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Valorant’s new patch adds Fade and nerfs Jett’s instant dash

Image: Riot Games

Jett has long been one of valorant‘s best agents, but the game’s latest patch is cutting their veils a bit. valorant Patch 4.08 nerfs the Dualist Agent, buffs Neon, and adds the new Fade Agent to the fray. The patch was released on Wednesday, just in time for the game’s new act.

Arguably the most hyped update in the patch is the change to Jett’s Tailwind ability. The previous version allowed you to instantly run from one place to another, but the new version will require some forethought. After the patch, Jett must activate Tailwind, a process that includes a short delay, and then use the ability within a 12-second window. This means that Jett players can no longer be fully reactive and will now need to set up their runs before using them.

The other big change in the patch is the addition of the new Agent Fade, who uses shadows to help spot enemies. Sova also got some nerfs with a shorter window to use her Owl Drone ability and less damage to her Shock Darts. Meanwhile, Neon got a few buffs, including smoothing out her slide and removing damage from her walls, allowing her teammates to get in and out safely.

For an overview of all the changes in valorantof the 4.08 update, you can check out the full patch notes.


Valorant Update 4.08 Notes

Agent Updates

Fade goes live

  • See their skills on our Agents page.
  • Check out the first trailer for Fade. You will wake up screaming.

Jet

The team loves what Jett has continually brought to combat, but as the game has evolved, some of his impacts have gone beyond what we think is healthy for VALORANT’s tactical promise. Our Tailwind update aims to address these concerns while retaining the aggressive site catches and awesome flagship pieces that Jett should bring to the roster. Discover our Full article on the Jett update here for a full look at our approach and the philosophies that drove this update. We expect this change to have a ripple effect on agents around Jett and the ecosystem as a whole, so we’ll be keeping an eye out not just for Jett, but for any cascading impacts across the whole. of the list.

downwind

  • Pressing E causes Jett to consume his Tailwind charge and, after a 0.75 second delay, activates a 12 second window where he can dash the next time he presses the key.
  • Jett’s tailwind charge can still be picked up with 2 kills
  • To maintain parity with changes to Jett Dash, Dash functionality will be adjusted during knife tricks in Escalation.

Neon

We kept an eye on Neon and wanted to make some quality of life changes to help remove some friction when playing or gaming with Neon.

General

  • Battery energy received from killing an enemy increased by 25% >>> 100%

Maximum speed

We noticed that Neon encountered some friction when using movement to start combat, especially the missed tackles due to the speed restriction. We hope these changes will help her glide much more naturally when entering combat.

  • Slide cannot be launched during team cooldown
  • speed restriction removed
  • Neon can now slide sideways and forwards, requiring only one move
  • Increased power consumption from 6.7/s>>>10/s

Freeway

  • Removed wall damage

This change is intended to make Fast Lane a more attractive option for Neon or an ally by preventing the disruptive party from taking accidental damage and adding some security in the future.

Sova

In high-end ranked or professional games, Sova has been a staple for quite some time. While his power hasn’t been felt as viscerally as Jett’s, his impact in coordinated environments is almost unmatched. We wanted to focus on how much space the Owl Drone practically guaranteed and introduce additional counterplay opportunities for opponents. The reduced drone duration means Sova has to take more risks in his positioning to clear deeper angles, and the tweaks to reveal ping (below) give opponents more opportunity to change their repositioning without feeling pressured to leave. area completely. Shock Dart also took a hit as we continue to refine the damage outputs on non-ultimate abilities, so they kill less often.

drone owl

  • Reduced duration 10s >>> 7s
  • Health reduced 125 >>> 100
  • reveal darts
  • Reveal reduced ping count 3 >>> 2
  • Initial delay before first ping is revealed increased from 1.2s >>> 1.6s*
  • *The delay between the first and second ping remains at 1.2s
  • Quality of life
  • Changed crosshair color to green to better stand out against the white HUD.
  • Delay removed in [Target Hit] validation text
  • [Target Hit] Confirmation text now remains on the player’s HUD when exiting Owl Drone.
  • [Target Hit] confirmation text now stays on screen for 2s, up from 1s
  • Adjusted audio on drone dart hits for Sova and player hit, to make confirmations more noticeable.
  • Fixed a bug with Owl Drone where the Dart Cooldown UI element would not update properly after tagging an opponent.

shock dart

  • Max damage reduced from 90 >>> 75
  • Radial damage has been scaled based on the new maximum damage.

Agent Capacity Ammo

  • by Jett blade Storm, by Raze sensational, and by Sova Hunter’s Fury will now display how much ammo they have left when equipped

Competitive upgrades

5 tails stack

  • Rank gain/loss penalty reduction for different 5-stack builds
  • If EVERYONE in your party is Iron-Diamond 2:
  • No RR penalty if in normal pool
  • 25% RR penalty for all players if a player falls outside the normal group
  • 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 group is Radiant
  • 75% RR penalty for all players
  • Adjusted pairing to reduce wait time for all 5 stacks
  • You can read the basics of how the 5-stack rank penalties work in our previous patch notes.

Error correction

officers

  • Fixed a bug where Jett was unable to use abilities or weapons when using Tailwind immediately after exhausting his Bladestorm daggers.
  • Fixed a bug where Yoru could teleport out of bounds when using Gatecrash
  • Fixed several feats that allowed Yoru to use weapons before fully revealing herself at the end of her ult.

Performance

  • Fixed a bug in the shooting range where bots would respawn unarmed

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