Valorant Update 7.04 Patch Notes

Valorant Update

Valorant players can eagerly anticipate the imminent arrival of Episode 7 Act 2, along with a substantial patch, version 7.04, scheduled for release on August 29. This update promises an array of exciting changes, including a fresh battle pass, Act, skinline, and more.

However, what truly stands out in this patch is the developers’ commitment to rebalancing the game by implementing significant nerfs to 11 different agents. The goal behind these adjustments is to reduce the pressure associated with dodging and countering abilities, ultimately enhancing the overall game experience.

Valorant has always been about making strategic decisions in the heat of battle, and the developers aim to ensure that players feel they have the opportunity to make better plays, emphasizing quick thinking and tactical prowess. This patch is set to refresh the gameplay dynamics by redefining the roles and abilities of various agents, promising a fresh and more balanced competitive landscape.

One of the most notable changes in patch 7.04 is the substantial nerf to Jett, a beloved duelist agent. These changes are expected to significantly impact her position in the Valorant tier list, potentially marking a shift in the competitive meta. Beyond Jett, more than half of the agents in the game are affected by various alterations.

The development team is particularly focused on enhancing game state clarity, acknowledging that dealing with multiple instances of utility or powerful ultimates can sometimes be overwhelming for players. This commitment to creating a balanced and comprehensible gaming experience is sure to keep Valorant fans excited about the evolving landscape of this popular tactical shooter.

Valorant Update 7.04 Patch Notes

AGENTS

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:

Reducing the frequency of large area of effect of ultimates

Reducing the amount of time utility is active in the world

Reducing the HP of shootable utility

We also believe the Ultimate cost updates below better align large area, high-impact ults with the pressure they place on the enemy, creating both a better pacing of the round-defining abilities and a clearer choice competition between high and low cost ults.

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

Aftershock (C)

Ticks reduced from 3 to 2

Damage increased from 60 per tick to 80

Rolling Thunder (X)

Ultimate points increased 8>>>9

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BRIMSTONE

Orbital Strike (X)

Ultimate points increased 7>>>8

FADE

Prowler (C)

Time to re-equip gun takes slightly longer after using the ability

GEKKO

Mosh Pit (C)

The impacted area does 10 damage per second before exploding

Wingman (Q)

HP reduced 100>>>80

Thrash (X)

Thrash’s explosion had a little makeover to make it easier to see and understand the area it has affected (on top of being beautiful)

KILLJOY

Lockdown (X)

Ultimate points increased 8>>>9 

OMEN

Paranoia (Q)

No movement velocity imparted when casting

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.

Guiding Light (E)

Max duration while casting reduced 2.5s >>>2s

Trailblazer (Q)

HP reduced 100>>>80

Seekers (X)

Ultimate Points increased 7 >>>8

Seeker Health decreased 150>>>120

SOVA

Recon Bolt (E)

Total number of scans reduced 3>>>2

VIPER

Viper’s Pit (X)

Ultimate points increased 8>>>9

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.

Gravity Well (C)

Startup time increased .6>>>1.25

Gravity time duration decreased 2.75>>>2.0

Nova Pulse (Q)

Startup time decreased from 1.25>>>1.0

Cosmic Divide (X)

Audio now is blocked completely by the wall rather than muffled

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. 

Tailwind (E)

Dash window decreased 12s>>>7.5s

At 12s, Jett could often find value activating her dash without clear intention or make incorrect calls but still have time to find another use for the dash. Shortening this window pushes Jett to be more deliberate with her calls and reduces Tailwind’s power at defensively holding angles, while minimally impacting her ability to proactively use the dash to break onto a site.

Activation windup increased 0.75s>>>1s

Increasing Tailwind’s windup should promote proactive use by reducing Jett’s ability to activate it reactively when caught off guard or in the middle of a fight and successfully escape.

Cloudburst (C)

Duration decreased 4.5s>>>2.5s

Time to re-equip gun takes slightly longer after using the ability.

We want to reduce some of the persistent safety Jett gets dashing into or escaping with smokes, sharpening Cloudburst to be a fast but powerful tool that forces players to be quick and precise with their decisions.

Updraft (Q)

Charges decreased 2>>>1

With two Updrafts, we’ve seen moments where Jett escapes situations where they’ve been tactically outplayed by throwing enemies off by relying on Updraft’s unpredictable movement. We hope to reduce some of the unhealthy movement extremes Updraft can produce and increase the importance of using it at the right time.

Blade Storm (X)

Ultimate points increased 7>>>8

Jett’s ultimate has proven one of the most flexible, reliable and economically powerful gun replacement Ultimates because of its lack of a timer, reset on kills, and harmony with Jett’s movement. This change should bring Blade Storm up to the same cost of comparable weapon ults, such as the Tour De Force and Showstopper.

TRENDING

Valorant Overview

Riot Games, known for their creative prowess, has skillfully introduced Valorant to the gaming community. This immersive, free-to-play first-person tactical hero shooter is exclusively available for Windows enthusiasts. Initially codenamed “Project A” in October 2019, Valorant entered a closed beta phase on April 7, 2020, granting a select group of players a tantalizing preview before its official release on June 2, 2020.

The development of this captivating game began in 2014, drawing deep inspiration from the venerable Counter-Strike franchise. It weaves together intricate gameplay elements such as the crucial buy menu, detailed spray patterns, and the challenging aspect of maintaining accuracy while on the move.

Valorant stands out as a true masterpiece, seamlessly blending the thrilling mechanics of Counter-Strike with its own innovative additions. It offers players an enchanting journey into the realm of tactical hero shooters, showcasing Riot Games’ unwavering dedication to providing immersive and finely tuned gaming experiences.

With meticulous attention to detail and a nod to the past, Valorant presents a dynamic battleground where strategic skill and split-second decisions come together effortlessly. It beckons players to dive into a universe where teamwork, expertise, and adaptability reign supreme.

Valorant Gameplay

Step into the futuristic arena of Valorant, an enthralling team-based first-person tactical hero shooter that immerses players in intense combat scenarios. In this near-future world, participants assume the roles of various Agents, each originating from different corners of the globe, contributing a rich tapestry of cultures and backgrounds to the game’s dynamic. As the match commences, teams of five are divided into attackers and defenders, poised for a strategic battle of wits and reflexes.

What truly distinguishes Valorant is its Agent-centric gameplay, where every character possesses a unique set of abilities, both tactical and ultimate, necessitating strategic deployment and resource management. From charging orbs and precise eliminations to unlocking powerful abilities, the path to dominance unfolds through shrewd decision-making.

Amidst the symphony of gunfire and tactical maneuvers, players navigate a complex in-game economy, astutely allocating resources earned from previous rounds, eliminations, and objectives to acquire a diverse arsenal of weaponry, spanning from sidearms to sniper rifles. The art of marksmanship transcends mere shooting, as the game intricately incorporates the challenge of mastering each weapon’s distinctive recoil patterns to ensure lethal accuracy.

Diversity flourishes not only in the weaponry but also in the assortment of Agents, totaling an impressive 22, each bearing a distinctive moniker like Viper, Cypher, or Astra. Unveiling a world of possibilities, Valorant’s agent unlocking system introduces an intriguing layer to the experience.

Newcomers commence with five unlocked agents, while the journey to access the entire roster unfolds by activating specific contracts, granting players additional characters as they accumulate experience points through gameplay. Valorant emerges as a symphony of adept marksmanship, strategic planning, and the harmonious interplay of abilities, offering an exhilarating playground for those seeking an immersive and diverse tactical shooter experience.

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