl B website – Credit: Riot Games

Header photo credit: Riot Games

– Corentin Phalip –

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James Walker

James Walker – Technology Correspondent Writes about AI, Apple, Google, and emerging innovations.

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