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VALORANT Patch 13.06 AMA: Riot talks Performance Score, Agent Mastery and balance

VALORANT Patch 13.06 AMA: Riot talks Performance Score, Agent Mastery and balance
Written by: Wei
-
29/09/2026

Riot Games has shared more details about VALORANT’s Patch 13.06 updates, with developers answering community questions about Performance Score, Agent Mastery, matchmaking and game balance during a Reddit AMA.

 

The discussion clarified how the new performance system works, whether it affects ranked progression, and what players can expect from Agent Mastery in the future. Developers also addressed Neon’s current strength and the possibility of balance changes for the Warden.

 

Below are the highlights, with key developer responses preserved as direct quotes. The full conversation, including additional topics, is available in the Reddit AMA.

 

 

Performance Score

 

One player asked whether the “Trades” factor counts trading a teammate, being traded, or both. Riot developer riot_kero confirmed that both contribute:

 

“It counts for both! We think Valorant is best when you are playing TOGETHER ”

 

The developer explained that the system aims to encourage players to enter gunfights alongside at least one teammate and swing together when a fight happens.

 

Another question focused on the bell curve shown in-game, adjusted kills and deaths, and how utility contributes to the score.

 

According to riot_kero, the bell curve shows “Your performance score compared to all other players.”

 

For adjusted kills and deaths, the developer explained:

 

“Not all kills/deaths in a game have the same impact and we want to recognize when they are more impactful! First bloods for example are a lot more impactful than subsequent kills in a round”

 

Utility is evaluated differently depending on the Agent and ability:

 

“We normalize this per agent per ability so we don't evaluate a Chamber and Clove in the same way. We're actively tuning this piece to make sure it feels true to the game of VAL you played.”

 

 

Matchmaking and RR gains

 

Riot also clarified that neither Performance Score nor Average Combat Score directly affects MMR.

 

“Performance score and ACS do NOT affect MMR. MMR is generally a reflection of how well you play with your team and how well you perform in your gunfights!” riot_kero said.

 

The developer added that winning games and gunfights remains the most important factor in gaining RR. Performance Score is intended to help players understand how effectively they contribute to a win, rather than directly determine their ranked rewards.

 

“It’s not a causal score, it correlates.”

 

 

RiotReally expanded on the distinction, explaining that RR is calculated through a separate system closely tied to MMR, which accounts for expected outcomes:

 

“This is what helps prevent situations like a Diamond player queuing with 4 Bronze players and gaining big amounts of RR based on having a high Performance Score (or previously ACS).”

 

A strong performance should still be recognized by Performance Score, but Riot would expect the Diamond player to perform well in that scenario. Their score should therefore not automatically boost their RR gains.

 

The team also addressed visible rank differences in competitive matches after a Gold 2 player reported facing a Diamond 1 Reyna.

 

“We've been working on the MMR system throughout the year (and will continue to do so), and although we are happier with tighter matches (closer round differential/less crazy top frags), we think there's an opportunity to also look at tightening up the visible rank disparity in matches!”

 

 

Agent Mastery

Questions about Agent Mastery covered future rewards, the Kingdom Credit cap and whether the system is already considered complete.

 

Riot_Tyrana said the team is monitoring feedback and assessing whether the initial release meets its goals, while already discussing ways to expand the system.

 

“Overall, the team is very happy with where Agent Mastery landed, but we went into AM with the intent that it would be a living system. I'd say that the version you see today is what we consider "Version 1.0".”

 

The developer emphasized that future development should be guided by community feedback and how players progress through the system.

 

“It's important for us to collect the feedback, see how players are moving through the system, and outline our roadmap to make sure we can make changes that meet your expectations. Expect to see more in the future!”

 

 

On the Kingdom Credit cap, Riot is considering possible adjustments, but has not committed to a change:

 

“Before we commit to making a change, we want to see general trends and spending across the economy before we snap react. There are a lot of ways that we could adjust the economy, but we want to make sure that we're making the right decision for the best outcome.”

 

Another player asked whether Agent IDs and Accolades could be displayed in Agent select or the lobby, instead of being tucked away in career tabs.

 

RiotTrouble confirmed the team is exploring better visibility:

 

“We are definitely looking at ways to surface this stuff, particularly Agent Mastery, more visibly throughout the client.”

 

For players looking to level up faster, riot_dango explained:

 

“You earn Mastery Points just by playing, and you'll get bonus points for winning the match and for a high performance score. So play your best, play to win, and you'll level up faster!”

 

he developer also addressed concerns about the reset for players who were close to completing their old Agent contracts:

 

“And if the Agent gun skins are what you're really after, you only need to reach Lifetime Level 15 on those Agents to purchase them without needing to purchase any of the other items.”

 

 

Agents and game balance

 

Despite Patch 13.06 having no Agent balance changes, Riot’s Agents and Live Balance lead, penguinVALORANT, said there are still issues the team wants to address.

 

“There are a few problems to address that we'll be working on for sure - satisfied for the end of this year doesn't mean long-term satisfied if that makes sense.”

 

Neon is one of the main areas under review. The developer said she remains strong in Riot’s internal metrics, which track both win rate and player frustration.

 

“While we expect Neon to be frustrating, she's still out of line for both our tactical principles in experiential gameplay & just raw ranked power in multiple skill brackets.”

 

 

Potential changes would go beyond straightforward numerical nerfs:

 

“Changes here wouldn't be just straight numbers nerfs, we want to look at more pattern level changes.”

 

Riot is still testing multiple approaches, so the developer did not share specific changes.

Other priorities include making ranked matches feel less repetitive and rewarding macro strategy and other tactics to encourage more Agent variety.

 

The developer also acknowledged that the team went too far with some earlier nerfs, including Yoru’s first nerf pass.

 

On gunplay, penguinVALORANT said combat appears to be in a healthier state following the Bandit’s release, with the Warden still being reviewed for follow-up changes.

 

 

Warden balance and how Riot evaluates new weapons

Asked whether the Warden could receive changes to its price or firing rate, TiffyMunchsnax said the team is already discussing its first week of data, but could not commit to specific adjustments or a patch.

 

“Generally speaking though, weapons do take a little longer for players to build the mechanics around so there's some balance levers that are safer vs more disruptive.”

 

The developer explained that changing fire rate can disrupt the muscle memory players are developing.

 

Riot also clarified that VCT usage is only one part of how it evaluates a new weapon’s success:

 

“We don't only balance for VCT and look at usage there. But the biggest thing is does the gun have a clear identity on when you should be using it.”

 

The team considers several factors:

  • Kill/death and damage statistics.

  • Effects on team and enemy economy.

  • Player sentiment gathered through surveys.

  • The weapon’s feel, including audio and recoil.

  • Mechanical and positioning mastery.

  • How it fits Riot’s philosophy for weapon types such as rifles and shotguns.

 

These factors are compared with the weapons already available in the live game. VCT provides another setting where Riot can examine whether a weapon has a clear identity.

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