MULTI Valorant’s newest Agent, Astra, revealed

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We finally got the chance to play the League of Legends’ developers Project A shooter


WhenWhen Riot Games released League of Legends back in 2009, the MOBA genre was still small, and in need of a game to come along and define just how great it could be. But when Riot announced a shooter codenamed Project A in October 2019, it was wading into deeper waters. The shooter genre is already littered with games, from the culturally dominant to smaller cult favorites.
But just like it did with League of Legends, Riot is taking bits and pieces of the best games in the genre and turning them into something that feels completely new in Valorant.
[h=2]WHAT IS VALORANT?[/h]Valorant is a competitive multiplayer first-person shooter. Riot calls the game a tactical shooter, putting it in line with games like Rainbow Six Siege and, most notably, Counter-Strike: Global Offensive.
Each match is five-versus-five with 25 total rounds, so the first team to take 13 rounds wins the match. The rounds go quickly — even a full 25-round match would last about 60 minutes. As with Counter-Strike’s signature game mode, one team’s goal is to plant a bomb (or as Valorant calls it, the Spike) while the other team attempts to stop them from planting. Alternately, either team can eliminate the other side to secure victory.


Concept art for the Spike Image: Riot Games
Each player only has one life per round. Any weapons will have to be bought at the beginning of a round, although they’re carried over from the previous round if you survived it. Unlike CS:GO, however, Valorant also features characters — called Agents — who each have unique abilities that players can use on the battlefield.
While any shooter with heroes can’t avoid Overwatch comparisons, Valorant is a tactical shooter first, and that means its characters and gameplay have some key differences from Blizzard’s more arcadey hero shooter.
The most noticable difference between Riot’s new shooter and Overwatch is that it doesn’t take long to kill or be killed in Valorant. Much like in CS:GO, there’s very little chance you’ll survive more than one shot to the head. This is true for almost all of Valorant’s weapons, which mostly include standard military fare: There are several varieties of assault rifles, submachine guns, light machine guns, shotguns, and sniper rifles. While the machine guns are more about spraying bullets than carefully aiming, the other weapons are almost all capable of one-shot kills (if you hit enemies in the head).
Again, everyone can die in the blink of an eye — there are no high-health tank characters in Valorant. While the Agents’ individual abilities may make them better suited for one situation or another, they all have the same amount of health, and identical hitboxes.


Image: Riot Games
[h=2]HOW DO ABILITIES WORK IN VALORANT?[/h]While Valorant Agents and Overwatch heroes all have powers called abilities, they’re used differently in the two games.
Each Agent has one signature ability that they get at the beginning of every round for free, along with two other abilities that they’ll need to buy. (You buy them with in-game currency earned by doing things like getting kills and winning or losing multiple rounds in a row.) These purchasable abilities do carry over if the Agent dies before using them, however. There’s also an ultimate ability that is unique to each Agent; it’s charged by getting kills across multiple rounds.
In Overwatch, most of the game revolves around the heroes’ abilities and how they’re used. A team’s advantage is determined largely by how its members use their ultimate abilities.
In Valorant, abilities are important, but they won’t win a round for you. They’re meant to act as tactical options; they won’t replace your guns as the most important part of your arsenal. Being great with abilities is important, but it won’t save you if you can’t shoot. Meanwhile, if you’re a great shot, you could probably climb Valorant’s ranked ladder pretty high without ever worrying about abilities. But to reach the game’s highest level, you’ll have to master both abilities and gunplay.
Instead of simply giving characters extra damage or health, Valorant’s abilities focus on things like area denial. They might let you throw down a patch of fire, or a ground effect that slows anyone who walks on it. There’s also more traditional tactical shooter fare: abilities that temporarily blind enemies, and a few abilities that will lay down a smoke screen to cut off visibility of key choke points.


