Valorant patch notes – latest Valorant balancing changes and updates

If you're looking for the latest Valorant patch notes, and details on any new balancing changes for Riot Games' tactical PC shooter, we have them here.

Five Valorant agents standing in front of an orb

Valorant, Riot Games’ tactical shooter, requires you to stay on top of the ever-developing meta as you go toe to toe with your enemies in thrilling first-person combat. With frequent changes detailed by a list of ever-growing Valorant patch notes, players will find that they’ll need to constantly adapt in order to climb the Valorant ranks.

Riot Games usually pushes a handful of updates out during an Episode’s Act, which all alter our Valorant tier list. The best agents one week might be Jett and Viper – next week, they might be Brimstone or Sage. Even in the updates that aren’t meta-changing, the latest Valorant patch notes often contain changes worth knowing.

So, if you’re looking to get up to speed with the latest alterations and balancing changes – or work out why your favourite agent is suddenly underperforming – here’s everything you need to know about the latest Valorant changes.

Valorant patch notes 5.10

Valorant patch 5.10 notes bring buffs to Cypher and Harbor, and nerfs to Fade. Riot has also begun to roll out its Real-Time Disruptive Text Detection system in NA.

Agents

Cypher

“As the game has evolved, we’ve seen Cypher’s presence and relative impact on the roster fall off. While we attribute part of this to Chamber coming to dominate the Sentinel slot more than we think is healthy, we also have found that overtime Cypher’s Trapwire setups have become too predictable and easy to counter and that his Ultimate has felt lacking both in restrictions required to pull it off and the reward for doing so.

The increase in Trapwire distance should open up a lot of new potential setups for Cypher and allow him to mix up his play patterns in a way that forces his enemies to slow down and move carefully through the map if they want to spot them without being caught.

Removing the time restriction on enemy corpses should make his Ultimate more accessible than it has been in the past and allow for Cypher to feel more agency when he initiates Neural Theft, while adding a second ping should create a clearer period of time where Cypher is pulling the strings, taking in the information on the enemies initial location and setting up strategic moves based on the pressure of the second.

We hope that these updates get Cypher mains out there coming up with new setups for their information webs and that, when paired with upcoming updates to Chamber, help him reclaim a compelling spot amongst his peers.”

  • Trapwire
    • Maximum Trapwire length increased 1000 >>> 1500.
  • Neural Theft
    • Now reveals enemies two times. There is a four second delay between the reveals.
    • Time restriction to cast on enemy corpses has been removed.
    • Maximum cast distance increased 1200 >>> 1800.
  • Quality of Life
    • Updated the yellow silhouette used for Cypher’s reveal on Spycam and Neural Theft.
    • Yellow silhouette now disappears if the revealed enemy becomes visible to you to help reduce confusion of seeing two representations of the enemy in different places.
    • Yellow silhouette now starts dimmer and fades faster to make it more distinguishable from an actual enemy.
    • Cypher’s placed utility is no longer destroyed by allies’ AOE damage.

Fade

“Fade’s Prowlers have been a versatile and difficult-to-play-against ability that we’re looking to sharpen with these changes. The duration changes encourage Fade to be more deliberate in the areas that she chooses to sweep, while the other tweaks to the ability are meant to help enemies on the counterplay side of things.

The Nightfall cost is increasing in price, as we’ve found the baseline value of the Ultimate to be on the higher end compared to other Ultimates in the game.”

  • Prowlers
    • Duration reduced from 3 >>> 2.5 seconds. (Time the prowler is alive without a trail).
    • Delay on bite after reaching target increased .4 >>> .6 seconds.
    • Hitbox improvements.
    • Nearsight duration on hit reduced 3.5 >>> 2.75 seconds.
    • Prowlers now fizzle out and no longer debuff instead of debuffing its target if they teleported away before it finished its animation.
  • Nightfall
    • Cost increased 7 >>> 8.

Harbor

“Harbor abilities all make a healthy round impact, but we saw some players new to Harbor not using their abilities enough and feeling too constrained. We hope these changes make it easier for players to hit the ground running with Harbor and for skilled Harbor players to achieve more flexibility when controlling the map.”

  • Cascade
    • Number of purchasable charges 1 >>> 2

Gameplay Systems

Real Time Text Evaluation (NA only to start)

  • In addition to our existing interventions, we are launching a new feature to begin muting players in chat who send disruptive text messages in game. Interventions for disruptive text will now be applied sooner rather than later as we continue updating our systems to evaluate more types of text communication.
  • These improvements will be added to North America first and expanded to more regions in the near future.
    • With the implementation of more immediate text evaluation, we hope to detect and reduce disruptive situations while players are still in game and help you feel safer to engage in VALORANT.

Social

  • Fixed an issue that caused the “Auto-Reject Friend Requests: On” notification to be misaligned in the Social Panel for some languages.

Bugs

Astra

  • Fixed a bug where Astra could cast a fake Nebula right at the start of a round before her Star charged up.

Chamber

  • Fixed a bug where Chamber would fail to equip a gun at the start of a new round.

Harbor

  • Fixed Harbor’s Cascade being visible on Minimap for enemies with vision of it.
  • Fixed a bug where Harbor’s Cascade would sometimes spawn under the map.
  • Fixed a bug where Harbor’s Cascade targeter on the minimap would shorten when aiming up or down even though the Cascade would travel the same distance.
  • Fixed a bug where Harbor’s Cascade targeter on the minimap was slightly shorter than the actual distance it would travel.

Neon

  • Fixed a bug where Neon’s Slide could be used to boost upwards in specific map locations.

Valorant patch notes 5.09

Bugs

Agents

  • Fixed a bug where Harbor’s Cascade would sometimes disappear when looking away from it (hotfixed during 5.08 patch cycle).
  • Fixed a bug where walking through Harbor’s Cove barrier was not blinding players at the intended distance (hotfixed during 5.08 patch cycle).
  • Fixed a bug where Harbor’s High Tide would have large gaps when cast in specific map locations.
  • Fixed a bug where Harbor’s Reckoning’s geysers would not spawn on the area where the player was standing.
  • Throughout this year, we’ve been periodically making improvements to Skye’s Seekers so that they more reliably and efficiently reach their target.
    • Small changes were made to how Skye’s Seekers navigate around obstacles after they’ve visually acquired their target.
    • If the target is intangible when the Seekers reach them, it will not debuff them. This includes Reyna while she is Dismissed and Yoru in Dimensional Drift.
  • Fixed an issue where Yoru would still enter his stealth and intangible state if he was detained while casting Dimensional Drift. The detain now properly interrupts the cast.
  • Fixed an issue where Fade could activate her Haunt and Seize projectiles to make them drop while she was Suppressed.
  • Fixed an issue where Reyna would auto-heal after a kill while in Empress even though she was Suppressed.
  • Fixed an issue where Sage could instantly break her Barrier by walling self into a corner.

