Valorant patch notes latest balance changes and updates

August 2024 · 84 minute read

What are the latest Valorant patch notes? 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 ranks.

Riot Games usually pushes a handful of updates out during each of the competitive FPS game’s Acts, which all alter our Valorant tier list. The best Valorant agents one patch might be Jett and Viper – next, 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 as you grind away at the Valorant ranks.

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 7.07

Valorant patch 7.07 reverts the competitive restrictions imposed in patch 7.06, as well as minor bug fixes.

Competitive Updates

“After listening to your feedback, we have decided to remove the recent rank restriction made to five stacks that was implemented in Patch 7.06. We know how important it is to play with your friends and your need for flexibility in order to do that.

Initially, the rank restriction was made to prevent people from illegitimately boosting to the highest ranks like Radiant. In the end, we realized that your ability to have flexibility with your five stack was more important than the very small number of people who abuse this exploit. However, we still recognize that boosting is a risk to competitive integrity and are working on an appropriate long term solution that doesn’t impact your ability to play with friends in a five stack.”

Map Updates

Haven

Performance Updates

Bug Fixes

General

“In Patch 7.06, we fixed a bug that allowed the game to output surround sound when certain conditions were met, but the surround mix was untested and unsupported. Valorant currently only supports stereo and mono sound output.”

Agent Updates

Cypher

Gekko

Premier

Valorant patch notes 7.06

Valorant patch 7.06 introduces some general updates, as well as competitive restrictions to combat boosting.

General Updates

Agent Updates

Sage

Competitive Updates

Gameplay Systems Updates

Bug Fixes

Gameplay Systems

Valorant patch notes 7.05

Valorant patch 7.05 introduces a major quality of life improvement for Astra, as well as new map Sunset to the competitive pool.

Agent Updates

Astra

“Going in and out of Astral form is a complex mechanical task that leaves Astra vulnerable to attackers by denying her information about her surroundings. The change we’ve made to her Astral Form (X) gives Astra back some agency and information, allowing you to react to enemy footsteps and utility you may have missed while in Astral Form.”

Map Updates

Sunset

Bug Fixes

General

Agent

Player Behavior

Valorant patch notes 7.04

Valorant patch 7.04 introduces major clarity adjustments, with the scope to ensure gamestates aren’t overloaded visually.

Agent Updates

“Valorant asks you to make tough decisions when interacting with enemy utility—shooting, dodging, and timing your moment to take a decisive action. We want everyone to come away from rounds feeling like they had the possibility of making a better play if only they were a little faster or smarter. The team has noticed that when faced with multiple pieces of utility or some of larger scale ultimates, your avenues for counterplay can sometimes be overloaded, leading you to feel unsure of what’s happening or what you could do differently next time.

While Patch 7.04 includes changes to over half of the roster, the changes are sharply focused on increasing game state clarity by making the following adjustments:

Though many of these changes are subtle, We hope all together they improve gamestate clarity and the sense that you have even more opportunities for your skill to shine through.”

Breach

Brimstone

Fade

Gekko

Killjoy

Omen

Skye

“Skye has become a keystone of the current meta through her blend of recon and space taking utility. While we like that she can potentially unlock new comps through this combo, we think she has lacked clear weaknesses compared to her peers given the wide range of value she brings. These changes reduce the distance in which Guiding Light can provide info. Changes also helps reduce the amount of time enemies need to worry about her flash when she flies it a great distance without activating it. We’ve also reduced the health of Trailblazer and Seekers to make them slightly easier for enemies to deal with, Skye’s ultimate cost will increase to better reflect the high level of baseline value it provides.

We’ll be keeping a close eye on these updates to see if they push the choice competition between Skye and her peers into a healthy place, or if further updates are needed in either direction.”

Sova

Viper

Astra

“We’ve noticed a large power disparity between Astra’s Gravity Well and Nova Pulse. Our goal is to create clearer use cases for both abilities: Gravity Well will be Astra’s tool for controlling space, and Nova Pulse for quickly affecting an area. At the same time, we hope to reduce some of the oppressive and long duration pressure Astra’s stars produce by providing enemies a chance to push past activated Gravity Well during its windup period if they act quickly.