Image: Riot Games
Brimstone, the most stereotypically grizzled military man among Valorant’s Agents, can open up a map and select where he wants his smoke grenades to go, cutting out the overcomplicated Counter-Strike skill of perfectly aiming your grenades. Sova, a tech-oriented scout, has a bow that can shoot a small radar arrow that briefly pings the location of enemies in small areas. He can also control a small owl-shaped drone to scout out locations himself. These bits of reconnaissance may not sound huge, but they’re more advanced intel than you can get in a game like CS:GO, and knowing where an enemy is standing can radically change the way both teams approach situations.
When I played the game, each of these abilities proved to be key to winning rounds, but they never felt like they took attention away from the skill of aiming or the rewarding challenge of Valorant’s gunplay. Most of the abilities in the game have to be equipped before you can use them, meaning that you’ll have to put your gun away if you want to activate them. More than once, this led to me walking through a narrow corridor and getting caught with an ability in my hand while an enemy made short work of me with their rifle.
This makes for a game with a more deliberate pace than Overwatch, which can frequently feel like high-speed chaos. But with colorful effects littering the map, and certain Agents using abilities like short-range dashes, it’s much quicker than something like CS:GO. Movement and positioning is critical in Valorant, with well-planned tactics required for success.
[h=2]HOW DOES VALORANT PLAY?[/h]In my time with Valorant, the start of a round always felt pretty similar to playing Counter-Strike, with slight twists. One is that both teams have a brief time before the round to gather in their respective areas, make plans, and get ready for the action. This is all similar to Rainbow Six Siege’s planning phase. Once the round begins, the attackers execute their carefully laid plans while defenders wait for the first sign of their assailants on each of the bomb sites, and each team uses the Agent abilities that can help them before the fighting starts.
Where Valorant feels like it breaks the tactical shooter mold is after the first kills start happening. Once there’s a death or two on either side, rounds become tightly wound chaos. Each side tries to anticipate the other’s next move and preempt it, almost like a League of Legends teamfight spread out over a whole map.
Abilities go off all over the map, and there’s the positioning of other players to worry about. There are sight lines to steer clear of, and your own positioning and aim to manage, too. Even with Agents dropping abilities all around me, by my third game I could read each ability as it came out, either from a visual or audio cue, and start reacting to how it would alter a teamfight.
Battles that might be over in an instant in a CS:GO match can last for 30 or 40 seconds thanks to Valorant’s abilities. In one fight, my teammates and I killed an overaggressive defender, then rushed a bomb point. But once we got in, we realized it was a trap. An Agent called Sage used an ability to create a wall blocking our only exit. My team’s Phoenix threw down a wall of fire in front of us, to obscure us from view, and our Jett used her extra-high jump to leap on top of the wall and take out two more defenders.


Concept art for Phoenix’s flame wall Image: Riot Games
The defending team backed off, but not before picking off one of my allies with a few lucky shots through the smoke, leaving the defenders with just two players left and us with four. As we moved up to plant the Spike, the enemy team’s Brimstone blocked the planting area by calling down an orbital strike — his ultimate ability. While none of us were hit by the blast, it gave the enemy Jett just enough time to use her dash ability to flank us and kill three of us in a short burst. Our last remaining player took down the enemy Jett before she could win the round, and then planted the Spike; meanwhile, the other team’s Brimstone chose to hide, saving his gun for the next round. It’s dizzying at first, but once you’re familiar with the maps, each chaotic fight becomes much more tactical inValorant.
Though all these flashing lights and abilities may give you Overwatch flashbacks, rest assured that Valorant never reaches that kind of speed or energy. Even the most disorienting fights in Riot’s game feel constrained and dominated by careful positioning and strategy. This is thanks to the sense of consequence that every action in the game has, since every death is capable of swinging a round.
With all of these different ideas working in concert, it would be easy to imagineValorant feeling like something cobbled together from the pieces of every popular shooter over the last 20 years. But it never does. Everything meshes together perfectly so that the seams never show.
In my first couple of rounds I couldn’t help but ignore the game’s abilities, falling back on my CS:GO background and my aiming skills to carry me. But halfway through the match, I found myself naturally finding ways to use my abilities to cut off enemies from their team, or obscure choke points so my team could rush into a bomb site. By my second and third matches, it was hard to imagine going back to games where fast-paced abilities weren’t delicately mixed in with the careful positioning and twitch shooting that makes the tactical shooter genre great.
 