Valorant Patch notes 5.08

Agents

Harbor goes live for Episode 5 Act 3

Bugs

Agents

  • Fixed an issue where friendly versions of area-damage abilities could overwrite enemy versions of those abilities to deal less damage

  • Fixed a bug where Viper’s Toxic Screen could have small gaps around ground level in specific map locations

Gameplay Systems

  • Fixed various minimap bugs

  • Ally position indicators would persist on the edge of minimap even after ally came back into view

  • In some cases, KAY/O’s Suppression Blade position indicator could appear twice on the minimap

  • Opening the larger map (defaulted to Caps Lock and ‘M’) during round transition could cause spawn barriers to appear as a single pixel

  • Recently Seen Enemy” icon indicators could sometimes update their position without the enemy being visible

Maps

  • Pearl: Fixed a sliver line of sight from A Main to A Link

Valorant patch notes 5.07

Valorant patch 5.07 brings with it a massive overhaul of Fracture, a number of changes to agent flashes, and some new Collection changes that will help players keep track of their cosmetics.

Agent updates

“The VALORANT Character Design team is constantly discussing the state of the Agent meta, and wanted to make some changes to sharpen some of our Agents and role definitions. We’re in a more stable state since Champions, and Game Changers teams will have decent time to acclimate before the Game Changers World Championships takes place.

When it comes to Duelists with a flash ability, many of them have been outclassed by some of our Initiators when it comes to generating kills for themselves off their flashes. Skye and KAY/O are often better at taking aggressive 1v1s than Agents that we expect to be able to thrive in those scenarios like Yoru, Phoenix, or Reyna.

These changes are intended to increase the total teamplay output of Skye and KAY/O when they coordinate plays with their teammates, and decrease some of their efficacy when played alone. We also hope to increase the reward for putting more time into mastering their flash abilities. We believe that Initiators should still be able to make solo plays, but they should ideally be weaker than their Duelist counterparts in these scenarios.” – Dan ‘penguin’ Hardison, Designer.

Skye

“Guiding Light’s destructibility didn’t feel like meaningful counterplay, instead overtly punishing when Skye tried to throw them at a longer range. By increasing the top-end output and rewarding Skye for bending her birds into the right spots, we intend to foster more teamwork and differentiate her Guiding Light from other flashes in the game—especially when compared to Duelists.”

  • (E) Guiding Light flashbang scaling paradigm changed
    • The max flash duration of Skye’s Guiding Light now scales from 1s to 2.25s over a .75s charge up after being cast
    • Guiding Light can no longer be shot and destroyed
    • New VFX, UI, and sounds added to communicate new gameplay intent
    • Unequip Delay out of Guiding Light increased .75s >>> .85s

KAY/O

“KAY/O’s underhanded FLASH/DRIVE (right-click) has been overperforming relative to other ‘pop’ flashes (example, Phoenix’s flash or Yoru’s flash). And we feel as though labbed out left-click overhand throws aren’t generating a powerful enough reward for the mastery required to get them to pop in the right place. This tuning weakens the right-click when compared to pop flashes from Duelists, with the belief that KAY/O should pay a cost for his versatility.”

  • (Q) FLASH/DRIVE
    • Underhand (right-click) flashbang max duration decreased 2s>>>1.25s
    • Overhand (left-click) flashbang max duration increased 2s>>>2.25s
    • Unequip Delay out of both flashes increased .6s >>> .85s

Reyna

“Reyna’s flash underperforms as a selfish entry-tool, especially at higher skill levels. This set of changes is intended to give Reyna more agency around how she decides to peek after casting Leer. Also, it should sharpen Leer as a powerful angle-breaking tool against Operators on maps with longer sightlines. We’ve also felt like individual casts of the eye remain in the world for too long when the eye isn’t destroyed. If Reyna is now able to make more selfish plays off her Leer, we then wanted to reduce some of the value it has when thrown for teammates.”

  • (C) Leer
    • Wind-up of nearsight effect decreased .6s >>> .4s
    • Range Restriction on Leer removed
    • Nearsight unequip delay decreased: .7 >>> .5
    • Duration decreased 2.6s >>> 2.0s

Yoru

“Yoru is a tricky agent, as we need to balance him around his capability to throw flashes during his ultimate. We opted to go with a simple duration increase for Blindside as we feel maintaining the turning counterplay around his flash and clone is important to avoid excessively frustrating situations.”

  • (Q) Blindside duration increased 1.5s >>> 1.75s
  • Flash Visual Updates
    • 3P visuals for flashed enemies and allies now render behind the player’s head the moment that the flash starts to fade. This should give a clearer indication if players are full flashed or if the flash has started to fade.
    • 1P visuals when fully flashed now shrink overtime to give a better indication of when the full flash will end and the flash fading out will begin.
    • Increased the window for awarding assists on flashes, nearsights and concusses from 1 >>> 3 seconds after the debuff starts to fade.
    • We felt the assist window on these debuffs didn’t reflect their actual duration of impact, and want to make sure the supportive players are more often recognized and rewarded for setting up situations their teammates capitalize on.

Map updates

Fracture

“Fracture is receiving quite a few quality of life changes alongside some larger updates to Dish/A Drop and A Ropes. Going to go in the order of minor to major changes.”

  • Arcade – Opened a cubby here to make it easier for Attacking side to hold against Defender aggression from both directions.
  • B Site – ‘Jump’ up has been changed to a ramp directly onto the site platform, which should make moving around that space more straightforward.
  • B Generator – Space here tightened slightly to make smoking this spot easier. A small corner has also been removed to simplify attempts to re-clear the site.
  • Defender Spawn – Removed a small cubby to slightly simplify those retakes.
  • A Halls – Improved movement and simplified the space in A Halls by removing a corner.
  • A Site – A minor simplification of the space as part of the overall changes to the surrounding areas.
  • A Dish – The dish is intact but removed the far path to make moving through this space more direct for both sides. We found trying to watch/control these spaces simultaneously was unnecessarily difficult for all. The team hopes the changes here and on A Drop will encourage everyone to use this route more often.
  • A Drop – The drop down is no longer a 50/50 check when entering, which should make it a little more appealing as a way for Attackers to squeeze A site from two sides.
  • A Rope – This path has been a little too easy for Attackers to control with a single smoke. The adjustments should give Defenders more options for both the initial hold and retaking A. Watch your step.

You can check out how the changes translate in-game below:

YouTube Thumbnail

Progression updates

“Below are features that we’ve wanted to make for a while just as much as you’ve wanted them. We’ll admit, there’s still so much more that we can do, like inclusion of additional filtering options, a search function, expansion of the random feature to other content types, and more. The team wants it and are working on it—but we didn’t want to wait until every possible option was covered for us to release the changes here. Better a version of something than not having it at all.

This team shares the same belief as the rest of VALORANT: that the value of a ‘live service’ game means we can develop with you and improve over time. It does mean that sometimes new stuff may seem bare bones as we vet a feature’s value, incrementally. As we push forward with both Favorites, Filters, and Randomizer (along with other QoL) we’re taking this step by step approach. Give us your feedback so we can improve this game together.” – Micah Worsham, Manager, Game Production.

