\n\n
\n
\n
\n
\n
\n

New Season

\n\n
\n\n
\n
\n
\n
\n
\n
\n
\n
\n
\n

The anticipation behind every new Valorant Act is one that players worldwide look forward too, and with Episode 5 Act 2 coming to a close, a new Act is on the horizon.

\n

There's been a lot teased with Valorant Episode 5 Act 3, from a new agent, to new game modes and even more.

\n

The most exciting part of this new act is the new Agent Harbor, as well as a brand new Battle Pass to sink our teeth into.

\n

We're going to runover all the changes coming to Valroant with the new Act below!

\n
\n\n
\n
\n
\n
\n
\n
\n
\n

\n \n Valorant Episode 5 Act 3 Release Date \n \n

\n
\n\n
\n\n
\n
\n
\n
\n
\n

Players won't have to wait much longer in order to jump into the new Valorant Act, as of now, the battle pass/competitive queues are running to a close soon.

\n

This means we should see Episode 5 Act 3 release the same day or October 17th, 2022. So, keep your eyes peeled on Valorant's social media for official news!

\n
\n\n
\n\n\n
\n \n \n \n \n \"\"\n \n \n \n \n \n \n \n
\n\n\n
\n
\n
\n
\n
\n
\n

\n \n New Skins - Ion 2\n \n

\n
\n\n
\n\n
\n
\n
\n
\n \n
\n \n \n\n \n\n \n \n \n\n
\n\n\n
\n
\n
\n
\n
\n
\n
\n

\n \n New Game Mode: HURM\n \n

\n
\n\n
\n\n
\n
\n
\n
\n
\n

NEW GAMEMODE: HURM | #VALORANT

> Ability-enabled team deathmatch game mode. Which players will race to be the first team to 100 kills.

— ValorLeaks | Valorant Leaks & Info (@ValorLeaks) August 19, 2022\n
\n\n
\n
\n
\n
\n
\n
\n
\n

\n \n New Agent - Harbor\n \n

\n
\n\n
\n\n
\n
\n
\n
\n

Harbor is going to be the newest controller to join the ranks within Valorant, and will join the likes of Viper, Brimstone, Omen and Astra, as the only agents within this slot.

\n\n
\n
\n
    \n
  • \nCove\n
      \n
    • EQUIP a sphere of shielding water. FIRE to throw. ALT FIRE to underhand throw. Upon impacting the ground, spawn a water shield that blocks bullets.
    • \n
    \n
  • \n
  • \nHigh Tide\n
      \n
    • EQUIP a wall of water. FIRE to send the water forward along the ground. Hold Fire to guide the water in the direction of your crosshair, spawning a wall along the water’s path. Alt Fire to stop the water early. Players that hit are SLOWED.
    • \n
    \n
  • \n
  • \nCascade\n
      \n
    • EQUIP a wave of water. FIRE to send the wave rolling forward and through walls. RE-USE to stop the wave. Players hit are SLOWED.
    • \n
    \n
  • \n
  • \nUltimate Ability: Reckoning\n
      \n
    • EQUIP the full power of your Artifact. FIRE to summon a geyser pool on the ground. Enemy players in the area are targeted by successive geyser strikes. Players caught within a strike are CONCUSSED.
    • \n
    \n
  • \n
\n\n
\n
\n
\n
\n
\n
\n
\n