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[h=1]Valorant’s first cinematic trailer is here alongside the game’s launch[/h]








Phoenix and Jett face off




Valorant’s launch day is here and Riot has released the game’s first ever cinematic trailer to mark the occasion.
The trailer, called Duelists, shows off some of the personality of Valorant’s different Agentsand gives players a look at their personalities beyond the in-game interactions. Apparently, Phoenix is on a mission to stop Jett from planting some kind of device — though it isn’t really clear what it is or what it does. All that matters is that Jett and Phoenix have to go toe to toe.
Both characters get to show off plenty of their abilities, including Phoenix using all of his various fire powers to stop Jett from escaping. Jett uses her dashes and jumps to get away, and even uses her Ultimate to throw a few knives Phoenix’s way and slow him down. The trailer ends with a climactic face-off between the two, we’ll keep from spoiling.


Image: Riot GamesValorant isn’t the first game Riot has made animated shorts for. The company also releases occasional videos for League of Legends which are usually high quality and often some of the community’s favorite content from any given year. This new Valorant short is part of the story of Episode 1: Ignition story line, but it’s unclear when the next cinematic will be released.
 

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[h=1]Everything you need to know about Valorant’s first battle pass[/h]







The pass has 12 gun skins and a knife skin at tier 50






Valorant has officially gone live, and that means there’s a shiny new battle pass full of cosmetics waiting for players. As with the battle passes from many other games, Valorant’s dozens of cosmetic-only items for players to unlock. Players can earn these items by gaining XP from playing the game and completing quests to level up through the pass’ 50 tiers.
The battle pass is tied to the game’s current content episode, called Ignition. Riot will continue to update Valorant with new episodes every few months, in the same way that many games have seasons.



The Episode 1 battle pass sells for 1000 Valorant points ($10). The pass has 12 gun skins and one knife skin, which is the last item to unlock in the pass. On top of those items, the pass also has 130 Radianite Points that players can earn, which can upgrade certain weapon skins in the game.
[h=2]KINGDOM BUCKY — TIER 1[/h]

Image: Riot Games[h=2]KINGDOM SPECTRE — TIER 5[/h]

Image: Riot Games[h=2]COUTURE BULLDOG — TIER 10[/h]

Image: Riot Games[h=2]COUTURE STINGER — TIER 15[/h]

Image: Riot Games[h=2]COUTURE FRENZY — TIER 16[/h]

Image: Riot Games[h=2]COUTURE MARSHAL — TIER 20[/h]

Image: Riot Games[h=2]KINGDOM PHANTOM — TIER 25[/h]

Image: Riot Games[h=2]DOT EXE ODIN — TIER 30[/h]

Image: Riot Games[h=2]DOT EXE GHOST — TIER 35[/h]

Image: Riot Games[h=2]DOT EXE JUDGE — TIER 40[/h]

Image: Riot Games[h=2]DOT EXE VANDAL — TIER 45[/h]

Image: Riot Games[h=2]KINGDOM CLASSIC — FREE FINAL TIER[/h]

Image: Riot Games[h=2]KINGDOM MELEE — TIER 50[/h]

Image: Riot GamesPlayers that don’t want to buy the battle pass won’t be left out of the action entirely. Riot is also offering a free pass that will give players a few rewards like titles, sprays, and eventually even a weapon skin. On top of that, everyone, whether they pay or not, will earn XP for the battle pass overall, so if you decide to buy the pass later you’ll get credit for all the tiers you’ve already unlocked.
Riot hasn’t announced how long Episode 1: Ignition will be, or how long players will have to unlock all the tiers in this first battle pass.
 

iampasha

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Apr 4, 2013
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Played it, first impressions are that it's brutal , specially if haven't played counter strike before.. but if you have, the muscle memory will carry over.. ttk is very low so you better have good aim ( which I don't ). Visibility is great, shooting feels good too but movement sometimes feels jerky

I'm surprised they didn't delay the launch due to protests...

Sent from Mobile
 

NaNoW

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Played it, first impressions are that it's brutal , specially if haven't played counter strike before.. but if you have, the muscle memory will carry over.. ttk is very low so you better have good aim ( which I don't ). Visibility is great, shooting feels good too but movement sometimes feels jerky

I'm surprised they didn't delay the launch due to protests...

Sent from Mobile
I really like the game. I have been playing it since day 3 of closed beta with a group of friends and yes its basically CS with some abilities. I really like the game. The intrusiveness of Vanguard - their anti-cheat nonsense was unpleasant however you can close it at launch.
 