  • Can now mark Favorites in Collection: These Favorites will persist for your account until you change them and allow you to filter down to the items that represent your style best.
    • Weapon skins
    • Player Cards
    • Sprays
    • Gun Buddies
    • Account Level Borders
  • Added ability to equip a “Random Favorite” for every weapon type
    • Equipping this particular weapon will make it so that in each game you play,you get one of your favorite weapons (along with one of the variants you own) at random each time you enter a match.
  • Added the ability to filter your Collection
    • Weapon Skins
      • Favorites / Non-Favorites
      • Owned / Unowned
      • Tiers
    • Player Cards, Sprays, Gun Buddies, Level Borders
      • Favorites / Non-Favorites
      • Owned / Unowned

Bug fixes

Agents

  • Fixed issue where KAY/O’s NULL/CMD disabled Killjoy’s Turret if the turret is hit by a pulse but Killjoy is not
  • Fixed issue where Killjoy’s Turret fires straight forward after firing at an enemy and then losing sight of them
  • Fixed issue where Killjoy’s Turret would fire with no target when coming online if it was disabled while firing at a target
  • Fixed a bug where Phoenix would not automatically re-equip a weapon at the end of Run It Back
  • Fixed Breach’s Rolling Thunder showing dead enemies hit in the combat report
  • Fixed issue where if a player was deafened by multiple sources, when the first deafen ended it removed the deafening effect completely

Valorant patch notes 5.05

With Valorant Champions 2022 well underway, Riot is keeping things simple in Valorant patch 5.05. In this patch, there are a smattering of smaller updates and bug fixes.

Social updates

  • Fixed an issue that allowed you to report yourself
  • Fixed an issue where some of you did not receive a notification when attempting to join a party you’ve been kicked from
  • Fixed an issue where a blank user would appear in the Social Panel when joining a party where players are in-game
  • Fixed and issue where you could not successfully report a player in Agent Select after the game has been running for 30 minutes
  • Fixed an issue where players with non-English characters in their Riot IDs could not be found via Invite by Riot ID
  • Fixed an issue that caused the Context Menu and Friend Note text fields to close when a Friend’s status updated in the Social Panel
  • Fixed an issue that caused the Party Leader’s matchmaking lobby selection to affect in-game Party Members’ status in the Social Panel

Gameplay systems updates

  • Fixed a bug where binding the “Home” key to an action does not work
  • For certain languages, the tooltip values of rewarded credits in Overtime Rounds was incorrect.
    • Updated tooltip values to reflect that you will start with 5000 credits at the start of Overtime Rounds, no matter if you win or lose the previous round.

Valorant patch notes 5.04

Valorant patch 5.04 heralds the beginning of Episode 5 Act 2, though this time there is neither a new agent nor map for players to get to grips with. In fact, there are no agent or map changes to be seen, with the only real change coming to the game’s crosshair system, and with it the best Valorant crosshairs.

Gameplay systems updates

“We’ve added a few quality of life improvements to crosshairs and are excited to share them with you!”

  • Added the ability to select a custom crosshair color.
    • Go to Settings >> Crosshair >> Primary, Aim Down Sights, or Sniper Scope
    • On the drop down menu for color, select Custom and input the Hex Code (6-digit RGB) value of desired color
    • If a non-Hex code is entered, crosshair will revert to the previous color.
  • Added the ability to independently tune horizontal and vertical crosshair lines.
    • Go to Settings >> Crosshair >> Primary or Aim Down Sights >> Inner/Outer Length
      • Disabling the middle “chain” icon enables independent tuning.
      • Left slider is for horizontal line and the right slider is for the vertical line.
  • Added the ability to copy spectating player’s crosshair settings
    • When spectating another player, type “/crosshair copy” or “/cc” to import the crosshair of the player you are spectating and save it as a new crosshair profile
  • Increased the number of crosshair profiles available from 10 to 15

Bugs

  • Fixed a bug where Yoru’s Gatecrash would sometimes leave floor markers in incorrect locations

Valorant patch notes 5.03

Valorant patch 5.03 brings a fresh round of Chamber nerfs, as well as changes to hitbox multipliers for certain agents. The Agent Browser has also had a visual refresh, and the game’s engine has been updated.

General updates

  • Engine update to Unreal Engine 4.26
  • This update improves the tool set available to our developers in many ways, however this change will likely go unnoticed by you, as the goal of any Engine update is to happen under the radar.
  • There are some known issues this time around though, mostly the UI is misbehaving. We’re fixing these as quickly as we can, but expect some funkiness in the game and in the Main Menu. If anything interrupts your gameplay, please submit a bug report.
  • Agent Browser visual design refresh
  • Just thought we should leverage some of the cool Agent art and lean more into our VALORANT style.

Agent updates

Chamber

As players in both ranked and pro play have mastered Chamber, his strengths have started to overshadow his weaknesses, making the counterplay to Rendezvous and his arsenal not as effective as we’d hoped. Chamber’s overall strength has also felt outsized, and we believe that we can reduce the complete power of his kit while still keeping him competitive with the rest of the roster.

  • Rendezvous (E)
  • Base Cooldown increased 20s >>> 30s
  • Recall Cooldown increased 20s >>> 30s
  • Cooldown set to 45s whenever a Rendezvous anchor is destroyed
  • Diameter size of the “ring” Chamber can stand that allows him to activate Rendezvous decreased 21m >>> 15m
    Chamber’s Rendezvous is intended to be powerful at holding space, but the generous radius allowed him to take that space with more aggression than intended. This change should require Chamber to exert more effort to access off-angles.
  • We hope that a harsher punishment for destroyed Rendezvous anchors, and the reduced radius will demand Chamber mains to be more careful in their use. This change also brings the counterplay of Chamber’s destructible objects more inline with the behavior of other destructible objects in the game.
  • Trademark (C)
  • Slow Duration decreased 9.5 >>> 6s
  • Tour De Force (X)
  • Ultimate Points Required increased 7 >>> 8
  • Slow Duration decreased 9.5 >>> 6s
  • Headhunter (Q)
  • Bullet Cost increased 100 >>> 150
  • It’s important that Headhunter is a powerful sidearm for Chamber but at its current price point Chamber doesn’t have to engage in making difficult economic decisions as meaningfully as other Agents. This should most noticeably impact Chamber’s decision making on pistol rounds and save rounds. The ultimate point change to Tour De Force is also working towards this goal.

Ability regional damage breakup

We’re updating the ultimates for the following Agent so that they follow similar regional damage rules to our weapons—where hitting the head and legs of an enemy applies different damage multipliers. Intent is to reward precision and create intuitive consistency across damage in VALORANT.

For Neon specifically, it also gives us more tuning levers for balancing her across different skill levels. This change should also add depth to the mastery needed when tracking while sprinting that her ult demands.

