Valorant Patch 6.02: Stinger Nerfs & More

It might have been delayed but the extra time might be worth the wait as patch 6.02 brings some interesting changes to Valorant.

Valorant agents
We love the smell of a new patch in the morning. | © Riot Games

It's patch week! That's right, after missing out on it last week, Riot will debut patch 6.02, which will have some substantial changes to the game after the 6.01 update focused solely on bug fixes.

Not all can be winners, of course, and after the debut of Episode 6 with the revamped Split and a new map, Lotus, making its way to the game, it was only natural a follow-up update focusing on small fixes followed suit.

Enough about previous patches, though, let's talk about what's coming with patch 6.02.

Valorant Patch 6.02 - Full Patch Notes

At the moment, we don't have access to the full patch notes, however, we do know the Stinger will get hit with the nerf hammer, as Riot believes the SMG is too strong for its price and has dominated eco rounds for far too long.

Gameplay System Changes

  • Adjusted max server rewind limit down to 140 ms from 200 ms. If you only play in games where everyone’s ping is low, you shouldn’t even notice this change. In other cases, the impact from this change will be subtle, and most of you won’t notice the difference. That being said, we expect to see the following changes in gameplay patterns:
  • Playing against players with high ping should feel less like you’re getting shot after moving behind cover by a bullet fired earlier
  • Players playing with high ping may start to experience hit registration inaccuracy

Weapon Changes


  • Cost increased 950 >>> 1100

Damage Fall-off Change:

  • 27 damage per bullet (0 - 15m)
  • 23 damage per bullet (15m+)


  • 27 damage per bullet (0 - 20m)
  • 25 damage per bullet (20m+)



  • Potentially fixed bug with KAY/O’s Zero/point (E) not showing the correct enemies that it has suppressed (please let us know if you see further issues here)
  • Pathfinding has been improved on Raze’s Boom Bot (C) when chasing an enemy. It can now more consistently jump up small heights and will do so with smoother movement
  • Fixed a bug with Boom Bot (C) getting stuck in a wall and rapidly shaking while making a loud noise. It will now bounce off the wall per usual
  • Fixed a bug where Yoru’s Fakeout (C) could get stuck in mid-air in various locations
  • Fixed bug where Cypher’s Neural Theft (X) would only reveal one time if he had been killed or the round had changed during a previous cast
  • Fixed a bug where Cypher’s Neural Theft (X) reveals would be interrupted when he was killed after it had been deployed


  • Players will no longer make footstep audio when dropping from Lotus B site platform to the fountain
    Lotus door volume has been lowered further (we lowered in 6.01 as well) during the rotation phase
  • On Lotus, players next to each other while rotating door…rotates should feel smoother
  • On Lotus, fixed an issue where players were spawning on the wrong side of barrier near C site if standing on rotating door at round end
  • On Fracture, fixed a bug where the “Paul Delmann” badge could be stuck on the screen after Buy Phase ends


  • Fixed an issue where Frenzy and Bulldog reload audio is quieter than other weapons in third person


  • Fixed a bug that caused voice chat to no longer function when disconnected from the internet for less than 60 seconds
  • If the internet is disconnected for 60 seconds or less, you will be able to reconnect to voice chat without having to relaunch the game.

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