Valorant 4.08 Patch Notes (Dash Changes) – Official

Valorant update 4.08 released for PC players. According to the official Valorant 4.08 patch notes, the latest update added various Dash changes and fixes. Apart from this, the latest Valorant patch 4.08 also includes gameplay optimizations.

Previously, a big update added a new Agent Neon, Battlepass, and skinline. Recently, a hotfix was also released.

Unfortunately, players are still experiencing a number of issues when trying to play the game online. Today’s Valorant 4.08 will fix a few of these issues.

Valorant Update 4.08 Patch Notes – Official

JETT POWERED

It’s crazy to think of how perception of Jett’s power has evolved from once being considered one of the weakest Agents in Beta to becoming a mainstay in most compositions. The team’s always loved what Jett brings to the roster: breaking through defenses on executions and making highlight plays with impressive mechanical skills. But some of her other impacts on the game have pushed beyond VALORANT’s core tactical cycle in worrisome ways.

In 4.08, we’ll be making an update to Jett’s Tailwind to address this concern:

  • Tailwind
    • On pressing the ability key, after a short delay Jett activates a 12 second window where she is empowered to immediately dash on next button press.
    • Her Tailwind charge is lost whether she Dash’s or the window expire, but can still be regained with two kills.

With this update, we want to bring Jett back into that core loop by asking her to call her shots and then engage with a window of dash power to make those trademark explosive plays. This should create clear signals for other players to consider and understand that Jett made a deliberate call. Jett’s new dash will require an adjustment for players but we feel this is the best solution to balance maintaining Jett’s identity while increasing game health.

We developed and tested dozens of prototypes for Jett’s dash, but they came up short. Some of them avoided having to press the dash ability button twice, but ended up being less intuitive for players despite that. Some of them felt better for Jett players, but didn’t give us confidence that it solved the game health issues we set out to fix.

As players have mastered Jett, her dash has proved unhealthy to the tac cycle in a number of ways that we think are critical enough to address.

Here are the key issues we found with Jett’s dash:

  • The dash had no prerequisite, so she always had access to her escape power with no intentional decision making. This freedom gave Jett the unintended capacity to continually take space or hold unusual ground without having to commit her ability. This play pattern is something that no other Agent could match, and allows Jett to exert an extreme amount of pressure on a match in a way that can be oppressive, especially at high MMRs or in professional play.
  • This lack of intentional decision making made it feel like she played outside of the tactical cycle all our other Agents adhere to. Too often, she didn’t have to leverage game sense that other Agents needed to succeed, because her reactive dash could often negate her own strategic mistakes, or the great tactical calls by her opponents.
  • As we talked about in the Controller Deep Dive, one of our core design philosophies is that Agents are sharp and provide both clear upsides and opportunity costs when compared to their peers. Jett’s strength as both a dash-in executor on attack and holding angles with an Op—with unrestricted access to escape—provided her broad power with little downside. We want her to retain as much aggressive power on offense as possible, but reduce her defensive Op power.
  • Even in highly coordinated play, she’s proven very difficult to strategize against, and her access to an instant escape (not to mention two on demand smoke screens) marginalized most of the tools the rest of the Agents have to deal with her.

Overall, we want Jett to have her power moments and to be able to dash, but we also want viable counterplay and for Jett players to be more thoughtful when using their abilities.

AGENT UPDATES

FADE GOES LIVE

JETT

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 .75 second delay, activates a 12-second window where she’s able to dash on next key press
  • 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

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 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 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

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

Owl Drone

  • Duration reduced 10s >>> 7s
  • Health reduced 125 >>> 100
  • Dart Reveal
    • Number of reveal pings reduced 3 >>> 2
    • Initial delay before first ping reveals increased 1.2s >>> 1.6s*
      • *Delay between the first and second ping remains 1.2s
  • Quality of Life
    • 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 2s, previously 1s
    • 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.
Shock Dart

  • Max Damage decreased 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 different 5-stack configurations
    • If EVERYONE in your 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 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 party is Radiant
      • 75% RR penalty for all players
  • Tuned matchmaking to reduce wait time for 5-stacks

BUGS

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

PERFORMANCE

  • Fixed a bug in the Shooting Range where bots would respawn unarmed

Download free Valorant update 4.08 on PC.

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.

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