Neon

  • Overdrive
  • Damage per shot reduced 22 >>> 18
  • Killzone increased 15m >>> 20m
  • Leg shot multiplier reduced 1.0 >>> 0.85
  • Headshot multiplier increased 1 >>> 3

Chamber

  • Tour De Force (X)
  • Leg shot multiplier reduced 1.0 >>> 0.85

Jett

  • Bladestorm (X)
  • Leg shot multiplier reduced 1.0 >>> 0.85

Gameplay systems updates

  • Added ability to change “Ghost” keybind outside of Custom Games
  • This option is listed under Settings >> Controls >> Actions

BUGS

Agents

  • Fixed an issue with Jett’s Tailwind where switching weapons in the middle of the dash would cause the weapon pull out animation to take longer than desired.

Gameplay Systems

  • Fixed a bug where some Reyna/Killjoy HUD elements were still visible after enabling Hide User Interface.
  • Fixed a bug where defuse animation wouldn’t consistently play if the orb is tapped in rapid succession.

Known issues

  • Changing crosshair opacity settings in-game causes crosshair preview visual to flicker
  • Spike Announcements UI displaying incorrectly

Valorant Patch notes 5.01

Valorant patch 5.01 dishes out some balancing changes to Phoenix, Yoru, and KAY/O. They also feature an upgrade to Riot’s smurf detection systems. You can find the full patch notes below.

AGENT UPDATES

Phoenix

We believe Phoenix’s Curveball is the cornerstone of his kit, and as we explored adjustment options it became clear that Curveball being more powerful unlocks his kit as a whole. So we wanted to assess Phoenix in a world where Curveball is more competitive with the rest of the ecosystem to get a sense for the impact of the changes. We view Phoenix as an aggressive entry Agent, so the additional Run It Back and Blaze changes are intended to support his proactive intentions when taking space or fights early on into rounds.

  • Curveball (Q)
    ⦁ Flash Max duration increased 1.1s >>> 1.5s
    ⦁ Flash Windup decreased .7s >>> .5s
  • Blaze (C)
    ⦁ Phoenix will now equip his weapon earlier if he stops bending his wall
  • Run it Back (X)
    ⦁ Phoenix will now spawn at the marker with the amount of shields he had when the ability was cast.

Yoru

We’ve noticed you Yoru players having a bit of friction achieving the dream of setting up a master plan while in ultimate. We’re hoping these changes will reduce a bit of that problem, rewarding you for using your flash during ultimate, while still preventing unhealthy play patterns that leave enemies without counterplay.

  • Dimensional Drift (X)
    ⦁ Increased duration of ultimate 10s >>> 12s
    ⦁ Reduced unequip time 1.2s >>> 0.8s

KAY/O

KAY/O hasn’t had much of a quality of life pass since we’ve last had some changes so we wanted to reduce some pain and help you access more parts of the kit that haven’t felt as accessible.

  • FRAG/ment (C)
    ⦁ Zone diameter reduced 10m >>> 8m
    ⦁ Damage now applies without needing line of sight
    We’ve noticed a lot of inconsistencies with how the FRAG/ment is communicating the actual damage zone on the ability. We wanted to be consistent with how the visuals were showing the damage zone, so we’ve removed the line of sight requirement to apply damage.
  • NULL/cmd (X)
    ⦁ Now, only allies will hear the full channel audio of reviving KAY/O, while downed
    ⦁ Enemies will only hear a short audio cue when the revive has started, matching a similar gameplay pattern to playing around ultimate orbs or tapping the bomb

GAMEPLAY SYSTEMS

  • New Smurf Detection functionality (North America) – This addition to our smurf detection systems is designed to make sure that new players (that means all new accounts) are matched up with players of the correct skill level, much faster than before. We’re testing this change in North America first, to make sure everything is working correctly before a global rollout. Testing begins the week of July 11th, 2022
  • Improved collision behavior when walking next to or behind another player. This should heavily reduce the amount of jitteriness experienced when moving close to your allies (rushing a site as a group or moving out of spawn should feel better!).

GAME MODES

  • Twin Hunters in Spike Rush will now damage destructible walls

PERFORMANCE UPDATES

  • Fixed an issue where having the Raw Input Buffer setting enabled caused scrolling in chat or friends list to go directly to the top or bottom

BUGS

Performance

  • Fixed an issue where having the Raw Input Buffer setting enabled caused scrolling in chat or friends list to go directly to the top or bottom

Yoru

  • Fixed a bug with Dimensional Drift where the invulnerability kicked in later than intended after it was cast.

Sova

  • Fixed issue with Sova’s Shock Bolt not damaging enemy traps and other game objects (other than players)

Fade

  • Fixed issue where Fade’s Haunt would sometimes reveal enemies that were on the other side of a thin wall

Valorant patch notes 5.0

Valorant patch notes 5.0 is, unsurprisingly, filled with changes – though nothing for agents this time around. As the new Valorant Pearl map slides into the rotation, we will be saying a fond farewell to Split for the time being. Pearl’s not the only addition, either, with a new rank – Ascendant – being implemented in Competitive.

Map updates

Pearl

  • NEW MAP: Pearl goes live!
  • Pearl-only queue
  • This queue is a standard, Unrated mode that will give players a chance to practice the new map before they see it in Competitive play.
  • Pearl-only queue will be available for 2 weeks, then after that Pearl will enter Competitive.

Split

  • We are temporarily removing Split from the map pool in Unrated and Competitive queues.
  • There are reasons! You can read more about our decision in our map pool update article.

Competitive updates

NEW RANK: Ascendant

  • Added an additional rank above Diamond, below Immortal, called “Ascendant.”
  • We believe our lower ranks have a few too many of you, especially Bronze and Silver. When we were looking at rank distribution, we realized that if we were to move some of you up and out of those lower ranks, it would overpopulate Platinum and Diamond. So by adding a new rank we can better distribute you across ranks, keep the prestige of high ranks, while helping better define the skill level of each rank.
  • Moved the rank MMR targets that determine rank down, due to the addition of the new Ascendant rank, for all ranks below Ascendant. Moved the ranked target for Immortal 1/2/3 and Radiant up.
  • These are the cut-offs that say “You should be X MMR to reach this rank”. MMR targets determine your RR gains and help push your rank to match your MMR.
  • This means players will go up in rank, if they are below Ascendant.
  • To align with our expectations of what it means to be in the highest ranks of VALORANT, Immortal+ players will find it harder to climb back to their previous episode rank. This means Immortal will also have a smaller leaderboard population in all regions.
  • Due to the seasonal reset, you may not see a rank increase at the start of the Episode without putting in some work; but the reset will be “less harsh” compared to the last Episode reset. So because we are pushing the player base upwards to fill Ascendant, the reset will not hit you as hard.
  • Next time we reset ranks it will probably push you down more than this Episode’s reset. Please remember that the “less harsh” reset is unique to this Episode because of the introduction of Ascendant.
  • Grouping restrictions for Ascendant are 3 ranks above or below the Ascendant ranked player
  • This fits in with our Platinum+ rule set for grouping.
  • The highest placement allowed has increased to Ascendant 1 (previously Diamond 1)
  • Five stacking 25% RR penalty now starts at Immortal 1 (previously Diamond 3)
  • Solo/Duo/5-stack restriction now starts at Immortal 1 (previously Diamond 3)
  • Remember, Diamond 3 and above could previously only solo, duo, and 5-stack. This restriction now begins at Immortal 1.
  • By adding another rank we were able to push the Five Stack penalty and Solo/Duo restrictions into Immortal. This makes it more straight forward, Immortal is where the leaderboard starts and because of this we try to hold players more accountable for their standings.
  • Due to a naming clash with the new rank, we’ve renamed Sage’s tier 8 Agent Contract unlock—the new Sage title is “Dauntless”
  • Renaming this title was not something we chose lightly, but after talking about the title we felt like it was a chance to give the title more meaning to Sage and her personality/theme.

