Valorant: Decoding the Fade Special Agreement

As the embodiment of fear, Fade always chases and exploits the deepest fears of the target – before crushing them in the dark. Fade has the ability to reconnaissance at a personal level, with a higher potential in a small area (not a map like Sova). Not stopping there, Fade is also a less dependent reconnaissance agent.

Valorant: Decoding the Fade Agent - Photo 1
Fade is an agent created to compete on reconnaissance position

SKILL

Devil Eyes (E)

● Equipped with a terrifying entity. Pressing to throw the ball, it will fall straight to the ground after a fixed period of time. When touching the ground, the ball will turn into a terrifying entity, revealing the position of enemies within its vision. The opponent can destroy this entity. Reusing skills to activate the ball early while it is still flying.

Nightmare trap (Q)

● Equipped with a ball filled with nightmare water. Pressing to throw the ball, it will fall straight to the ground after a fixed period of time. When touching the ground, the ink water in the bridge will explode and imprison the enemies in the influential area, making them unable to escape in the usual way. Reusing skills to activate the ball early while it is still flying

Da Devil (C)

● Equipped with a devil. Press the shot to drop the devil, it will move in a straight line forward. The devil will mark and chase after all enemies or traces in the view in front of them, causing vision to the target if catching them up. Hold the shot button to control the devil to move in the direction of Hong Tam.

Shadow covering (x)

● Equip the power of fear. Press the shooting to release a nightmare wave that can go through the wall. This energy creates a mark on the enemy and causes decomposition and disintegrating their hearing.

FAQs with development team

– What is the goal of the group when designing fade?

Designer Nicholas Smith: Our intention is to create a new agent that can compete with Sova but with other play style. Fade has the ability to reconnaissance at a personal level, with a higher potential in a small area (not a map like Sova). We want the player to follow the match and always have to move in groups. So the use of skills that possess or change the existence (such as drone/wolf/crystal) will be greatly limited. At the same time, we also want a less reconnaissance agent to depend on the angles.

– Where did the group inspire and want to convey any special message through Fade?

Designer Nicholas Smith: For skills, we are inspired by the ultimate of Camille in the League of Legends to design a nightmare trap (Q) as well as the name of the character in the development process – “Bonus hunters”. Nightmar trap is a moment like “bola throw” or “we have been captured”. The prey has been cornered and you want to make sure they can't escape. I think it can be used in many different ways, but marking the enemy, then watching where they move and catch them will be the perfect situation.

I realize that the bonus hunters often have a companion. And due to the design of the traces of the character is a special element of the character, we need a safe utility to clear the way, because the showing of traces does not really threaten an angular enemy. The idea of ​​Da Devil comes from a companion who can clear the way for you to continue and really follow those traces. I have been inspired by a lot of companions of Diamond Hunting Dog in Metal Gear Solid 5.

– Do the group want to share any interesting challenges or stories when designing fade?

Designer Nicholas Smith: The way the trace of operation in parallel with the utility of other agents is really a challenge to overcome. When enemies move with skills or ports on bind, what to do? How to get traces to reach the target (we have a few versions of traces starting from Fade but feeling that the information will not be synchronized), when the whole enemy is the same accents, how to display, when there are many enemies appear on the screen, how to arrange it to grasp the most.

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