\n \n Battle Pass\n \n

\n
\n\n
\n\n
\n
\n
\n
\n

Battle Pass items come courtesy of @Valorleaks

\n\n
\n
\n \n
\n
\n \n
\n \n \n \n
\n \n\n
\n \n \n
\n \n
\n \n\n
\n \n \n \"\"\n \n \n \n \n \n
\n\n\n\n
\n
\n \n \n
\n \n
\n \n\n
\n \n \n \"\"\n \n \n \n \n \n
\n\n\n\n
\n
\n \n \n
\n \n
\n \n\n
\n \n \n \"\"\n \n \n \n \n \n
\n\n\n\n
\n
\n \n \n
\n \n
\n \n\n
\n \n \n \"\"\n \n \n \n \n \n
\n\n\n\n
\n
\n \n \n
\n \n
\n \n\n
\n \n \n \"\"\n \n \n \n \n \n
\n\n\n\n
\n
\n \n
\n\n \n
\n \n \n \n
\n \n
\n\n \n
\n \n
\n \n
\n \n
\n \n
\n \n
\n \n
\n \n
\n\n\n\n\n\n
\n
\n
\n
\n
\n
\n
\n

\n \n Valorant Episode 5 Act 3 Patch Notes\n \n

\n
\n\n
\n\n
\n
\n
\n
\n
\n

Reminder: this is the start of Episode 5 Act III and that means there’s a number of new things that aren’t featured below: the return of the Ion skinline, a whole new Battlepass and a reset of ranks.

\n

\"10182022_VALPatchNotes508Article_Patch_Notes_Highlights_5_08.jpg\"

\n

AGENT UPDATES

\n

\"VALORANT_2022_E5-3_Article_Divider_Harbor_838x110_MB01.jpg\"

\n

HARBOR GOES LIVE!

\n\n

BUGS

\n

AGENTS

\n
    \n
  • Fixed an issue where friendly versions of area-damage abilities could overwrite enemy versions of those abilities to deal less damage
  • \n
  • Fixed a bug where Viper’s Toxic Screen could have small gaps around ground level in specific map locations
  • \n
\n

GAMEPLAY SYSTEMS

\n
    \n
  • Fixed various minimap bugs:\n
      \n
    • Ally position indicators would persist on the edge of minimap even after ally came back into view
    • \n
    • In some cases, KAY/O’s Suppression Blade position indicator could appear twice on the minimap
    • \n
    • Opening the larger map (defaulted to Caps Lock and ‘M’) during round transition could cause spawn barriers to appear as a single pixel
    • \n
    • “Recently Seen Enemy” icon indicators could sometimes update their position without the enemy being visible
    • \n
    \n
  • \n
\n

MAPS

\n
    \n
  • PEARL\n
      \n
    • Fixed a sliver line of sight from A Main to A Link
    • \n
    \n
  • \n
\n

\"10182022_VALPatchNotes508Article_Pearlbugfix.jpg\"

\n

Interface Changes

\n

OUR PROCESS

\n

To kick things off, we created a special task-force team to guide these efforts. This group’s goal was to identify how to converge efforts across UX, UI, Engineering, and QA to plus-up our game client and allow future scalability more easily. Some areas/tasks they tackled included:

\n
    \n
  • Auditing areas of opportunity in core game flow screens
  • \n
  • Defining where we can build consistency in design choices
  • \n
  • Building game engine enhancements
  • \n
  • Determined the backbone of our client and explored compatible multiplatform navigation options
  • \n
  • Broad style explorations at a high level to test our key assumptions
  • \n
  • Leveling up how we present VALORANT style and aesthetic in game
  • \n
\n

You’ve likely already noticed the start of this work in Patch 5.03. The Agent Browser UI was the first release of this greater effort. The team replaced our Agents’ textures with their 2D key art illustrations and updated the color schemes behind them to better convey their iconic and expressive personalities. This is just the start! We already have greater ambitions for this screen, along with many others.

\n
\n

A SNEAK PEEK

\n

With the goal of bringing together visually rich, vibrant, and fresh interfaces to unify our game and marketing visual identities, the first update we want to share is our new MVP screen.

\n
\n
\n
“We want you to understand the importance of the team aspect of VALORANT. This new, bold team shot helps to show off your team's MVP and your team composition while reinforcing the emotional narrative coming out of your most recent game—win or lose. We also hope this helps you appreciate the beauty of our Agent visuals with a focus on continuity into the end of game screens.” —Tea Chang, UX Design Manager
\n
\n

You’ll also start to see a new lobby, pre-match loading screen, and End of Game screens with designs meant to improve legibility.