Bugs

Maps

  • Fixed a bug on Haven that was preventing players from using their spray on a wall in A Garden

Agents

  • Fixed a bug where Jett could equip a weapon during Tailwind
  • Fixed a bug where Agents revealed by Sova’s Recon Bolt or
  • Fade’s Haunt would sometimes briefly appear in an incorrect location on the minimap
  • Fixed a bug where the scope visual effect would sometimes disappear when aiming with Chamber’s Tour De Force

Game Systems

  • Fixed a bug where using an Ultimate point orb or defusing the Spike at maximum range could cause channelling and progress bar animations to flicker
  • Fixed a bug where the use channelling progression bar does not update if the player disconnects and reconnects during the match
  • Fixed a bug where some weapon equips could play the wrong equip speed animation, which could visually misrepresent when you were able to fire. Some situations impacted by this bug were:
  • Cypher exiting Spycam
  • Capturing Ultimate point Orbs
  • Cancelling and completing Spike plant
  • Fixed a bug where the use channelling progression bar does not update if the player disconnects and reconnects during the match
  • Fixed a bug where some weapon equips could play the wrong equip speed animation, which could visually misrepresent when you were able to fire. Some situations impacted by this bug were:
  • Cypher exiting Spycam
  • Capturing Ultimate point Orbs
  • Cancelling and completing Spike plant

Valorant patch notes 4.11

Valorant patch notes 4.11 introduces a brand new Clutch Mute feature to give you peace and quiet when you’re trying to 1v5 a round. There are also a whole host of bug fixes, including some major ones that are well worth a look at.

Social updates

Clutch Mute – You now have the option to mass mute your teammates and/or party members so you can focus during clutch moments!

  • Go to Settings (Esc) > Controls > Communication
  • Set keybinds for Party and Team Voice Clutch Mute Keys
  • Press the keybind while in-game to Toggle “ON” the Party and/or Team Voice Clutch Mute and then again to Toggle “OFF”
  • When “ON,” you can toggle the mute any time during your match when you hit the assigned keybind. An icon will appear so you know when it’s enabled.

Bugs

Agents

  • Fixed a bug where Skye would sometimes make an unintended pose, seen in third-person, when holding a gun
  • Fixed a bug where Jett could reach very faster than intended speeds by using Tailwind in specific locations (aka. “superdash”)
  • Fixed a bug where Yoru could use weapons earlier than intended when exiting Dimensional Drift (…again)
  • Some of you creative types continue to find new ways to trigger variants of this bug since the last few patches. Fixing these loopholes is intended to improve systems that are used by all abilities in the game. Because of this (in addition to the bad experience of getting shot by invisible Yoru), we are keeping a close eye on the results of these changes.
  • Fixed a bug where Yoru’s mask would flicker while running forward during Dimensional Drift
  • Fixed a bug where you would sometimes see the location of enemy Astra stars
  • Fixed a bug where you were unable to re-stabilize KAY/O after being themselves resurrected by Sage
  • Fixed a bug where the following abilities would sometimes disappear from the minimap:
  • Viper’s Toxic Screen and Poison Cloud
  • Killjoy’s Nanoswarm
  • Cypher’s Cyber Cage
  • Fixed a bug where after switching Agents in the range or in custom game, the buy menu would sometimes show invalid items
  • Fixed a bug where Chamber’s model would still teleport if killed mid-teleport
  • Fixed a bug where Skye’s Seekers and Fade’s Prowler and trails would not navigate down the chute on Breeze
  • Fixed Sova’s trick shot VO line so that it plays when he kills an enemy with a 1 or 2 bounce Shock Bolt
  • It was never intended for these VO lines to play when destroying an enemy trap. This provided information that wasn’t readily available to Sova and his team through other means. We’ve added this back, but restricted it to play only when Sova kills an enemy player with a bouncing Shock Bolt.
  • Fixed a bug where Killjoy’s Alarmbot and Chamber’s Trademark created large white circles on Brimstone’s Sky Smoke targeting map
  • Fixed a bug where Chamber’s Rendezvous range indicator does not disappear when far enough away to be off of the minimap

Valorant patch notes 4.10

Valorant patch notes 4.10 is another smaller patch filled with fixes and optimisations. Riot also added new network charts to give players a better idea of how good their connection to the server is.

  • Agent Progress/Charge Bars – Moved to a consistent location and made a consistent size on the following Agents:
  • Reyna
  • Cypher
  • Breach
  • Fade
  • Jett
  • Omen
  • Phoenix
  • Raze
  • Skye
  • Yoru

Omen

  • Updated 3P model to increase detail and fidelity.

Map updates

Haven

  • Removed some pixel collision on the following areas:
  • Can no longer walk up the front of A site cover
  • Can no longer jump onto the top of C site cover without a boost ability

Gameplay Systems

Added new Performance graph to display Shooting Error values for recent shots on the Client. This is the same information visible in the crosshair error settings, but should help players to better diagnose their own performance after an engagement.

Gameplay Consistency Updates

  • For more information about the below performance graphs and bug fix, please check out the VALORANT Gameplay Consistency Update 2 article.
  • Fixed an issue where ping or framerate spikes could cause an excessive move processing buffer to develop and persist for multiple seconds. While this was happening, you may have been experienced:
  • Increased Server side input latency, which could make inputs take longer to be applied than would be expected based on your ping.
  • Additional delay in your view of other players, which could give you less time to react.
  • In both of these cases, the additional latencies were not reflected in the current “Network RTT Avg/Max” graph or in-game scoreboard ping values.
  • Added new Performance graph showing “Network RTT Jitter” to help you understand if you’re experiencing network issues not reflected in the Network RTT Avg/Max values
  • Added new Performance graph “Network RTT + Processing Delays,” which captures the effective latency you experience due to Network Round Trip Time, Server move processing, and Client move processing delays

Bugs

Agents

  • “Destroyed” Voice lines for deployable abilities will now be heard globally by allies. This includes:
  • Chamber: Trademark and Rendezvous
  • Killjoy: Turret and Alarmbot
  • Cypher: Trapwire and Spycam
  • Yoru: Gatecrash
  • Fixed a bug where Neon’s High Gear would automatically stop after using Fast Lane or Relay Bolt
  • Fixed issue where observers would see Viper’s enemies glow red when they were near but outside of Viper’s Pit.
  • Fixed Chamber’s Rendezvous radius not showing for spectators and observers
  • Fixed Brimstone’s Incendiary (Q) feeling damage in chunks of 15 instead of 1 like the other zone damage abilities in the game
  • Overall DPS should be unchanged.