We’re updating Cosmic Divide to help clarify the overall game state by eliminating uncertainty around whether you or your enemies are close enough to the wall to be heard. We also think this gives Astra’s wall a clearer power profile for her and her allies to play around.”

Jett

“Since the last time we released changes to Jett, she has continued to be a mainstay of both competitive and professional play. We like that the dash changes in 4.08 pushed her to be more deliberate and tactical, but still feel that Jett is often given more reliable power windows and generous tuning than other Duelists and Agents in general.

Our goal with these changes is further sharpening Jett as the aggressive, high precision Duelist by increasing the intentionality of her ability usage and power windows. We want to maintain her unique ability to break through chokes and dash onto site, while reducing her defensive power-holding angles and her ability to reactively undo tactical mistakes with her array of quickly cast abilities.

We believe these changes align Jett’s overall power level and place in the Tactical Cycle with our other Agents, while maintaining Jett’s unique role and fantasy on the VALORANT roster. To help explain our thought process, we’ve provided context on how each change aims to support these goals, and we’ll be keeping a close eye on how these changes land at all levels of play.”

Map Updates

Map Rotation

New Map: Sunset

Breeze

“Breeze’s scale and size are core to the map’s design but we wanted to address rotation times by simplifying where threats could be to make retaking less dangerous. This set of changes aims to add more tradeoffs to A and B site slams that utilize post-plant utility to secure the round while adding more incentive for Attackers to control Mid to exert pressure throughout the map.”

Player Behavior Updates

Report UI Improvements

Premier Updates

Bug Fixes

Agent

Gameplay Systems

Player Behavior

Premier

Known Issues

Premier

Valorant patch notes 7.03

Valorant patch 7.03 introduces an update to muting, QoL changes in the items department, and more.

General Updates

Player Behavior Updates

Store Updates

Favoriting After Purchase and End-0f-Game Unlock

Navigation to Sprays Collection

Bug Fixes

Valorant patch notes 7.02

Valorant patch 7.02 brings updates to Jett’s voice lines, the global rollout of Real Time Text Evaluation, and the usual suite of bug fixes.

Agent Updates

Esports Features

Esports Hub is live!

Player Behavior Updates

Bug Fixes

General

Agent

Maps

Premier

Known Issues

Cosmetics

Valorant patch notes 7.01

Valorant patch 7.01 reintroduces Premier via the Ignition Stage, while stricter punishments for unruly players have also been added.

Agent Updates

Competitive Updates

Premier

Ignition Stage is live!

Player Behavior Updates

Valorant patch notes 7.0

Valorant patch 7.0 brings sweeping changes to progression, while introducing new agent Deadlock and new game mode Team Deathmatch.

General Updates

Spray Wheel

Agent Updates

Deadlock

YouTube Thumbnail

Misc.

Modes Updates

Team Deathmatch

YouTube Thumbnail

Progression System Update

Daily Rewards

Accessory Store

Agent Store

Agent Recruitment Events

Agent Gear

For more information, check out our Progression Update Explainer + FAQ here.

Bug Fixes

General

Agents

Social

Known Issues

General

Valorant patch notes 6.11

Valorant patch 6.11 brings a whole host of changes to Agents, weapons, and more.

Agent Updates

Breach

Chamber

Chamber has taken a backseat in overall pick-rate after the last round of changes in Patch 5.12. At the time, we reduced Chamber’s sphere of influence significantly. We’re looking to put more power into his ability to lurk, and give him more flexibility within his setups.

Viper

The Viper change below is meant to both create more explicit downtimes when playing around her utility and address the multiplicative effects of Viper and Harbor’s vision block.

We want to ensure Viper and Harbor can be competitive independently, while also allowing room for teams to explore strategies that can counter them. This change retains Viper’s power moments while her utility is active but asks you to be more precise on when to use it—giving attackers more agency and value in baiting out her fuel, and defenders a larger window to play around it during retakes. It also creates some moments of downtime when Harbor and Viper cycle their walls.

As always, we will be watching how these changes play out in the coming months and evaluating if any further changes are needed.

Misc.

Gameplay Systems Updates

Map Updates

Pearl

We’ve felt that Pearl’s B Site has been problematic due to how difficult the site is to hold as a defender in conjunction with the amount of strong post-plant options available to attackers. With that in mind, we wanted to get a smaller scale update out before Champions to address those concerns.