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Valorant’s new patch makes it easier to surrender when you’re getting stomped



The patch also gives the Guardian a much needed buff




Sage and Brimstone stand in front of the Valorant logo



A new Valorant patch is here and this time around Riot seems focused on a few smaller quality-of-life tweaks. This patch brings some changes to one of Valorant’s most awkward guns, and makes surrendering an Unrated match just a little easier.

The biggest gameplay change of this patch comes to the Guardian, a gun that didn’t quite have a place in Valorant. It was too expensive to be a budget weapon, but close enough in price to a regular rifle to make the purchase difficult to justify. However, with this patch the Guardian is getting a price reduction to 2,500 Creds, making it a slightly more affordable option.




This patch also updates Valorant’s surrender option to be a little more forgiving in non-competitive matches. Now teams in Unrated Mode only need an 80% vote to agree to surrender, rather than the 100% they needed before. Matches in Competitive Mode, where ranks are on the line, will still require teams to secure a 100% yes vote to surrender, however. Another slight change to the surrender system in this patch allows players to start the surrender vote at round 5, rather than having to wait until round 8.

For a look at all the changes coming to Valorant in this you can check out the full patch notes.

VALORANT PATCH 1.03 NOTES
WEAPONS UPDATES

Guardian

  • Price reduced from 2700 >>> 2500
  • Rate of Fire reduced from 6.5 >>> 4.75
  • Penetration power increased from Medium >>> Heavy
  • Input queue updated from 0.083 >>> 0.1175
Up until now, the Guardian has lived in a strange position in the arsenal. Price-wise, it remained close to the premium rifles while not adequately competing with their power, making it too pricey as an alternate economic option, but not powerful enough to be considered as a premiere weapon choice. Its fast fire rate made it more powerful in close range situations than we’d like, given our goals for the weapon’s long-range, precision shot fantasy, and—despite its semi-automatic, heavy-hitting firing style—it matched other rifles in terms of penetrating power. We hope these changes will sharpen the Guardian’s identity as a long-range, versatile weapon, with its heavy penetration values and lower price providing some more nuanced choice competition to the rifle category of the arsenal.
MAP UPDATES
Haven

  • Removed spot where Spike was unable to be retrieved once dropped.
All Maps

  • Fixed multiple spots where players were able to clip inside level geometry
  • Removed more locations where Sova’s sensor arrow was able to go through walls
MODE UPDATES
Spike Rush

  • New Orb: Twin Hunters
  • Capturing the orb releases two hunting wolves to track down the two nearest enemies (from orb location, they will not change targets after spawning).
  • Wolves speed up when they spot an enemy and dash at them when close, slowing and near-sighting for 4 seconds upon impact.
  • Wolves have 150 HP and can be damaged
  • Wolves will time out at 15 seconds, or when their target is killed
Split: Orb Location

  • Mid defender side orb has been moved onto mid platform to make it slightly less defender favored
QUALITY OF LIFE
Surrender changes

  • Unrated Mode vote requirements to pass changed from 100% to 80%
  • Competitive Mode vote requirements to pass remains at 100%
  • You can now call a surrender vote starting with round 5 versus round 8
  • A new button in the in-game menu has been added to call a surrender vote
We know it can be at times challenging to get a surrender vote to pass given it has historically required an unanimous vote. For Unrated Mode , which is meant to be lower stakes than Competitive (no rank on the line), we have made adjustments so if the vast majority of the team wants to surrender (80%) they can now opt out of that match and find a fairer fight sooner.
Competitive Mode

