Following the conclusion of VALORANT Champions Paris in September last year, developer Riot Games dropped one of the most disruptive updates in the history of the game. Patch 11.08 significantly reduced agent utility in an effort to “strike a healthier balance between gunplay and abilities.”
Seven months later, VALORANT players – both on the casual and competitive side of the consumer base – still feel the repercussions of Patch 11.08. Most noticeably, heavy sentinel nerfs have led to a fast-paced, double-duelist meta that rewards strong micro gameplay, aka aiming and teamfighting above all else.
In an attempt to reduce the ongoing duelist dominance, Riot Games has begun targeting this agent class with nerfs, starting with Yoru and Waylay. While these changes seem to balance out the previous power gap between duelists and other agent classes, they have also brought about a new concern.
“If Riot is gonna go in this direction, you might as well just bring the barriers to spawn and just make it a different-colored CS, like literally. And at that point, it might even be a better game,” argued caster William “Chobra” Cho in a recent episode of the VALORANT talkshow Plat Chat. “Cause honestly, right now, it’s just in the middle. It’s not CS, and it’s not a hero shooter.”
So, is VALORANT esports becoming too similar to Counter-Strike, its main competitor in the FPS genre? And is Riot Games slowly whittling down the unique selling point of its own product?
Between Tactical FPS and Hero Shooter
Before the official release of VALORANT in 2020, Riot Games introduced the global FPS fandom to an upcoming addition to the game genre. Project A was advertised as a tactical shooter with a unique twist.
However, the game developer made another promise back then: “To be clear, in Project A, shooting matters. You don’t kill with abilities. Abilities create tactical opportunities to take the right shot. Characters have abilities that augment their gunplay, instead of fighting directly with their abilities.”
Seasoned VALORANT enthusiasts will likely recognize this statement because it was turned into a meme later on to poke fun (and make criticism) at the introduction of lethal agent abilities, such as Raze’s Showstopper, as well as the sheer amount of utility seemingly disrupting gunplay.
Riot Games’ answer to these concerns from some parts of the VALORANT community was to nerf everyone, but especially sentinels and initiators that rely heavily on their abilities to play off of and support their team.

“It was the most wide open I think the game has ever been, and I think that’s when it’s fun,” shared on-air talent Mimi “aEvilcat” Wermcrantz on Plat Chat when discussing the recent Patch 12.05. “I don’t think it’s as fun when everyone’s playing the same thing. Double-duelists it has its highlights. But watching double-duelist versus double-duelist means that you don’t get those stylistic match-ups at least as often.”
Other guests on the episode agreed with this sentiment, with VALORANT caster Josh “Sideshow” Wilkinson adding that double-duelist gameplay can feel one-dimensional.
“The way that you have to play that on defense sounds extremely predictable,” he explained. “Like, the teams that we saw playing those kinds of comps at [Masters] Santiago were running at you most of the time.
“And it’s kind of difficult not to run at people because you don’t have very much information, you have to face-check for info, and you don’t have escape mechanics […] It reduces the number of tools you have to work with on defense.”
Considering these strikingly different perceptions of VALORANT metas, there seems to be a disconnect between the game’s esports scene and its actual player base. Indeed, VALORANT esports barely reflects the gaming experience of the game’s casual or competitive player base. And it hasn’t for a long time. Just to give one example, strongly ranked agents like Clove and Reyna are almost never played by professional teams.
Riot Games’ listening to the average VALORANT consumer’s voice with waves of utility nerfs might be eroding the tactical depth of professional VALORANT. But the developer’s latest direction might also widen the divide between the player base and pro play.
Let’s explore why.
VALORANT Has Become Too Easy To Learn

