Patch Notes – Valorant Patch 1.04 – four agent adjustments and what else?

Patch Notes - Valorant Patch 1.04 - four agent adjustments and what else?
Things are happening in Valornant, with the new . (Source: Games)

Riot has released a for the hit shooter . Patch 1.04 makes changes to the agents Viper, Raze, Brimstone and Cypher, among others, but besides the obligatory bug fixes, the Classic Pistol is also happy about an adjustment.

The conjured up Sage nerf with Valorant Patch 1.04 remains absent. In the run-up to the new Valorant update, Riot had hinted at extensive changes to the agent. It will indeed be adjusted, but not in the form we would have thought. We have an overview of the Valorant 1.04 patch notes.

 

Patch Notes - Valorant Patch 1.04 - four agent adjustments and what else?
From vipers, generated rocket launchers and a modified pistol. (Source: )

Valorant Patch 1.04: Four Agents for One Hallelujah?

Some of the agent changes hinted at in advance by lead designer Ryan Scott actually come into effect with Valorant Patch 1.04. The new update, which hit the live servers last night, makes adjustments to Viper, Raze, Brimstone and Cypher.

First and foremost, however, is a change to the purchase menu before starting a round. Here, the old text boxes have now been replaced by a new graphical menu that should make it easier to compare the shooting irons.

Also, some bugs with the Elderflame skins have been fixed, especially regarding the animations or volume of the sound effects. So far, so boring. You’re here for the agents, right? Here we go.

Viper

Snake Pit

  • Max. Time outside ultimate ability before it collapses changed from 5 to 12 seconds.
  • Viper can hold down the ability button to place her ult early in the game.
  • The mini-map of enemies will be covered in the snake pit, and they will not share information with their allies’ mini-maps.
  • The brightness of red-hot enemies at the edge of Viper’s limited field of view has been increased.

With this change, Viper’s Ulti becomes more versatile. After all, the agent can now move more freely (and longer) outside the smoke cloud, which opens up a whole new set of possibilities – at least that’s Riot’s plan.

Decay

  • Decay damage per second from all sources to enemies increased from 10 to 15.
  • When an enemy leaves Viper’s Smoke, the decay lasts another 2.5 seconds before the effect disappears.

The increased damage and delay will make the skill noticeably stronger in the future. Especially in combination with the new Snake Pit, you should be able to better use the skill to your advantage.

Fuel

When Poison Cloud and Toxin Shield are active at the same time, only the necessary fuel for one ability is consumed.

Raze

  • The cost of the ultimate skill Full Pipe has been increased from 6 to 7 points.

Raze’s Ulti is one of the strongest Valorant Skills around. Even if the hoped-for nerf fails to materialize, the increase in cost should make for a change in the meta; after all, the overpowered rocket launcher won’t be used quite as often anymore.

Brimstone

  • The cost of the ultimate ability Air Strike has been increased from 6 to 7 points
  • Stim Pack no longer gives buffs to enemies and no longer shows them the area of effect.

If Raze’s Ulti is generated, Brimstone will have to suffer as well. It’s only fair. Also, Riot has improved the graphics quality of Brimstone’s arms. Well… because you see the arms the entire round and the developers were obviously not happy with that. Let’s just leave it at that for now….

Cypher

  • Cyber cage can now be unlocked during the purchase phase
Patch Notes - Valorant Patch 1.04 - four agent adjustments and what else?
Oho, Brimmy gets new arms. (Source: Riot Games)

update of the Classic pistol

The Classic pistol has also been adjusted with Valorant Patch 1.04. The changes mainly revolve around the secondary fire mode, but a change in dispersion and a new crouch precision bonus may make the handgun a bit more interesting in the future:

 

 

 

  • Fixed a bug where the inaccuracy of the secondary fire mode was much higher than intended when running.
  • A penalty of 1.5 was added when running because the system took the general error curve for handguns as a reference.
  • Fixed a bug where there was no inaccuracy penalty on jumps.
  • Adjusted scatter when running from 3.4 >>> 2.1.
  • Mainly a bug fix.
  • Dispersion on jumps adjusted from 1.9 >>> 2.3.
  • Scatter for walking adjusted from 1.9 >>> 1.95.
  • New: 10% precision bonus when the player is crouching or not moving.

And what else?

Otherwise, Valorant Patch 1.04 optimizes many small things and makes performance improvements to the shooter. Since the videos for skin upgrades are now streamed and no longer saved locally, the file size of Valorant drops to 380 MB.

Other patch highlights include:

  • Reyna now has to look in the direction of soul orbs again to activate them and continue being healed. Should now work again as it did in patch 1.02.
  • Brimstone’s smoke clouds no longer obscure the view of only one side when the player’s camera is in the upper area of the smoke cloud.
  • Breach’s aftershock now correctly deals damage to all characters when multiple are hit.
  • Screen flickering no longer occurs when Sova’s drone reaches maximum altitude.

The complete Valorant 1.04 patch notes can be read again on the game’s homepage. Let’s hope that the balancing changes really have an impact on the meta.

More about the world of and gaming can be found on EarlyGame. Have you noticed the bug in the rank system? Or are you more in the mood for a relaxed samurai adventure? Then Ghost of Tsushima might be something for you.

What are Patchnotes?

Patchnotes are specially designed to appear only in the appropriate places.

What is Valorant?

Valorant initially appears to be a cross between CS:Go and . A competitive shooter where two small teams compete against each other.

Your team is either ready to attack or defend, with the attackers placing a “stinger” (essentially a bomb) that the other team must then defuse or preferably prevent you from placing at all.

The attacking team can win by either eliminating the defenders or placing the stinger and then protecting it from defusing until the timer runs out. The defenders can similarly win by destroying the attackers before they have a chance to plant their stinger, or disarming the stinger after it has been planted.

Each team of five can play as both attackers and defenders during a game. Each game has a total of 25 rounds, with the first team to win 13 rounds declared the winner

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