We plan to keep the vote requirement as unanimous, because surrendering has an impact on your rank (all unplayed rounds count as loss credit), we want to make sure the team is in full agreement before a decision is made that will negatively impact a player’s rank. We’ve also slightly reduced the minimum rounds needed to be played so that if players have a particularly bad start, they can opt out of that match earlier.
  • In the Collection screens, there is now a checkbox to toggle between showing all items or only owned ones (additional options and improvements for managing your collection will be coming in future patches)
  • Fixed a bug where the mission “You or your ally plant/defuse spikes” sometimes did not take into account plants and defuses by allies
  • Transition screens and startup screens are now letterboxed
  • Fixed text overlap issues in the Battlepass and Contract screens in some languages
  • Players in custom games with cheats enabled can select a different Agent to use on the next round in the cheats menu.
  • Removing a friend will now prompt a confirmation dialogue
  • Pressing Escape while typing in the chat box will clear the message
  • Revised layout of confirmation dialogs to make primary action larger and always on the left; applied color in various places, like using red for destructive actions; revised the locations of some confirmation and cancel buttons for consistency
  • Minor fixes for visual artifacts on Bind on Intel GPUs
  • Minor render improvements for modern hardware
  • Added an error popup for crashes on startup linking to troubleshooting guide for crashes
  • Patch notes and payment windows will scale correctly on 4K monitors
  • IME input on payment windows will now work correctly (Japanese/Chinese)
  • Players can now view individual skin levels in the collections and store view
  • Updates to censored hit impact effects for better readability
  • Added Agent silhouettes for observers
  • Improved render performance for silhouettes
  • Agent health bars are now visible to observers
  • Fulfilling a buy request while moving will no longer interrupt your movement
  • Custom Games Tournament Mode:
  • Custom games can now be set to Tournament Mode.
This allows every player in the game to have access to the Toggle Match Timer cheat in game without having all other cheats enabled. It also allows observers to be flagged as moderators, which grants them access to additional cheats that they can use as necessary. Regular observers cannot use cheats anymore.
We’ll be looking at expanding the list of moderator cheats in future patches.
BUG FIXES
  • Fixed a Cypher bug where traps that were placed such that they were on the inside of a doorway, would not trigger when someone walked through them
  • Fixed an issue with the Match Timer hitching under unstable network conditions
  • Fixed an issue where players couldn’t jump off ascenders if jump was bound to the mousewheel
  • Fixed some visual issues that could occur when reconnecting to the game while dead
  • Fixed Barrier phase announcement showing up in normal games for observers
  • Fixed various UI issues on observer scoreboard
 

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Valorant’s upcoming ‘Ultra Edition’ skins turn weapons into living dragons



Elderflame is Valorant’s new line of dragon-themed skins





Riot announced a new line of Valorant skins on Thursday that are more complicated and elaborate than any other skins in the game so far. The new skin line is called Elderflame and they’re the game’s first “Ultra Edition” skins. The bundle appears to feature four gun skins and a knife, all themed after fire-breathing dragons.

The bundle includes skins for the Operator, Vandal, Frenzy, and what might be the Judge. While all of the skins have the same general theme, black-scaled dragons that breathe fire, each one appears to be its own unique “living” dragon.

RELATED
Valorant review: The stripped-down, skill-based shooter that’s only getting started
The Elderflame line, like many of Valorant’s other skins, will likely be bought with Valorant Points. In most of the previous bundles, players have been able to only buy the specific skins they wanted, rather than purchasing the whole bundle, and that’s likely to be the case here as well.

Valorant’s Edlerflame skins will be released onto the in-game store on July 12.
 

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Valorant getting a new ranked system for Act 2


Everyone’s rank will get a small reset when the new content launches


Shooting a Vandal rifle in Valorant




Valorant’s big content updates are divided into Acts, for smaller additions like new Agents, and Episodes, for bigger additions like maps, and the game’s first Act is about to come to an end. Ahead of Act 2, which is likely to start around Aug. 4, Riot Games announced a few changes coming to Valorant’s ranked mode in the next Act.

The biggest new addition for the upcoming Act is what Riot is calling Act Ranks. Act Ranks are how Riot will track and display a player’s ranked progress and accomplishments once an Act ends — though these won’t exist for Act 1. Act Ranks will show up on player profiles and work like a commemorative trophy of your competitive journey.

Act Ranks are made up of a few different factors. The first is “proven skill,” which is determined by the nine best ranked wins players have in an Act. So if you win nine games at Diamond, but then fall all the way back down to Gold rank, your proven skill at the end of the Act will only include the nine Diamond wins. The other factors that go into Act Ranks are your highest ranked win, and your number of ranked wins in an Act.