Weapons Updates

Weapon Accuracy on Ascenders / Ziplines (Ropes)

We’ve adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. This should allow combat on ropes to be viable in close range scenarios, which we feel is important to make them a viable map traversal tool, but much less often will it be a good choice in medium to long range engagements.

Shorty

We like that the Shorty has found a viable role in the game though it has proven to be too reliable and accessible. We’re increasing the price to make purchasing the Shorty a more thoughtful decision throughout the course of the game while the damage adjustments require more accuracy to get one shot kills against fully armoured opponents.

Frenzy

The Frenzy has been more potent at long ranges than we’d like. The spread (error) and recoil changes will make long range fights tougher while retaining much of the Frenzy’s short range power.

Error Power

Error Power (also known as Centre Biasing for us) is a tool we utilize to reward accuracy by biasing shots toward the centre of the crosshair.

While this system is functioning as intended for stationary firing, it’s been unintentionally aiding firing while on the move. We’ve significantly reduced centre biasing in these movement states: shots fired while moving are now almost uniformly random within their spread cone, meaning that fewer of these shots will precisely land on target.

Even so, Run-and-gun (and jump shooting) kills will still happen – and we think these kills are healthy in close range contexts with the right weapons – but this error power adjustment should help to reduce their frequency a moderate amount, particularly at longer ranges.

Recoil Adjustments

For a handful of weapons, we’ve increased vertical recoil while firing on the run. This makes the weapons feel less controllable in this state, and should reduce the number of incidental run-and-gun kills.

Phantom/Vandal Ammo Reserve

We wanted to inject more decision making when wall penning common spots or blind firing through smokes with the Phantom and Vandal. We’ll keep a close eye on the adjusted ammo reserves for these guns to make sure these weapons are still able to deal with shootables like Sage’s Barrier Orb (C) and Harbor’s Cove (Q).

Bug Fixes

Agents

Gameplay Systems

Social

Valorant patch notes 6.10

Valorant patch 6.10 brings with it a new Spray Wheel, a rework to Collections, alongside the usual suite of quality of life tweaks and bug fixes.

General Updates

“We have been cooking up some new features to allow you greater flexibility when using and collecting Sprays, and we are happy to launch our first iteration of these improvements with this pass. Introducing the Spray Wheel!”

“We hope you’re as excited about this as we are! We acknowledge this is a large change and will take some getting used to. As such, we’ll be listening closely to user feedback as you get used to the new system and making improvements and adjustments in the future.”

Agent Updates

Brimstone

Misc.

Cosmetics Updates

“The RGX 11z Pro EP 4 Gun Buddy and Oni EP 6 Gun Buddy now have the variant shift feature on their corresponding older bundles. You can now put your RGX EP 4 Gun Buddy on your Vandal and it shifts its colour just like it does in the Phantom—no more mix and match!”

Gameplay Systems Updates

Bug Fixes

Agents

Gameplay Systems Updates

Known Issues

Spray Wheel

Valorant patch notes 6.08

Valorant patch 6.08 brings with it a nerf to Killjoy’s Nanoswarm, alongside numerous audiovisual improvements for certain agent abilities. Oh, and Bind’s back, baby.

Agent Updates

Gekko

Killjoy

“As Killjoy has taken on a more prominent place in the meta, we’ve noticed a couple of areas where we could improve the ways her abilities interact with other players/the environment.

We’ve done a pass on some of her audio cues to make them more distinct and make it clearer when her utility has been destroyed. In addition, we’ve increased the reveal radius on Nanoswarm (C) to better match its area of damage and make it more realistic for enemies that are moving methodically to track them down.

We’ll be keeping a close eye on this balance point moving forward. Finally, we’ve removed the yellow warning indicator that was added to Lockdown (X) last patch, as it was too noisy on screen for the full duration of her ultimate winding up.”

Misc.

Cosmetics Updates

Shorty

We have upgraded several Shorty models, including the default Shorty, to get them up to par visually with the rest of our weapons. These are just art updates—there will be no gameplay changes.

Map Updates

Map Rotations

The newly updated Bind rotates into Competitive and Unrated queues.
Icebox rotates out of Competitive and Unrated queues.

Bug Fixes

Gameplay Systems

Social

Known Issues

Valorant patch notes 6.06

Valorant patch 6.06 comes with various tweaks and bug fixes. Though it’s not a particularly interesting patch, at least you can now message cute emotes to your pals ^w^.