\n
\n
“We wanted to remove a lot of visual clutter and improve the overall readability of the Lobby Screen. We had a lot of decoration elements that were pretty but didn't really serve a purpose. In order to emphasize the Playercard and its representation. And to give you a clear ‘call to action,’ we increased the screen’s contrast, pushed color values, and simplified our shape language.” —Oliver Zumstein, Visual Design Manager
\n
\n
\n

\n
\n
“We want the faceoff screen to be all about the two teams about to duke it out. We removed the map so your banners could take up the screen, better showing off your identity through your chosen Player Cards, Titles and Rank badges. We punched up both side's colors, mirrored banner layouts for symmetry, and added ‘VS’ text to emphasize the head-to-head feeling.” —Max Smiley, Staff Engineer
\n
\n
\n\n
\n\n
\n
\n
\n
\n
\n
\n\n
\n \n \n \n \n \"\"\n \n \n \n \n \n \n \n
\n\n\n
\n
\n\n
\n \n \n \n \n \"\"\n \n \n \n \n \n \n \n
\n\n\n
\n \n
\n\n
\n \n \n \n \n \"\"\n \n \n \n \n \n \n \n
\n\n\n
\n \n \n
\n \n \n
\n \n \n
\n \n
\n
\n\n
\n
\n \n \n \n \n
\n
\n\n\n
\n
\n
\n\n\n\n\n \n","datePublished":"2022-10-18T13:25:15Z","description":"A lot is to come in the new Act!","headline":"Valorant Episode 5 Act 3: Release Date, New Content, Battle Pass, New Agent and More","image":"https://cdn.shopify.com/s/files/1/0556/5795/5430/articles/unnamed_1dc233d3-d668-444b-9dfd-d0a9e705b144.jpg?v=1706890633","url":"https://au.turtlebeach.com/blog/valorant-episode-5-act-3-release-date-battle-pass-new-agent-and-more"}

LOOKING FOR ROCCAT? CLICK HERE

Login

Click the button to redirect to the login page and we'll send you a login code, no password needed.

Turtle BeachOctober 18, 2022

Valorant Episode 5 Act 3: Release Date, New Content, Battle Pass, New Agent and More

New Season

The anticipation behind every new Valorant Act is one that players worldwide look forward too, and with Episode 5 Act 2 coming to a close, a new Act is on the horizon.

There's been a lot teased with Valorant Episode 5 Act 3, from a new agent, to new game modes and even more.

The most exciting part of this new act is the new Agent Harbor, as well as a brand new Battle Pass to sink our teeth into.

We're going to runover all the changes coming to Valroant with the new Act below!

Valorant Episode 5 Act 3 Release Date

Players won't have to wait much longer in order to jump into the new Valorant Act, as of now, the battle pass/competitive queues are running to a close soon.

This means we should see Episode 5 Act 3 release the same day or October 17th, 2022. So, keep your eyes peeled on Valorant's social media for official news!

New Skins - Ion 2

New Game Mode: HURM

New Agent - Harbor

Harbor is going to be the newest controller to join the ranks within Valorant, and will join the likes of Viper, Brimstone, Omen and Astra, as the only agents within this slot.

  • Cove
    • EQUIP a sphere of shielding water. FIRE to throw. ALT FIRE to underhand throw. Upon impacting the ground, spawn a water shield that blocks bullets.
  • High Tide
    • EQUIP a wall of water. FIRE to send the water forward along the ground. Hold Fire to guide the water in the direction of your crosshair, spawning a wall along the water’s path. Alt Fire to stop the water early. Players that hit are SLOWED.
  • Cascade
    • EQUIP a wave of water. FIRE to send the wave rolling forward and through walls. RE-USE to stop the wave. Players hit are SLOWED.
  • Ultimate Ability: Reckoning
    • EQUIP the full power of your Artifact. FIRE to summon a geyser pool on the ground. Enemy players in the area are targeted by successive geyser strikes. Players caught within a strike are CONCUSSED.