Cosmetics

  • Bug fix for some minor flickering that was occurring on Protocol weapon’s transparent line VFX when inspecting, ADSing, reloading, etc.

Gameplay Systems

  • Fixed a bug where agent specific keybinds would sometimes not work properly even though the settings menu showed them as applied
  • This fix actually went out in 4.09, but we wanted to make sure users on the live game weren’t experiencing issues in this area before calling it “fixed.”
  • Fixed a bug where the combat report would rarely not show up for the entirety of the game.

Known issues

  • Spike plant and defuse bar are not shown for Observers with Minimal HUD enabled, even when spectating the Agent who is planting or defusing.

Valorant patch notes 4.09

Valorant patch notes 4.09 is a much smaller patch than its predecessor, though it still packs a meaningful change as Chamber’s (C) Trademark loses one of its charges.

Agent updates

Fade

  • Nightfall (X) – You should now see a decreased amount of flickering textures on diagonal walls when casting Fade’s ultimate. Also added VFX for additional clarity and visual impact.
  • Seize (Q) VFX change to the orb for a more dynamic presentation in 1p and Agent select

Chamber

“Right now, Chamber’s Trademark outperforms other Sentinel tools in both reliability and power, which feels inappropriate given the amount of defensive combat tools Chamber has spread across the rest of his kit.

We believe Chamber’s identity is defined by his unique weapons and defensive combat mobility, so we are decreasing his level of global flank protection/information and increasing counterplay on a single premium trap. This means Chamber will have to make a choice based on if he wants to play selfishly around his Trademark, or place it to help his teammates instead.

A quick note about Sentinels: When we think about the Sentinel role, we think about its overall ability to keep map control and defend space. We believe that Sentinels and Sentinel players should have many options and methods to control and defend, whether it’s through the use of Sage’s reactive slow abilities, Cypher’s flank-watching gadgets, or defensively-oriented combat and guns like Chamber.

Like all our Agents, it’s important to carve out sharp strengths and weaknesses for Chamber in the roster. If you take him for his weapon arsenal and disengage, you should feel as if you’re giving up a strength—like traps or stall—that his peers excel at. As usual, all eyes are now on Chamber changes, and we’ll adjust if we see him suffer disproportionately on defence relative to attack.” – Jay Watford, lead agent designer, and Dan Hardison, game designer.

  • Trademark
  • Cost increased 150>>>200
  • Charges reduced 2>>>1
  • Audio range increased

Competitive updates

  • Party Lead Transfer – You can now change the lead of your party
  • Current party leader can right click the player name they want to transfer the responsibility to, and choose “Make Leader” in the drop down menu.
  • A number of small tweaks and updates made to the UI

VALORANT PATCH NOTES 4.08

Patch 4.08 for Valorant sets the game up for the introduction of Fade and a host of changes and fixes as a part of the new content drop.

AGENT UPDATES

  • Fade goes live
  • Jett changes can be found here
  • Neon: Battery energy received upon killing an enemy increased 25%>>>100%
  • Sova’s updates can be found here.
  • Jett’s Bladestorm, Raze’s Showstopper, and Sova’s Hunter’s Fury will now show how much ammo they have left when equipped

COMPETITIVE UPDATES

  • Reduced Rank Rating gain/loss penalty for different 5-stack configurations
  • If EVERYONE in your party is Iron–Diamond 2:
  • No RR penalty if within normal grouping
  • 25% RR penalty for all players if any player falls outside of normal grouping
  • If ANYONE in your party is Diamond 3–Immortal 3 (but no one in your party is Radiant)
  • 25% RR penalty for all players
  • If ANYONE in your party is Radiant
  • 75% RR penalty for all players
    Tuned matchmaking to reduce wait time for 5-stacks

Bug Updates

  • Fixed a bug where Jett could find herself unable to use abilities or weapons when using Tailwind immediately after depleting her Bladestorm daggers
  • Fixed a bug where Yoru could teleport out of bounds when using Gatecrash
  • Fixed various exploits allowing Yoru to use weapons before fully decloaking at the end of his ultimate

Performance Updates

  • Fixed a bug in the Shooting Range where bots would respawn unarmed

Valorant patch notes 4.07

Valorant skipped a patch after 4.06 was cancelled. This update adds new LATAM servers, a minor change to the Bulldog and Stinger’s firing delay when bring the weapons up to ADS, as well as the usual suite of bugfixes and system tweaks.

Server updates

  • Added a new set of servers in Latin America, which should help with latency in that region
  • Scheduled to turn on not long after 4.07 is live!

Weapon updates

  • Bulldog and Stinger now delay firing inputs while bringing up the weapon to aim down sights (ADS)
  • Prevents you from getting burst mode accuracy improvements before they finish raising your weapon.
  • Adds a slight cost to the decision to switch to burst firing mid-combat.
  • You can still begin firing immediately while switching back to full auto/hip fire mode.
  • Ability-based weapons* can now also be input-queued to equip after the current action
  • *This includes: Chamber guns and ultimates for Neon, Jett, and Raze

Store updates

  • Load times for the VP purchase page should now load in a matter of seconds (previously, it would take more than thirty seconds in some instances)

Social updates

  • Added new detections for different AFK-like behaviors in rotating game modes

Bugs

  • Agents
  • Fixed a bug where Yoru could use a weapon immediately at the end of his ultimate by exploiting an unwanted interaction with ropes
  • Fixed a bug where it was possible to defuse the Spike while channeling abilities
  • Skye’s Seekers can once again break through the destructible doors on Ascent
  • Social
  • Fixed a bug where comms-restricted players could not listen to team voice chat
  • Fixed a bug where players were not always immediately removed from the game after being banned
  • Competitive
  • Fixed a bug that was causing performance bonuses to show at incorrect times
  • Gameplay Systems
  • Fixed an issue where briefly tapping the “Use Spike” button to plant the Spike could cause you to end up holding the Spike instead of your last equipped weapon

Valorant Patch Notes 4.05

This update is a little lighter than the last, making an important change to Brimstone’s Stim Beacon alongside several smaller Game System updates.

Agent updates

Brimstone

  • Stim Beacon
    • Charges reduced: 2 >>> 1
    • Cost increased: 100 >>> 200

Game System updates

  • Added the ability to import and export different crosshair settings via auto-generated codes.
  • Reworked ‘Prioritize Strongest Weapon’ setting.
    • Renamed setting to Auto-Equip Prioritizes: Most Recent | Strongest.
    • New priority: (Ultimate & Primary) > (Secondary & Chamber Pistol) > Melee.
  • Added a new setting: Don’t Auto-Equip Melee

Competitive updates

  • Deterministic Map System enabled for all regions.

Bugs

  • Fixed a bug that was causing the Leave Match button to function incorrectly for PBE players.
  • Fixed issue where Sova’s Recon Bolt was destroyed by Brimstone’s Orbital Strike even if the Recon Bolt was well out of the area.
  • Fixed a bug where the mic icon on the scoreboard could not be interacted with after hovering over it with the mouse.

