VALORANT Patch 4.08 Notes
VALORANT Patch 4.08 introduces Agent number 19, Fade. The Turkish Initiator exploits her enemies' fears and annihilates them with terror. Equipped with nightmare itself, Fade scouts out and seeks her enemies, allowing for an opening for her or her team to overpower them.
This patch also ships out the previously covered nerfs to Jett's Tailwind. It will now be a double-cast, reducing her effectiveness to peek angles and have an easy way out with her dash.
Neon is also getting a little pick-me-up. Her dash is now more reliable, and has the added ability to dash sideways. Her wall will no longer deal damage. Neon's Battery Energy gets consumed faster, but the whole bar will now recharge upon getting a kill.
Sova is also receiving major nerfs to a couple of his abilities this patch. His Owl Drone will give less information with less ticks and has less HP. Sova's Shock Bolts deal less damage overall.
For Jett, Raze, and Sova's ultimates, the remaining number of shots still available will now be visible as ammo.
VALORANT Patch 4.08 marks the beginning of Episode 4 Act III. This means that ranks have reset, and also a new battlepass with an all-new set of skins, bundles, titles, and more. The featured skin bundle is the second wave of RGX 11z Pro, featuring a Firefly (melee), Classic, Spectre, Phantom, and Operator. Each has 4 variants, and is now available in the Shop tab ingame.
This patch changes how competitive 5-stack queues work with regards to earned RR points. The penalty for earned RR has been lowered to 25% for all ranks that aren't Radiant. Matchmaking time for 5-stack queues have also been optimized, leading to lower queue times.
Agent Changes
Fade (Initiator)
Turkish bounty hunter, Fade, unleashes the power of raw nightmares to seize enemy secrets. Attuned with terror itself, she hunts targets and reveals their deepest fears—before crushing them in the dark.
C – Prowler – 250 Credits, 2 Charges
- EQUIP a Prowler. FIRE will send the Prowler out, causing it to travel in a straight line. The Prowler will lock onto any enemies or trails in their frontal vision cone and chase them, nearsighting them if it reaches them. HOLD the FIRE button to steer the Prowler in the direction of your crosshair.
Q – Seize – 200 Credits, 1 Charge
- Equip an orb of nightmare ink. FIRE to throw the orb which will plummet to the ground after a set amount of time. Upon hitting the ground, the ink will explode and create a zone in which enemies who are caught in it cannot escape the zone by normal means. RE-USE the ability to drop the projectile early in-flight.
E – Haunt – Signature Ability, One Charge, 40 second cooldown
- Equip a nightmarish entity. FIRE to throw the orb which will plummet to the ground after a set amount of time. Upon hitting the ground, the orb will turn into a nightmarish entity that will reveal the location of enemies caught in its line of sight. Enemies can destroy this entity. RE-USE the ability to drop the projectile early in-flight.
X – Nightfall – Ultimate, 7 Ult Points
- EQUIP the power of Fear. FIRE to send out a wave of nightmare energy that can traverse through walls. The energy creates a trail to the opponent as well as deafens and decays them.
Jett
Developer Notes: The team loves what Jett has continually brought to the fight, but as the game has evolved, some of her impacts have pushed beyond what we think is healthy for the tactical promise of VALORANT. Our update to Tailwind aims to address these concerns while maintaining the aggressive site takes and awe inspiring highlight plays Jett should bring to the roster.
Tailwind
- Upon pressing E, Jett consumes her Tailwind charge and after a 0.75 second delay, activates a 12-second window where she's able to dash on next keypress
- Jett's Tailwind charge can still be regained with 2 kills
- To keep parity with the changes to Jett dash, the functionality for Dash during Knife rounds in Escalation will be adjusted.
Neon
Developer Notes: We’ve been keeping an eye on Neon and wanted to make some quality of life changes to help remove some friction when playing as, or with, Neon.
General
- Battery energy received upon killing an enemy increased from 25% >>> 100%
High Gear
We've noticed Neon has faced some friction when using movement to lead into combat, specifically failed inputs due to the velocity restriction. We hope these changes help with making her slide a lot more natural when engaging in fights.
- Slide cannot be cast during equip delay
- Velocity restriction removed
- Neon can now slide sideways and forward, and only requires that she is moving
- Energy drain increased from 6.7/s >>> 10/s
Fast Lane
- Wall damage removed
- This change is intended to push Fast Lane into a more attractive option for Neon, or for an ally by preventing the disruptive portion of doing incidental damage and by adding a bit of safety moving forward.
Sova
Developer Notes: At high-level ranked or pro play, Sova’s been a staple for quite some time. While his power has not been felt as viscerally as Jett’s, his impact in coordinated settings is nearly unmatched. We wanted to focus on addressing the amount of space that the Owl Drone practically guaranteed, and introduce additional counter play opportunities for opponents. A reduced Drone duration means Sova has to incur more risk in his positioning to clear deeper angles, and the adjustments to ping reveal (below) give opponents more opportunity to mix up their repositioning without feeling forced to completely exit the area. Shock Dart has also taken a hit as we continue to sharpen damage outputs on non-ultimate abilities, so that they kill less frequently
C – Owl Drone
- Duration reduced from 10 seconds >>> 7 seconds
- Health reduced from 125 >>> 100
- Dart Reveal Changes
- Number of reveal pings reduced from 3 >>> 2
- Initial delay before first ping reveals increased from 1.2 seconds >>> 1.6 seconds
- Delay between the first and second ping remains 1.2 seconds
- Quality of Life changes
- Changed crosshair color to green to better stand out against the white HUD
- Removed delay on [Target Hit] confirmation text
- [Target Hit] confirmation text now remains on the player HUD when transitioning out of Owl Drone
- [Target Hit] confirmation text now remains on screen for 2 seconds instead of 1 second
- Adjusted audio on drone dart hits for both Sova and the player hit to make confirmations more noticeable
- Fixed a bug with Owl Drone, where the Dart Cooldown UI element would not properly update after tagging an opponent
Q – Shock Dart
- Max Damage decreased from 90 >>> 75
- Radial damage has been scaled in accordance with new max damage.
Agent Ability Ammo
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
5 – Stack Queues
- Reduced Rank Rating gain/loss penalty for differnt 5-stack configurations
- If EVERYONE in the 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 the party is Diamond 3-Immortal 3, but no one is Radiant
- 25% RR penalty for all playrs
- If ANYONE in te party is Radiant
- 75% RR penalty for all players
- If EVERYONE in the party is Iron-Diamond 2:
- Tuned matchmaking to reduce wait time for 5-stacks
VALORANT Patch 4.08 Bug Fixes
Agents
- 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
Perfomance
- Fixed a bug in the Shooting Range where bots would respawn unarmed.
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