Battle Pass

Battle Pass items come courtesy of @Valorleaks

Valorant Episode 5 Act 3 Patch Notes

Reminder: this is the start of Episode 5 Act III and that means there’s a number of new things that aren’t featured below: the return of the Ion skinline, a whole new Battlepass and a reset of ranks.

10182022_VALPatchNotes508Article_Patch_Notes_Highlights_5_08.jpg

AGENT UPDATES

VALORANT_2022_E5-3_Article_Divider_Harbor_838x110_MB01.jpg

HARBOR GOES LIVE!

BUGS

AGENTS

  • Fixed an issue where friendly versions of area-damage abilities could overwrite enemy versions of those abilities to deal less damage
  • Fixed a bug where Viper’s Toxic Screen could have small gaps around ground level in specific map locations

GAMEPLAY SYSTEMS

  • Fixed various minimap bugs:
    • Ally position indicators would persist on the edge of minimap even after ally came back into view
    • In some cases, KAY/O’s Suppression Blade position indicator could appear twice on the minimap
    • Opening the larger map (defaulted to Caps Lock and ‘M’) during round transition could cause spawn barriers to appear as a single pixel
    • “Recently Seen Enemy” icon indicators could sometimes update their position without the enemy being visible

MAPS

  • PEARL
    • Fixed a sliver line of sight from A Main to A Link

10182022_VALPatchNotes508Article_Pearlbugfix.jpg

Interface Changes

OUR PROCESS

To kick things off, we created a special task-force team to guide these efforts. This group’s goal was to identify how to converge efforts across UX, UI, Engineering, and QA to plus-up our game client and allow future scalability more easily. Some areas/tasks they tackled included:

  • Auditing areas of opportunity in core game flow screens
  • Defining where we can build consistency in design choices
  • Building game engine enhancements
  • Determined the backbone of our client and explored compatible multiplatform navigation options
  • Broad style explorations at a high level to test our key assumptions
  • Leveling up how we present VALORANT style and aesthetic in game

You’ve likely already noticed the start of this work in Patch 5.03. The Agent Browser UI was the first release of this greater effort. The team replaced our Agents’ textures with their 2D key art illustrations and updated the color schemes behind them to better convey their iconic and expressive personalities. This is just the start! We already have greater ambitions for this screen, along with many others.

A SNEAK PEEK

With the goal of bringing together visually rich, vibrant, and fresh interfaces to unify our game and marketing visual identities, the first update we want to share is our new MVP screen.

“We want you to understand the importance of the team aspect of VALORANT. This new, bold team shot helps to show off your team's MVP and your team composition while reinforcing the emotional narrative coming out of your most recent game—win or lose. We also hope this helps you appreciate the beauty of our Agent visuals with a focus on continuity into the end of game screens.” —Tea Chang, UX Design Manager

You’ll also start to see a new lobby, pre-match loading screen, and End of Game screens with designs meant to improve legibility.

“We wanted to remove a lot of visual clutter and improve the overall readability of the Lobby Screen. We had a lot of decoration elements that were pretty but didn't really serve a purpose. In order to emphasize the Playercard and its representation. And to give you a clear ‘call to action,’ we increased the screen’s contrast, pushed color values, and simplified our shape language.” —Oliver Zumstein, Visual Design Manager

“We want the faceoff screen to be all about the two teams about to duke it out. We removed the map so your banners could take up the screen, better showing off your identity through your chosen Player Cards, Titles and Rank badges. We punched up both side's colors, mirrored banner layouts for symmetry, and added ‘VS’ text to emphasize the head-to-head feeling.” —Max Smiley, Staff Engineer