A work in progress of Valorant’s Act Rank Badge
The Act Rank Badge, which displays proven skill Image: Riot Games
Outside of these ranked prizes, Riot is changing a few other things about the mode as well. In Act 2, all players will have their ranks reset slightly, and will have to play three placement games. These games will take into account Act 1 matchmaking rating, meaning that they should be pretty similar to the games everyone was playing before the new Act began. After these three placements matches, most players will be placed slightly lower than they ended Act 1, because the system wants to place them in winnable games.



While all these changes are on the way for Valorant’s ranked system, we still don’t know what other changes could be coming once the new Act hits. Riot has already mentioned the possibility of releasing new Agents with new Acts — which would certainly make sense for Act 2 — but for any concrete information, we’ll have to wait until Riot reveals its plans sometime in the next several days.
 

Necrokiller

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Its an odd mix of CS and Overwatch, not as fun as either and doesn't gel well imo. Dropped it after a few matches.
 

manigamer

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Valorant’s latest patch nerfs the popular jumping shotgun tactic


Shotguns are to be used on the ground only from now on


Reyna and Raze stand in front of the Valorant logo



The first patch for Valorant Act 2 is here, and it isn’t shaking things up too much. Instead, this patch is taking aim a few small bugs, and one move that’s proven particularly annoying for most players: shotgun jumping.

Most weapons in Valorant aren’t accurate if they’re fired when a player is jumping. However, shotguns were an exception to this rule, which made firing them while jumping an occasionally useful choice. Since only one type of weapon works well in midair, most players won’t expect their opponent to jump during a fight.



However, it seems that Riot wants to cut back on the viability of the move a little bit. This patch increases the spread on shotguns when they’re fired in midair. This shouldn’t hit shotguns too hard, but you’ll want to fire them from a stationary position from now on.

The only other major change in this patch comes to blinding effects like Phoenix’s Curveball and Breach’s Flashpoint abilities, which should now be a little easier to turn away from.

For a look at all the changes that came with Valorant patch 1.06, including all of the small bug fixes, you can take a look at the full patch notes.

VALORANT PATCH 1.06 NOTES
AGENT UPDATES

  • The audio and visuals for blinding effects (Phoenix Curveball and Breach Flashpoint) should better indicate when to turn away, and when it’s safe to look again
Weapon Updates

All shotguns — updated to be less accurate when fired while in the air

  • Spread penalty when in air increased .5 >>> 1.25
While shotguns are doing well in situations they are supposed to,, there’s been overly frustrating moments where people are accurate with these weapons while in the air. We hope to curb some of those encounters while still making them possible if you catch an opponent at a short distance. We’ll also be investigating more potential changes to shotguns now that we’re rested.
QUALITY OF LIFE
In Collection menu screens, the “Show Owned Only” toggle now persists between screens and client restarts.

BUG FIXES
  • Potential fix for the bug where the player’s HUD sometimes disappears.
  • Fixed a bug in deathmatch match history & match details where ties between 3 or more players were not displaying as a tie, instead showing the lowest rank as if they were not tied (so a 3 way tie for 2nd would show 4TH PLACE instead of 2ND PLACE (TIED)).
  • Fixed a bug that allowed progress towards competitive matchmaking for new players by forfeiting unrated games.
  • Forfeited games will not count towards the Competitive requirement for the team who forfeited.
  • Fixed a bug where ‘<Missing String Table>’ would appear in the chat log.
  • Fixed a bug where strange player names could appear in chat when managing party invites
  • Fixed a bug where some players were missing rewards after reaching the end of Agent Contracts or the Act Battlepass. Playing a game should grant the missing rewards, including missing rewards from Act 1.
 

willdiam

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Sep 23, 2021
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Great post! When Valorant was released in March 2020, I was actively playing CS: GO at that time, and at first, I didn't want to try playing Valorant. I thought it was a complete copy of CS: GO, only with abilities and cartoon graphics. But then I got access to the game, and still, a friend forced me to play a couple of matches. And God, I loved this game so much! Most of all, I played for Jett because she has a blink, and she is a very mobile character. Therefore, always try to play the game before you pour shit on it. Yes, I sometimes play CS: GO, but I do it much less often. The only thing that keeps me in this game is csgo trade sites, where I sometimes sell or buy skins, but it's just like my hobby.
 
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