Raze nerf in Valorant
There is a reason behind early in the game’s cycle of Raze nerf and Riot Games break down that reasons in front of all the players. In the closed beta period when Raze was added in the game, players thought that Raze is an overpowered Agent, in 0.47 update Riot force a nerf.
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This Raze nerf was welcomed by the platers and they are happy with the states of all Agents, which gives the better audio gesture besides the limitation on her bombs.
Riot explained simply that they want to make the offensive pressure of Raze closer to the other characters present in the game. They went into Raze nerf with six key features and stats.
Riot Games STATEMENT
- The balance group were aligned that Raze’s kit fits the tac cycle and did not break the loop. She was one of the first kits that this project had designed, and she had helped shape the cycle itself.
- She had a high match win rate of ~51% and 53.5% in non-mirrored matches, especially on defense against enemies that were grouped up charging her position. This did not trigger initial alerts set in Closed Beta. Riot quickly realized that power was in the measures of .1%’s rather than 1%’s and tightened the bands accordingly, concluding that Raze was OP.
- Player sentiment: Streams, surveys, anecdotes, forums – anything. There was a lot of frustration about being rocketed and naded but they realized that players were not reacting to the audio cues of her abilities and had a hard time understanding what was happening to them outside of the fact that they were now dead.
- They did an analysis writeup with the information acquired and proposed some changes:
- Having two grenades that she could throw back-to-back created an oppressive scenario for players trying to push into her. Raze players were getting a lot of kills which in turn gave her access to her Ultimate more often.
- Players were not reacting to the counterplay cues of her abilities which caused more frustration.
- Internal changes and testing.
- Grenade charges went from 2 to 1 and became a reset on kill. This change lowered the frequency in which opponents would run into the nades but still give the Raze player the opportunity to continually blow stuff up. It was a great change that fit her core identity – kill them.
- The audio attenuation of her Rocket fire and equip were changed drastically to really tell players that they needed to vacate the area.
- Added context and changes to patch notes.
- They monitored the player’s reaction and sentiment to the patch notes. They liked the direction she was headed but were still skeptical about Raze in general. Her win rate directly took a hit but not by much. The perception was that she was in a much more balanced state.
- They followed up in later patches using the direction set in .47+.
So, there is a lot of things than players might have thought that can balance Valorant Agents, and here this shows the thought-out and streamlined process. The developer teams want to make the game as fair as possible by giving the same priority to the Raze nerf, and also prioritize the player’s opinion.