Developer: Riot Games
Release date: March 26, 2024
SKILL:
(E) Hoax
EQUIP to observe the battlefield. Press SHOOT to choose a landing position for Clove's cloud. Press the SECONDARY MODE key to confirm and release a cloud to block vision in the selected area. Clove can use this skill after dying.
(Q) Dip Cham
EQUIP 1 piece of immortal essence. Press SHOOT to throw the essence fragment, which explodes into small pieces after a short delay and temporarily disintegrates any targets inside.
(C) Absorb Life Force
INSTANTLY absorbs the vitality of a fallen enemy when damaged or knocked down by Clove, gaining temporary speed and health.
(X / ULT) Immortal
After dying, ACTIVATE to revive. After reviving, Clove must have 1 kill or support damage within a certain period of time, otherwise he will die.
SPECIAL AGENTS' EQUIPMENT:
Tier 1: Spray Painted Image – Wounded Heart Tier 2: Player Card – VALORANT Clove Tier 3: Title – Cunning Step 4: Spray Painted Image – Dress Up to Party Tier 5: Kingdom Credit – 2,000 Tier 6: Extra Gun Accessories – Metal Butterfly Wings Level 7: Spray Paint Image – Clove Spray Paint Image Level 8: Title – Immortality Level 9: Player Card – Let Off Wings Level 10: Gun Skin – Flutter (Ghost)
Q&A WITH THE DEVELOPMENT TEAM
What was the team's goal and inspiration when designing Clove?
“In terms of goals, we determined early in the process that this was the moment for the control role to open up to more aggressive play. Before Clove, we felt that the options were clear. restricted to “battle system” players (other than Omen). We also took inspiration from MOBA characters that taught specific lessons to players through their gameplay Example: Annie teaches LOL players not to huddle, and Twisted Fate teaches players the importance of their position on the map. We want Clove to teach VALORANT players how to value their lives in any given round. During the development process, I was also asked by some Rioters about ANGE1 and whether I would create this agent specifically for him.”
– Dan Hardison, Agent Gameplay Designer –
How did the team approach Clove's realistic depiction?
“Authenticity has remained one of our most important factors since the development of Agents. We supported that effort even before deciding which country the Agents came from, and that's our word.” “call for favors” of all group members.
To Clove, that effort looks like a lot of different things. The Story Team did preliminary research into Scotland and Scottish culture to find intersections that fit our overall creative goals for the character and skill set. Music, art, famous literature are all part of the process.
Then we bring in professional consultants, because no matter how much research we do, we will never achieve the actual level of expertise that a consultant can share. For Clove, we've expanded this process. We collaborated with an academic consultant, a language consultant (especially to fine-tune regional accent and authenticity), etc.
We also cast and filmed live from Edinburgh, which gave the Storyline team more first-hand experience of the city and the agent's culture. And of course, we always welcome the opportunity for players to bring their own unique perspectives to their characters.”
– Ryan Clements, Senior Story Writer; Antoinette Chable, Story Writer –
Any interesting challenges or stories from the team when designing Agent Clove?
“One of my favorite things that was once considered impossible is this ethereal state where you can use all your skills and move very slowly through the world as a player can't be targeted, but it was also very prototypical. At the player lab, we had to tell Clove players to stay away from opponents after they were downed because they could cause their opponents grief by fly and block them from moving, which isn't exactly the control play we're aiming for. It's fun to watch players move skillfully to get out of their opponents' way, and that never happens. out if there is DXH.
One of the design challenges that comes with being dead is the amount of limitations it places on the rest of the skill set, obviously the use of the ability after being killed brings a lot of power. The guiding design principle we used was that shooting Clove was almost never the wrong way to play, which also helped navigate the tactical shooting space we were in and suggested we You should stay away from ultimate moves that have too much impact. For example, we tried ultimates that had a big impact on the map but could only be used after being killed, but we never wanted Clove to encounter someone trying not to kill the agent. just to force Clove to use his ultimate, because the game would get extremely silly if that happened.”
– Dan Hardison, Agent Gameplay Designer –
How would the team describe Clove's playing style?
“Clove's optimal gameplay is like playing with fire you need to take risks and trade your life for greater benefits, remove enemy utility from the round by killing them to achieve success – Clove is unlike other control agents in that this agent's normal attack utility is weaker than normal, but Clove's ability to contribute after sacrifice is quite large, meaning you are mostly like always having to fight to the death instead of cowering before an opponent. Sometimes it's right for Clove to run in and get taken down, as long as they are traded by their allies – 1 for 1 will favor Clove if the life of This agent is traded to an opponent other than Clove! You must be willing to sacrifice for the team when playing Clove.”
– Dan Hardison, Agent Gameplay Designer –
Does the team think Clove will upset/change the current meta?
“The current VALORANT meta puts a lot of emphasis on retakes, and players in control are often forced to use skills just to stop and leave the site waiting for teammates to appear. We think Clove will encourage more risky solo play around the site, as this agent will not lose as much value as other agents if killed before using Trick. It is likely that this agent type will have a greater impact in combat ranking compared to professional competition, hopefully Clove can also make a splash in the professional arena!”
– Dan Hardison, Agent Gameplay Designer