How to select preferred servers in Valorant?

Master Valorant Act 3’s new server selection, competitive changes, and optimized Deathmatch experience

Server Selection Feature Deep Dive

Valorant’s Act 3 introduces a groundbreaking server selection system that revolutionizes how players connect to matches. This feature empowers you to prioritize specific servers based on real-time latency metrics, dramatically improving your gaming experience by reducing connection issues and optimizing performance.

To configure your server preferences effectively, follow this comprehensive process:

  • Navigate to your desired game mode selection screen (this functionality works across all match types)
  • Locate the server icon positioned above your player card display and beneath the ‘Open’ indicator
  • The interface will populate with available servers alongside your current ping measurements to each
  • Designate between one and three preferred server locations for matchmaking prioritization
  • This system provides unprecedented control over your connection quality. If your geographically closest server exhibits inconsistent routing or high latency, you can strategically select alternative servers that offer more stable performance, regardless of physical distance.

    For optimal results, regularly monitor your latency metrics and adjust selections based on time-of-day performance variations. Many players discover that servers further away sometimes provide more consistent routing than their local options during peak hours.

    Icebox Map Analysis & Strategy

    Icebox emerges as Valorant’s latest arctic-themed battlefield, introduced through the 1.10 update. This environmentally diverse map presents unique tactical challenges with its emphasis on vertical engagement and complex site layouts. While currently available in unrated, deathmatch, and spike rush modes, competitive integration is delayed for two weeks to address potential balance issues.

    “Each Icebox site is a complex combat space that features plenty of cover and verticality,” the development team explained when detailing the new environment. “This map emphasizes skirmishes, sharp aim, and adaptive play. There’s also a zipline that amplifies the feeling of quick action and verticality.”

    Strategic considerations for Icebox mastery include:

  • Vertical sightline control is paramount – utilize elevated positions for information gathering
  • The central zipline creates rapid rotation opportunities but exposes users to ambushes
  • Site executes require careful utility usage to clear multiple elevated angles simultaneously
  • Defensive setups should incorporate crossfires that cover both ground and elevated approaches
  • [Editor’s Note: Remember! Act III’s new map, Icebox, has been disabled for Competitive until the next patch to give us time to fix any bugs or issues that may arise before enabling it for ranked play.]

    Competitive System Overhaul

    Act 3 implements substantial competitive system modifications that redefine ranked matchmaking dynamics. These changes address community feedback regarding match quality and ranking consistency across different skill tiers.

    The competitive restructuring encompasses several key areas:

  • Party rank restrictions now enforce a maximum 3-tier difference (reduced from 6 tiers)
  • Immortal and Radiant rankings now calculate progress exclusively based on match outcomes and round differentials, removing individual performance metrics
  • Matchmaking algorithms have been tightened to minimize skill variance within games
  • Competitive Act II concludes with Patch 1.10, transitioning directly into Act III. Your Act Rank progression from Act II is preserved, while you’ll participate in new placement matches for Act III ranking determination.

    Ranked participants receive their Act II Rank Badges and commence progress toward Act III accolades. The badge’s central element reflects your ninth-best competitive victory, while the peak displays your highest achieved rank. These badges appear exclusively in competitive environments: match lobbies, loading screens, combat reports, and endgame MVP displays.

    Strategic implications of these changes include:

  • Party coordination becomes more crucial with tighter rank restrictions
  • Immortal+ players should prioritize round wins over individual statistics
  • Placement matches gain increased importance for initial rank determination
  • Enhanced Deathmatch Experience

    Deathmatch undergoes its most significant transformation since launch, with fundamental changes to player count, spawning mechanics, and gameplay flow. These adjustments address long-standing community requests for a more dynamic warm-up environment.

    The Deathmatch revolution includes:

  • Player capacity increases from 10 to 14 participants
  • Spawning algorithms redesigned for safer initial positions
  • Periodic location pulses removed, replaced by single respawn pulses only
  • Match duration extends to 9 minutes with victory condition raised to 40 eliminations
  • Automatic weapon reloads triggered by each kill (Ares and Odin receive 30 rounds)
  • Experience rewards jump from 500 to 900 XP per match
  • The development rationale behind these changes emphasizes improved gameplay flow. “With 10 players, you’d sometimes have to run 10 or 15 seconds to even find a fight, which can really kill your flow,” explained the design team. “Sometimes you’d also spawn way too close to enemies. This was because we had to artificially increase spawn density because of the low player count.”

    The increased participant count enables more consistent engagement while maintaining Valorant’s signature 128-tick server performance. The removal of periodic radar pulses reduces distraction, while the respawn pulse provides essential orientation without overwhelming information.

    Advanced Deathmatch strategies now include:

  • Utilize the automatic reload to maintain aggressive positioning after kills
  • Anticipate engagements based on respawn pulse information
  • Practice angle clearing with the increased player density
  • Maximize XP gains through consistent participation in extended matches
  • Technical Improvements & Bug Fixes

    Beyond major feature additions, Act 3 delivers extensive technical refinements and quality-of-life enhancements that improve gameplay smoothness and spectator experience.

    Movement and map interaction updates include:

  • Ascenders (Ropes) / Ziplines
    • Acceleration adjusted to prevent sudden shifts in direction (this was added last patch but wasn’t in the patch notes because well, you might start asking about ziplines)
    • Added weapon tagging when shot while on Ascenders
    • These changes are intended to make players that are using Ascenders and Ziplines less evasive during combat.
  • Vision Cones accuracy improved for Ascent, Bind
    • Haven, Split may also be updated in this patch
  • Players no longer get stuck trying to descend vent ropes while walking (leaving A-Tower)
  • Observer and spectator enhancements provide tournament organizers and content creators with improved tools:

  • Tournament custom games now support up to 12 simultaneous observers
  • Observers can activate walk mode in freecam for precise camera movement
  • In-world pings display team colors for observer clarity
  • Reyna and Phoenix ultimate timers correctly update for spectators
  • Plant/defuse progress UI remains constantly visible with player identification
  • Crosshair settings allow team-color locking for observers
  • Social and quality-of-life improvements include:

  • Friend notes system integration with League of Legends cross-platform synchronization
  • Social panel sorting pauses during user interaction
  • Requested weapons can be sold back to the shop with requester refund
  • Critical bug resolutions address various gameplay issues:

  • Fixed a Shooting Range bug in the plant/defuse module where players couldn’t buy abilities
  • Various Shooting Range UI bug fixes in the plant/defuse module, including incorrect text in the buy phase announcement, also adding a halfway tick to the defuse progress bar
  • Fixed a bug where other players’ messages would be forcefully filtered out of chat after you sent a message
  • Fixed a bug where the text box would not fade away in game
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