Agent Updates

Gekko

Map Updates

Lotus

Gameplay Systems Updates

Bug Fixes

Agents

Social

Valorant patch notes 6.05

Valorant patch 6.05 notes bring a host of tweaks and bug fixes to Gekko.

Agent Updates

Gekko

Performance Updates

Bugs

Agent

Gameplay Systems

Performance

Social

Valorant patch notes 6.03

Valorant patch 6.03 notes bring nerfs to Killjoy and Raze, alongside bug fixes.

Agent Updates

Killjoy

With Chamber’s recent balance and the increased reliability of Killjoy’s Lockdown ult, she has recently sprung up as the premier Sentinel Agent in the game. When we took on systemic damage and health interactions in Patch 5.12, we decided not to reduce Killjoy’s Turret health given her place in the ecosystem at the time. Given her place today, we are making the changes below.

Raze

We feel the duration of Boom Bot has led to a larger recon footprint than we felt was healthy, in regards to the ability’s secondary output. We are decreasing the amount of space the ability can cover in order to sharpen Boom Bot as a tool Raze and her team can use to follow up around angles.

Modes Updates

Swiftplay

Remember when we told you the Swiftplay Beta would end in January. We sorta lied. Everyone decided to just keep it on. Please keep sending us your feedback, though!

Social Updates

Bug Fixes

Valorant patch notes 6.02

Valorant patch 6.02 notes bring the Riot Voice Evaluation beta to NA, tweaks to server rewind limit for high ping players, and more.

Weapon Updates

Stinger

As per Valorant on Twitter: “After a few weeks of tracking, were upping the cost of the Stinger and adjusting the damage fall-off in time for Patch 6.02.

We feel the Stinger is over-performing at its price point, especially in the early rounds, and lacks the right economic trade-offs.”

Gameplay Systems Updates 

“When a player fires a shot, it takes time for the input to reach the server. To prevent you from needing to lead your shots, VALORANT implements server rewinding. When the server determines the outcome of a shot, it rewinds character positions around the bullet to match their locations at the time when the shot was initially fired. Finding the right limit for a max rewind amount is important for reducing cases of anyone feeling like they need to lead shots, or that they can still be shot after safely repositioning themselves.

When we launched the game, the max rewind value was set to 200 ms based on what we deemed as acceptable networking conditions (factoring in some amount of additional input/processing latency) to play VALORANT. Based on player data since launch, we’ve determined that this value is too high for the networking conditions experienced by most of you. —Kevin Lee, Software Engineer”

Social Updates 

Bugs

Agents

Maps

Weapons

Social

Valorant patch notes 6.01

Valorant patch 6.01 notes bring bug fixes, as well as a tweak to Lotus’ rotating doors volume.

Map Updates 

Lotus:

Modes Updates 

Replication:

Bug Fixes 

Gameplay Systems:

Maps:

Valorant patch notes 6.0

Valorant patch 6.0 notes introduce new map Lotus, reintroduce a revamped Split, and do away with Omen’s one-ways.

Map Updates 

[New Map] Lotus:

Here’s the official map trailer:

YouTube Thumbnail

Split:

“Split is returning with a few tweaks to make attacking a little easier.”

Be sure to check out this visual rundown of the changes from ‘Thinking Man’s Valorant’:

YouTube Thumbnail

Map Rotation

Omen’s Dark Cover (E)

Competitive Updates

Overall, the changes below should make Ranked Rating gains and losses feel more consistent, and reduce the effect stomps have on your RR. We’ll keep a close eye on the data to make additional adjustments as necessary.

Progression Updates

Bug Fixes

Cosmetics

Maps

Agents

Valorant patch notes 5.12

Valorant patch 5.12 notes include some big meta-shifting changes in preparation for Episode 6, such as tweaks to agent ability damage. Here are the full notes:

Agent Updates

With pro play heading into the offseason after the completion of an amazing Game Changers Championship, we’re taking the opportunity to hit some broad updates we’ve been looking to make along with individual Agent changes.  

We’ve increased the point costs of the Agent Ultimates that have large, site-wide footprints. These changes should reduce their overall frequency and increase counterplay against them at the strategic level.