You can read the full patch notes here, with comments from Valorant’s development team.

Valorant patch notes 4.04

Yoru’s rework is finally here and is joined by several other interesting agent balancing changes. This update is also making substantial changes to Icebox – specifically B Site. There’s a lot to look forward to going into Episode 4 Act 2.

Agent Updates

General

  • Improved the system used to place abilities at targeted ground locations. This update should make it easier to find valid placement locations in tight spaces. These are the abilities affected:
    • Omen’s Shrouded Step
    • Viper’s pit
    • Chamber’s Trademark and Rendez-vous
    • Every Killjoy ability
    • Yoru’s Gatecrash
    • Sage’s Barrier Orb

Omen

  • Dark Cover
    • Cooldown decreased 40s >>> 30
    • Cost increased 100 >>> 150
    • Projectile Speed increased 2800 >>> 6400
  • Shrouded Step
    • Cost decreased 150 >>> 100
    • Pre teleport delay decreased 1s >>> 0.7s
  • Paranoia
    • Added forward spawn offset, so players adjacent to Omen are not hit

Brimstone

  • Sky Smoke
    • Deploy time decreased 2 >>> 1 second
    • Deploy radius increased 5000 >>> 5500
    • Smoke height increased to match other Controllers
  • Stim Beacon
    • Now also applies a 15% speed boost in addition to Rapid Fire.

Astra

  • Stars
    • Max Stars reduced 5 >>> 4
    • Cooldown on retrieving a Star increased 14 >>> 25
    • Astra can now pick up placed Stars during the Buy Phase to refund their charge immediately.
    • Max distance of Star Placement increased 10000 >>> 30000 to allow her to place Stars across the furthest corners of maps.
  • Gravity Well
    • Cooldown Increased 25 >>> 45
    • Gravity Well Size Decreased 525 >>> 475
    • Gravity Well no longer affects anyone fully underneath the Gravity Well.
  • Nova Pulse
    • Cooldown Increased 25 >>> 45
    • Nova Pulse no longer affects anyone fully underneath the Nova Pulse.
  • Nebula
    • Cooldown Increased 14 >>> 25
    • Nebula cooldowns are now sequential instead of simultaneous
    • Nebula size increased 410 >>> 475
  • Astral Form
    • While in Astral form, pings are no longer blocked by level geometry that Astra cannot see
    • Astra’s targeting ring in Astral form is reduced to one ring that reflects the now unified size of all her utility
    • Astra’s targeting ring no longer randomly disappears when aiming across some map locations
    • Increased the speed of the overlay that covers Astra’s screen when transitioning in and out of Astral form
    • Fixed an issue where Stars were placed slightly above the location Astra was targeting.

Viper

  • Fuel
    • Fuel drain increased 50% when Toxic Screen and Poison Cloud are both active.
    • Viper’s fuel bar now turns red when she does not have enough fuel to activate her abilities.
  • Toxic Screen
    • Cooldown after deactivating increased 6 >>> 8
    • Cooldown timer now starts when her smoke starts dissipating instead of when the deactivation telegraph plays.
    • Deactivation delay decreased 1 >>> .8
    • Toxic Screen now has yellow lights that indicate when it is on cooldown
    • Removed delay on Toxic Screen disabling when Viper is suppressed.
    • Added a unique VO line that plays when her smoke is disabled by suppress.
  • Poison Cloud
    • Cooldown after deactivating increased 6 >>> 8.
    • Cooldown timer now starts when her smoke starts dissipating instead of when the deactivation telegraph plays.
    • Deactivation delay decreased 1 >>> .8
    • Poison Orb now has a yellow light to indicate when it is on cooldown.
    • Removed delay on Poison Orb disabling when Viper is suppressed.
    • Added a unique VO line that plays when her smoke is disabled by suppress.
  • Snake Bite
    • Duration decreased 6.5 >>> 5.5

Valorant Yoru: Key artwork for Valorant's agent Yoru

Yoru

  • Fakeout
    • Charges reduced from 2 >>> 1
    • Decoy HP: 150
    • Decoy is now a full running version of Yoru and can only be sent running forward
    • Right -click to place a stationary marker for the decoy
      • Reactivate similarly to footsteps to create the decoy that runs forward
    • Upon taking damage from an enemy gun, the decoy winds up, turns towards the enemy that shot it, and explodes after a short delay.
      • Enemies within the cone are flashed.
  • Gatecrash
    • Charges increased from 1 >>> 2
    • Cost: 200 Credits
    • Cooldown charge refresh removed, switched back to 2-kill reset
    • Gatecrash can be faked by pressing F, while hovering over the beacon
      • Fake teleport will play audio and portal visuals as if Yoru is attempting to teleport.
    • Time it takes for teleport beacon has decreased 1.5 >>> 0.5 seconds
    • Teleport beacon’s in-game audio while traveling reduced 22.5m>>>12.5m
    • Teleport beacon’s speed has been increased 675 >>> 800
    • Upon activating a fake teleport, the beacon creates a small decal on the floor for 30 seconds to indicate location of the fake teleport
  • Dimensional Drift
    • Duration increased 8 >>> 10 seconds
    • Yoru is not revealed to enemies
    • Unequip delay time increased 0.6 >>> 1.2 seconds
    • Yoru is now able to cast all utility out of his ultimate
    • Yoru’s footsteps can now be heard within 15m of Yoru’s location
    • Cast delay added upon casting Dimensional Drift, preventing the invulnerability frame on cast

Map Updates

Ascent

  • B orb can now be taken from the lower box (previously, you had to double jump up to the box to get it)

Icebox

  • Doorway from Attacker spawn building near Green lane moved to the first cubby.
  • Green lane slightly widened.
  • Pocket in Green lane near Yellow extended.
  • Yellow container adjusted and new stack of crates added.
  • Lower container removed and geometry adjusted into a cubby facing Green.
  • Outer wall on B site and crane structure brought in toward the site.
  • Building in Back B closed off.
  • Plant zone on B site adjusted.
  • Back wall in Kitchen adjusted.
  • Crates added to Orange lane to block line of sight from under tube to danger.
  • Boiler ramp geo simplified and slightly narrowed.
  • Cover on back A site adjusted.
  • Head peak on attacker side pipes removed.
  • Doorway into A lowered to prevent foot shot on players on top of screens.

Competitive Updates

  • Deterministic map selection follows 3 rules when picking a map, after players have been selected to play a match.
  • The system will look at all maps players have played over the last 5 maps for that mode.
  • The system will remove any maps that a player has played twice in the past 5 maps.
  • The system will pick the least played map.
    • If all maps have been removed due to the “Twice Played” rule, those maps will be added back to the pool and the least played map will be picked.

You can read the full patch notes here, including numerous bug fixes.

Valorant patch notes 4.01

Good news, anti-Ares squad, the unruly LMG is being brought into check on Valorant patch 4.01. We know some choice phrases have been aimed at the slightly-overtuned gun, but you can always add them to the Muted Words List Riot is also implementing this time around.

