If you’re an avid Valorant player, then you’re likely no stranger to the shooter’s controversial ‘Deathmatch’ mode. While the game mode undoubtedly provides players with a great place to practice their raw gunplay, it has also constantly been under fire from the Valorant community for being incredibly frustrating to play.
The reasons behind the ill reputation of Valorant’s deathmatch game mode lies in its ‘free-for-all’ mechanics combined with the player spawn system.
As Valorant’s Deathmatch is a 12-player free-for-all game mode with extremely low spawn times, players often find themselves dying in unfair circumstances.
An ideal example of this would be getting shot in the back immediately after spawning at a point on the map.
I’d be preaching to the choir if I were to list out the flaws in the Deathmatch mode of Valorant, but a Reddit user has done his own research and statistically shown why the game mode might be in need of a major overhaul.
The user has shared his findings through a post on the platform, which is being applauded by the community for the efforts put into it.
As stated in the post, the user has distinguished the causes behind the death of a player dies in the following ways:
Double Swung: Died in part due to damage contributed by an enemy who enter your line of sight, while you are currently engaged with a different enemy.
Triple+ Swung: Died in part due to damage contributed by two or more enemies who enter your line of sight while you are currently engaged with a different enemy.
Spawn Death: Died within one second of spawn protection wearing off. If something is classified as a spawn death, it is not given any other classifications regardless of how the death occurred.
Shot in Back: Died due to an enemy off screen which you had no chance to turn to and return fire.
Cleaned Up: After leaving an engagement but being left with 50 or less health, you are killed by another enemy who’s shots do 50-100 damage. If something is classified as “Cleaned Up” it is not given any other classification regardless of how the death occurred.
Fair Death: Any death which is not given any of the above five classifications
He then proceeded to record 1000 deaths while playing in Deathmatch servers and assigned them to the above categories, and the results aren’t very surprising at all.
Only 38.2% of the deaths were fair deaths, while the rest were labeled as unfair deaths according to the categories. Ideally, you’d want the number of fair deaths to be as high as possible, and Valorant’s Deathmatch mode clearly falls short of even the 50% mark.
Taking a look at this, along with the rest of the statistics given in the post, it’s obvious that some form of change is needed in the Valorant Deathmatch mode to fix this issue.
While Riot has implemented changes to the Deathmatch mode multiple times in the past in attempts to fix these problems, fans are still asking the devs to make the game mode less frustrating to play.