Valorant Patch 1.11: Economy changes explained
The recent Valorant patch has bought many major changes to the game, including updates to the economy ruleset of the game. The economy changes mostly revolve around how loss bonuses will work.
Context of the economy ruleset changes "These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss."
Many players are having difficulty understanding the new system. This article that explains the new 'economy system' of Valorant in detail.
The term 'Income sources' refers to the different sources of earning credits for the next round by either killing an enemy or planting the spike in the current round.
The Kill and Plant reward are pretty much the same, but the loss bonuses have been tweaked a little bit. Earlier the game had a constant loss bonus of 1900 credits but now the loss bonus keeps on increasing if you are on a streak.
If you lose a round and (after the previous one was a win) you will receive an usual loss bonus of 1900 credits. If you lose the immediate next round you will receive an increased loss bonus of 2400 credits and if you lose another consecutive round then you will receive a much-increased loss bonus of 2900 credits and if you are on a losing streak, you will keep receiving a loss bonus of 2900 and prior to this if you win one round (by god's grace) your loss bonus will be reset to the usual 1000 credits.
You will receive lesser than usual loss bonuses during the following scenarios:
Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
If you are playing attack- you could not take control of any site and you decide to save the weapon for the next round, the loss bonus you get will be lesser than the usual- 1000 credits. But if you plant the spike and lose the round and still manage to survive, you will receive the usual loss bonus.
Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
If you are playing defense and the attackers plant the spike- you fail to defuse it but manage to stay alive in order to save the weapon for the next round, the loss bonus you get will be lesser than the usual (1,000).