In addition to the Ult adjustments, we’ve also made a tuning pass on Agent ability economy. The areas targeted in this pass include: Total loadout cost outliers (for their respective role), Agents with lack of pistol round buy options, and unintended power relative to the cost of the ability.

To wrap up the broad updates, we’ve taken a pass at the HP of destructible objects in the game.  Damage-over-time area abilities (like Brimstone’s Incindiary and Viper’s Snakebite) now damage enemy utility (read more in the Gameplay Systems Updates), so we’ve increased the health of 1hp destructibles so that they aren’t instantly vaporized—but can still be destroyed by one-shot in most situations. Also, Killjoy’s Lockdown gets a bigger health bump to reduce the number of abilities that can destroy it solo.  Boombot and Prowlers on the other hand have felt like they require unloading too many bullets given their other strengths, so the health of those abilities have been reduced.

Breach

        ◦ Ultimate Points increased 7 >>> 8

Chamber

Cypher

Fade

Harbor

We’re back again with small Harbor buffs. It is hard to learn a new Controller smoke style and we hope these changes make it easier for Harbor’s vision block to last long enough to finish executing with their team, while also providing wall smoke duration that’s on par with Viper. We’ll continue to monitor Harbor’s strength and see if we need to make any more waves. Chalo!

KAY/O

Killjoy

Omen

Phoenix

Raze

Sage

We’re looking to slightly refine Sage’s strengths to be more about fortifying areas she controls and helping allies, rather than offense-focused with her utility. We’re hoping the heal update will push her power and satisfaction when fully healing others while creating tradeoffs for playing Sage overly aggressive and relying on self-healing.

Sova

Skye

Viper

We’re reeling in Viper’s ability to play outside of her ultimate’s smoke area. These changes will anchor Viper more to her ultimate and allow coordinated retakes against Viper’s Pit to be more successful.

Yoru

Gameplay Systems

Assist Tail Tuning

Assist tails are the “grace period” duration after a debuff has expired where a player will still be awarded an assist for debuffing the killed target.

Damage Interaction Updates

Brimstone

Phoenix

KAY/O

Killjoy

Raze

Sova

Viper

Damage Multiplier Updates

With damage-over-time area abilities now universally damaging utility, we took a pass on damage multipliers. These area damage abilities cover a wide space and deal large amounts of damage over their duration. We’ve reduced their non-player output to 50% of base damage to prevent instant destruction of enemy utility and to ensure abilities with higher health, such as Sage Barrier Orb, retain their relevant impact.

Breach

Brimstone

KAY/O

Killjoy

Phoenix

Raze

Viper

Allied Ability Damage Immunity

The following abilities are now immune to allied damage.

Chamber

Cypher

Fade

KAY/O

Killjoy

Raze

Skye

Sova

Yoru

Weapons 

Spectre

We felt the Spectre was overperforming at mid to long ranges and, as a result, was crowding out other options on partial buys.

New Swiftplay beta

Swiftplay Beta is playable Dec. 6 through Jan. 10, 2023. Please jump in, help us test this new game mode, and give us your feedback!

Bug Fixes

Valorant update 5.12 patch notes: Killjoy and her robot companion, seta against a blurred image of the map Haven

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.”

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.”

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.”

Gameplay Systems

Real Time Text Evaluation (NA only to start)

Social

Bugs

Astra

Chamber

Harbor

Neon

Valorant patch notes 5.09

Bugs

Agents

Valorant Patch notes 5.08

Agents

Harbor goes live for Episode 5 Act 3

Bugs

Agents

Gameplay Systems

Maps

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.”

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.”

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.”

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.”

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.”

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.

Bug fixes

Agents

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

Gameplay systems updates

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!”

Bugs

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

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.

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

Chamber

Jett

Gameplay systems updates

BUGS

Agents

Gameplay Systems

Known issues

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.

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.

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.

GAMEPLAY SYSTEMS

GAME MODES

PERFORMANCE UPDATES

BUGS

Performance

Yoru

Sova

Fade

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

Split

Competitive updates

NEW RANK: Ascendant

Bugs

Maps

Agents

Game Systems

ncG1vNJzZmivp6x7tbTEpaaanJ%2BqwW%2BvzqZmr5mcpL%2BiutNop5qsk516r7vTnqo%3D