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VALORANT Patch Notes 4.04 - Full List

VALORANT Patch Notes 4.04 - Full List
Image Credit: Riot Games
Written by: ar1essss
-
01/03/2022

Riot Games released the info about patch 4.04 in VALORANT, which will come to the game this week.

 

 

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

 

 

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.

 

Before

 

ice1

 

After

 

ice2


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.

 

Before

 

ice3

 

After

 

ice4

 

Green lane slightly widened. This is to make moving through this space more
comfortable.

 

Before

 

ice5

 

After

 

ice6

 

 

The B Site rework is focused on adding more importance to controlling the site when attacking and making engagements around the site more manageable.

 

Before

 

ice7

 

After

 

ice8


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.

 

Before

 

ice9

 

After

 

ice10

 

Lower container removed and geometry adjusted into a cubby facing Green. Doorway on the upper container widened, and its position adjusted. This should allow players to better isolate fights around the site and make utility usable more meaningful.

 

Before

 

ice11

 

After

 

ice12

 

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.

 

Before

 

ice13

 

After

 

ice14

 

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.

 

Before

 

ice15

 

After

 

ice16

 

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.

 

Before

 

ice17

 

After

 

ice18


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

 

Before

 

ice19

 

After

 

ice20_tCXQDcl


Crates added to Orange lane to block line of sight from under tube to danger.

 

Before

 

ice21

 

After

 

ice22

 

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 can feel overwhelming for defenders, so these changes should give them some new options and allow them to better isolate Attacker angles.

 

Before

 

ice23

 

After

 

ice24

 

Cover on back A site adjusted. This change should give Defenders a little extra space to anchor on.

 

Before

 

ice25

 

After

 

ice26

 

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.

 

Before

 

ice27

 

After

 

ice28

 

 

Competitive updates


Introducing 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.

 

 

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.

 

All images right to Riot Valorant.

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