Valorant patch 4.04 will introduce an extensive number of updates to the shooter. While a new map or an Agent will not be on the cards this time around, Riot Games will be focusing extensively on balance changes heading into Episode 4 Act 2.
Along with the much-anticipated Yoru rework, extensive changes will be making their way to Omen, Brimstone, Astra, and Viper.
Additionally, Icebox will be hit with a lot of changes as well, and Riot is looking to make improvements for competitive health, for both attackers and defenders.
Valorant fans looking for a detailed description of the patch can look up Riot’s official website.
However, for a brief overview, here are all the major updates.
Valorant patch 4.04 official notes
For all the details on the Valorant 4.04 update, read the full updates below, courtesy of Riot Games.
1) 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 >>> 30s
- 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 RapidFire.
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 disbaled by suppress.
Snake Bite
- Duration decreased 6.5 >>> 5.5
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
2) Map Updates
Ascent
- B orb can now be taken
Icebox
B Site
- Changes to B “Green” lane are focused on improving attacker options and making the space more comfortable to play in.
- Doorway from Attacker spawn building near Green lane moved to the first cubby. This is to give attackers a new way to approach B Green instead of having to enter from two similar positions.
- Green lane slightly widened. This is to make moving through this space more
- comfortable.
- The B Site rework is focused on adding more importance to controlling the site when attacking and making engagements around the site more manageable.
- Yellow container adjusted and new stack of crates added. As players have settled into Icebox we’ve noticed a lot of rounds revolve around anchoring down behind yellow during post plant situations. This change should allow Yellow to retain some power while adding more value to holding space on the actual site.
- Lower container removed and geometry adjusted into a cubby facing Green. Doorway on the upper container widened and it’s position adjusted. This should allow players to better isolate fights around the site and make utility usable more meaningful.
- Outer wall on B site and crane structure brought in toward the site. Narrowing the site allows for more controllers to comfortably use their utility without having to worry about gaps.
- Building in Back B closed off. We want to encourage attackers to push further and hold more space. Closing off this building should allow players to better anchor themselves in Snowman. It should also better highlight using B Fence to cut off rotations.
- Plant zone on B site adjusted. This change is to encourage more spike plant diversity while retaining some safer defaults to work with. You can now also plant on the bridge from kitchen to upper container as well.
- The changes to mid are aimed at adjusting lines of sight and making these spaces more comfortable to play in.
- Back wall in Kitchen adjusted. This change should help moving through this space feel more comfortable and allow players to more easily clear this space
- Crates added to Orange lane to block line of sight from under tube to danger.
- Boiler ramp geo simplified and slightly narrowed. Smokes will now fully cover Boiler and players should find head peaks from ramp more predictable.
A Site
- A Site can feel overwhelming for defenders so these changes should give them some new options and allow them to better isolate Attacker angles.
- Cover on back A site adjusted. This change should give Defenders a little extra space to anchor on.
- Head peak on attacker side pipes removed. Where Attackers can peak from on A Site can feel overwhelming. This change should allow Defenders to better isolate where threats can come from.
3) Competitive updates
The statement from Riot reads:
"The update will introduce the initial testing of a new “deterministic map system” in LATAM. The goal of this system is to increase the variety of maps that players will encounter. If there are no issues, we plan to activate this system (explained below) for all regions within the next few days/week. Although this is LATAM region only, we are including it here as a heads up if we decide to expand. Stay tuned to the official VALORANT channels for 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.
4) Bugs
Agents
- Fixed issue where enemies wouldn’t trigger Cypher’s Trapwire in rare situations
- Fixed the boom not showing up for Astra if planted while in Astral Form
- Fixed a bug where Viper’s Toxic Screen audio could play in the next round if it is activated right on round end
- Fixed Yoru’s Gatecrash icon showing up as a big white circle on Brimstone’s targeting map
- Fixed a bug where Chamber’s teleport would sometimes fail when cast immediately after firing the last bullet of Headhunter
- Fixed a bug where Chamber’s Tour de Force would inconsistently spawn slow zones when firing at KAY/O during NULL/CMD
Social
- Fixed an issue with AFKs in Escalation game mode
Esports Features
- Fixed a bug where the timer would overlap itself while viewing the megamap as an
- observer
Game Systems
- Fixed an issue where you could tap the scroll wheel to activate the defuse audio without actually initiating a defuse.