VALORANT Patch Notes 4.04: Omen, Yoru & Brim Buff, Astra & Viper Nerf, Icebox, Ascent Map Changes, Bug Fixes, and More

Riot Games recently revealed patch notes for the upcoming 4.04 update.

Today is 1st March 2022, meaning it’s patch day for Riot Games’ popular 5v5 tactical shooter VALORANT. VALORANT players worldwide are eagerly waiting for the patch notes as some recent leaks have revealed that a fair bit of change is coming to the game.

According to the Patch Notes, all four controllers, Brimstone, Astra, Viper, and Omen, are getting nerfs or buffs. The long-awaited buffed Yoru Rework is also coming with the release of this new patch. VALORANT players had complaints about the Icebox map since its initial release, So Riot is considering them and making some changes to Icebox.

Below you will find the full patch notes for the upcoming VALORANT v4.04 update. This new update will make much-needed changes to all the controllers, the Yoru rework and changes to the Icebox map.

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VALORANT 4.04 Patch Notes:

First, let’s go through the Agent changes. All the controllers and Yoru are getting changes in the v4.04 update. Agents like Yoru, Omen, and Brimstone are getting buffed while Astra and Viper are getting a nerf.

The Icebox and Ascent map also got tweaked. The changes to Ascent are minimal, while Icebox’s B site and mid got some much-needed changes.

VALORANT 4.04 patch notes highlight
VALORANT 4.04 patch notes highlight

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 disabled 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

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MAP UPDATES

ASCENT

  • B orb can now be taken from the lower box (previously, you had to double jump up to the box to get it)

ICEBOX

This set of Icebox updates are focused around B Site and adjusting some of the problem spaces throughout the map. Stay tuned for an upcoming article where map designer Joey Simas dives deeper into these changes and what we hope to see from Icebox in the near future.

B GREEN

Changes to B “Green” lane are focused on improving attacker options and making the space more comfortable to play in.

Before

After

  • 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

After

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

Before

After

  • Pocket in Green lane near Yellow extended. This is to make angles toward B Site and Snowman more clear and readable.
B SITE REWORK

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

After

  • 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

After

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

Before

After

  • 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

After

  • 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

After

  • 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.
MID

The changes to mid are aimed at adjusting lines of sight and making these spaces more comfortable to play in.

Before

After

  • 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

After

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

Before

After

  • 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

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

After

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

Before

After

  • 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

After

  • Doorway into A lowered to prevent foot shot on players on top of screens.

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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.

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