Alongside the massive nerfs of Patch 11.08 came ability effects and cool-downs standardization for many agents. For instance, Brimstone’s, KAY/O’s, and Reyna’s Stim effects were unified while all initiators received the same cooldown increase for their recon abilities.
On the surface, these changes make it easier for players to become familiar with different agents and build muscle memory. However, they also water down the uniqueness and tactical depth of VALORANT’s agent pool – another step towards a more casual gameplay experience and away from a high-skill-ceiling game that bridges the gap between tactical FPS and hero shooter.
Moreover, without enforced standardization, ability effects and cooldowns could be adjusted to balance individual agents instead of nerfing everyone.
But VALORANT’s recent trend of simplification goes even further than Patch 11.08. It also affects agent design. Miks, the game’s newest agent, was released less than a month ago as a controller with a music and sound theme. And his signature ability, the smokes, functions nearly the same as Clove’s smokes. They are point-and-click smokes with no additional mechanics.
In contrast, all controllers prior to Clove and Miks had a unique way of placing smokes in tune with their specific agent themes and background stories. With the exception of Brimstone, though, their kits required practice to be utilized effectively.
“It seems pretty clear to me that Riot, three, four years ago, whenever they were designing Clove and Miks, had this idea that ‘our next controller agents must be simple so that people will actually play them in ranked,” theorized analyst Thinking Man’s Valorant in a recent YouTube video. “And I think that that explains why both Clove and Miks, perhaps, have fairly simplistic kits.”
“They could have ended up with something really cool, something that really made you think differently about how the game was gonna be played. And instead, we just got kind of the watered-down, very Barry basic version of it,” he added later.
Designing agents like this does two things. First, it once again creates more homogenization within the game. And second, it creates more agents that will only be played outside of pro play. The gap between what you experience when playing the game and what you see when watching VALORANT esports is widening.
Yet VALORANT Can Be Frustrating to Master

Let’s put ourselves into the shoes of a seasoned VALORANT player. We started our VALORANT journey five years ago and fell in love with Cypher’s ratty playstyle. We went online to learn the ins and outs of this agent, the hidden mechanics and lineups, and several utility setups for every map. Our efforts pay off in-game. We lock down sites with our utility and make frags based on our kill trips.
But we want to get even better. So, we learn from the best of the best. We tune into professional players’ streams, study their setups, and watch them play our favorite agent against other incredibly skilled players.
And then, our main gets nerfed. No more funky setups, no more kill trips, no more Cypher in pro play. This has been the fate of many geeky one-tricks in recent months. For instance, Cypher, Vyse, Breach, and Deadlock have all been nerfed to the point where their original playstyles changed drastically, and their pick rates in esports plummeted.
It’s an incredibly frustrating experience. Plus, it makes it difficult to sell the game and its esports scene to competitive gaming consumers. Why should they pick up VALORANT, master an agent or agent class for hundreds of hours, just to have it all taken away by a single patch, to realize that there’s no one at the highest level of play to look up to since the agent or class simply isn’t viable anymore.
“My biggest disappointment is that this feels like it’s Riot afraid of going back to a util-heavy meta and instead of creating those individual moments […] and letting them feel like they have power in their identity,” highlighted Mimi. “The language they use a lot is the ‘power fantasy’ of playing an agent. I think that’s dead right now, especially for sentinels.”
Is VALORANT Turning Into Counter-Strike?

The strategic possibilities provided by a diverse and flavorful agent pool are the primary differentiator between VALORANT and its tactical shooter cousin, Counter-Strike. Therefore, the game has grown closer to its competitor with its recent pivot away from utility strength and towards gunplay.
“Gunplay’s always been the best way to play. But now, they’ve given no reason to even try with the other way,” commented VALORANT on-air talent, Brennon “Bren” Hook, on Plat Chat.
On the other hand, every patch still carries the potential to shift the direction back towards player agency and agent diversity. For instance, the Yoru nerfs might make sentinels more viable or even necessary in pro play for safely gathering information across the map.
The main issues right now appear to be staleness in esports matches and player frustration. Riot Games’ current VALORANT vision neither commits to a tactical FPS nor to a hero shooter, resulting in a flattened experience for watching and playing.
“Patch 11.08 was a mistake,” concluded Sideshow on Plat Chat. “Like, yeah, maybe they did make gunplay more important than it used to be. In terms of agent balance, it clearly failed, in my opinion.
“And I think we’re gonna spend this next year, maybe even a bit more, basically just fixing the mistakes that they made prior.”













