Social updates

  • Muted Words List added to the settings
  • Muted Word List is a new section you will find in your settings where you can type in variations of words/phrases that you, personally, would not like to see appear in-game
  • We admit that some players are often smarter than our automated bad word detection system and continually find creative ways to type things we don’t want to in chat. This is why we need your help to make our detections better! Help us, help you 🙂
  • For example: Let’s say “Riot” is a bad word (scary, I know). Our detection may catch the word “Riot” as one that should be blocked and penalized, but there’s a variety of different ways to spell Riot that we may not be catching: R!ot, R!0t, Ri0t, etc.
  • And no, you won’t get “League of Legends” banned from chat
  • We’re hoping that we can leverage the lists that you and others create to make the chat less toxic by comparing them across regions, and using the data we collect to improve our own detections of bad words. Thanks in advance for all that are willing to lend a hand. Let’s make VALORANT a better place for everyone!

Weapon updates

  • Ares
  • Price increased from 1550 >>> 1600
  • Pitch recoil increased
  • Spread changed from .8 >>> .7 after 10 bullets to 1.0 >>> .7 after 13 bullets
  • Crouch benefits spread and recoil reduced from 40% >>> 25%
  • Melee (but for real this time)
  • The melee’s been too tricky to aim with, making it tough to rely on. So we’ve updated both left and right click melee attacks for more reliable Agent-whacking action.
  • Right click hitboxes are now 1.5x larger. Left click hitboxes are now larger than a right click and have a slightly longer range too.
  • Targets closer to the center of your knife attacks will get hit first, so you still have precision if you need it.
  • Bonus: Knifing walls now have instant feedback when slicing up walls (predicted on the client side)

Bugs

  • Weapons
  • Fixed a bug where the Origin collection idle animations weren’t playing for some levels and variants in Spectator mode
  • Esports Features
  • Fixed an issue where observer player hotkeys would change after side-swap.
  • Performance
  • Fixed an issue where performance charts that require NVIDIA Reflex were displayed and could not be hidden
  • Thanks to TowerofShadow for the report

Valorant patch notes 4.0

Valorant Act 4 has finally arrived, and with it come a whole host of changes. From weapon tweaks, to map rejigs, to gating competitive for new accounts behind a level wall, there’s a lot going on. Oh, and of course there’s a brand new agent, Neon, for players to zip around with.

Agent Updates

  • Neon goes live!

Weapon Updates

  • Melee
  • The melee’s been too tricky to aim with, making it tough to rely on. So we’ve updated both left and right click melee attacks for more reliable Agent-whacking action.
  • Right click hitboxes are now 1.5x larger. Left click hitboxes are now larger than a right click and have a slightly longer range too
  • Targets closer to the center of your knife attacks will get hit first, so you still have precision if you need it
  • Bonus: Knifing walls now have instant feedback when slicing up walls (predicted on the client side)
  • Spectre
  • The Spectre’s versatility makes us happy, but it was over-performing in long range engagements and was too powerful even within its intended close range and mobile scenarios. By making the accuracy error come in a bit earlier and switching yaws more often, we hope it will make it more difficult to get kills when spraying over a long range. Likewise, the close range sprays will require more control to be effective.
  • Firing error occurs at earlier bullet stages
  • For example, instead of errors occurring at bullets 4, 7, 10 (in terms of firing order) they will instead happen at bullets 3, 6, 8
  • Increased pitch and yaw (vertical and horizontal) recoil multipliers when running/jumping/on ascender from 1.25 >>> 1.5
  • Protected bullet count from yaw (horizontal) switching while spraying, decreased 8 >>> 5 bullets
  • Lowering time to switch yaw from .24 >>> .18 seconds
  • While spraying, the time you have until you could switch yaws (horizontal movement) again is lower, meaning it can happen more often
  • Ares
  • Alongside changes to the Spectre, we hope to improve the feel and power of the Ares and take it out of the shadow of other weapons in its price tier.
  • Removed spin up
  • Firing rate increased from 10 >>> 13
  • Guardian
  • The Guardian didn’t need the fire rate penalty compared to its fully-automatic counterparts, so we’re removing it. Adding another bullet before it starts to get unstable should make the weapon feel much more proficient at tapping shots, and improve its overall effectiveness in a fight.
  • Removed firing rate penalty on ADS (Aiming Down Sight)
  • Added an extra bullet before it enters a recovery curve
  • Bulldog
  • We’re giving the Bulldog some love to help make it feel like a better buy in those situations when you might need a cheaper but versatile rifle option.
  • Hip fire rate increased 9.5 >>> 10
  • Recovery on burst fire improved from .4 >>> .35
  • Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time. Lower recovery time should improve burst fire efficiency

Map Updates

  • Bind
  • The double stack of cover at short A has been changed to remove a very powerful one-way smoke location that made the area a little too difficult for Attackers to approach
  • Sentinels will still be able to clog the space, but the new layout should open a few options for attackers pushing in
  • There’s also a small, new bench for a mix up when taking that first peek
  • Breeze
  • Increased the width of the A Main choke and removed 50/50s (where you must choose one of two locations an opponent may be located)
  • This should give defenders more options when playing around A Main. It also removes the 50/50 when both entering or exiting the cave, allowing you to be more methodical when pushing.
  • Added a stack of two crates in cave
  • This provides some cover for attackers pushing the cave while also giving defenders more options for contesting the space.
  • Adjusted cover on the back of A Site and extended the pool to the far wall
  • The cover changes should give defenders both a safe place to fall back to and more cover on retakes. Extending the pool should make playing in this space more comfortable
  • Plant site extension is also to match the new shape of the pool
  • Adjusted curved wall in mid
  • This change simplifies the space and removes the extra pocket.
  • Added cover to the pillar on B Site, blocked off the back site with a new wall, and added a stack of crates to B Wall
  • The new cover on the pillar allows for new pre and post plant opportunities
  • The adjusted back site breaks the head peek to B Main while also giving players new cover to work with. This new cover should be useful when falling back and retaking
  • The new stack of crates limits some angles from B Main, gives you new options when holding or retaking, and should break up some awkward fights that can occur on thin walls
  • Door on A can no longer be reactivated until it is finished opening or closing

Competitive

  • As the map and Agent pool has increased, it’s become increasingly difficult for new players to effectively learn and play VALORANT. However, we haven’t made any changes to when players are able to access our most competitive experience.
  • We believe everyone should take time to learn the ins and outs of core gameplay, and have ample exposure to all the maps and Agents VALORANT will throw at you before competing in our ranked experience. To force this learning period, we’ve decided to add an Account Level requirement to play in Competitive.
  • Starting with Patch 4.0, accounts that have yet to play in Ranked are required to reach account level 20 level before they are able to enter the Competitive queue
  • For those that have not yet reached account level 20, but have already played in Competitive queue, you will still be able to play in ranked.

Game Systems

  • Fixed an issue where the Signature Kill Counter was not updating visually

Esports Features

  • Coaches should no longer experience the issue where swapping targets with number keys and + mouse clicks occasionally fails.
  • Thanks RobWiz for the report!