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

Image: Riot Games

Jet for a long time BraveThe best agent of the game, but the latest patch of the game has a breeze on its sails. Brave Patch 4.08 weakens dualism agents, strengthens neon, and adds new fade agents to combat. The patch was released on Wednesday and was just in time for the new competition rules.

Perhaps the most hyped update of the patch is a change to Jett’s Tailwind capability. In previous versions he was able to move from point to point instantly, but in the new version he needs some foresight. After the patch, Jett needs to activate Tailwind. This is a short delay process and will use this feature within 12 seconds. This means that the Jett player will be completely unresponsive and will need to prepare for a throw before using it.

Another major change in the patch is the addition of a new agent fade that uses shadows to find enemies. Buckwheat also took a few cows with short windows to use the owl’s plane’s capabilities to reduce damage to shock darts. During this time, Neon received several buffs, including fixing slips and removing damage to the wall to allow teammates to safely enter and exit the wall.

To see all the changes BraveYou can see the full patch notes for the 4.08 update.

ValorantUpdate 4.08 Note

Agent update

Continue to fade

  • Discover their talents on the agent page.
  • Check out the first trailer for Fade. You will scream and wake up.


The team loves Jet’s constant participation in combat, but as the game evolves, some of its effects are what we thought were sound to VALORANT’s tactical promises. Expanded beyond. The Tailwind update aims to address these concerns while continuing with the aggressive sitemaps and great highlights that Jett should include on the list.clock Click here for a complete article on the Jett update For a complete analysis of our approach and the philosophy that made this update possible. We are paying attention to the cascading effect not only on the jet but on the entire community as this change is expected to have a spillover effect on the agents around the jet and the entire ecosystem.


  • After pressing E, the jet consumes the tailwind charge, and after a 0.75 second delay, it can activate the 12 second window and fast forward until the next key is pressed.
  • Jett’s Tailwind stack can be recovered with 2 kills
  • Dash functionality adjusted during blade rounds of escalation to maintain the equivalent of jet dash changes


We were on the lookout for neon and wanted to change our quality of life to eliminate friction when playing as neon or with neon.


  • Battery energy increased from 25% >>> 100% when an enemy is killed

maximum speed

I’ve noticed that neon encounters friction when using movement to participate in combat, especially when using entries that fail due to speed caps. I hope these changes will help him slide more naturally in combat.

  • Slides cannot be cast during equipment timeout
  • Speed ​​limit removed
  • Neon can now slide sideways and forward, just move
  • Energy loss increased from 6.7 / sec >>> 10 / sec


  • Damage to the wall has been removed

This change aims to make Fast Lane a more attractive option for neon or allies by avoiding catastrophic accidental damage and adding some safety to the progression.


At high level or professional play, Sova has been a fixture for quite some time. His power doesn’t feel as instinctively as a jet, but his influence in a tuned environment is almost unmatched. We wanted to focus on the amount of space effectively guaranteed by the owl drone and provide our opponents with additional counterplay opportunities. The reduced duration of the drone means that the buckwheat has to take more risk in positioning to clear deeper angles. Shock darts were also a hit. This is to continue increasing the damage to non-ultimate abilities and reduce the frequency of killing.

Owl drone

  • Reduction time 10 seconds >>> 7 seconds
  • Health 125 >>> 100 reduced
  • Darts show
  • Decrease in the number of pings displayed 3 >>> 2
  • The first delay before the first ping. Increased from 1.2 seconds >>> 1.6 seconds *
  • * The delay between the first and second pings remains 1.2 seconds
  • Quality of life
  • Changed the color of the crosshairs to green to make it more noticeable for the white HUD
  • The deadline has been removed [Target Hit] Verification text
  • [Target Hit] Confirmation text will now remain on the player’s HUD when leaving the owl plane.
  • [Target Hit] The confirmation text stays on the screen for 2 seconds, previously 1 second
  • Fixed buckwheat and shooter drone darts hit audio to make confirmation more clear
  • Fixed an owl drone bug where the Dirt Cooldown UI wouldn’t update properly after tagging an opponent.

Shock darts

  • Maximum damage reduced by 90 >>> 75
  • Radial damage is scaled to the new maximum damage.

Agent capacity ammunition

  • Of the jet Knife storm, Raise’s With the artist Sova Hunter’s Fury displays the amount of ammo left when equipped

Competitive update

5 stack queues

  • Reduced gain / loss penalties for quality assessments in various 5-stack configurations
  • If all party members are Iron-Diamond2:
  • For normal grouping, there is no RR penalty
  • 25% RR penalty for all players if players deviate from normal group
  • If someone at the party is Diamond 3–Immortal 3 (but no one at the party is Radiant)
  • 25% RR penalty for all players
  • If someone at your party is a radiant
  • 75% RR penalty for all players
  • 5 Adjusted match to reduce stack latency
  • In a previous patch note, you can read the basics of how rank point penalties work on 5 stacks.

Bug fixes


  • Fixed a bug where Jet couldn’t use abilities or weapons when using the Tailwind immediately after consuming the Blade Storm Dagger.
  • Fixed a bug where Yoru could teleport out of range while using Gatecrash
  • Fixed various exploits that allowed Yoru’s Ultimate Power to use weapons before it eventually disappeared completely.


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

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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 taking a bit of wind out of her sails. Valorant patch 4.08 nerfs the dualist Agent, buffs Neon, and adds the new Agent Fade to the fray. The patch was released on Wednesday, just in time for the game’s new Act.
The patch’s most high-profile update is definitely the change to Jett’s Tailwind ability. The previous version let her instantly dash from one spot to another, but the new version will take some premeditation. After the patch, Jett has to activate Tailwind, a process that includes a short delay, then use the ability within a 12-second window. This means that Jett players can no longer be completely reactive, and will now have to prepare their dashes before using them.
The patch’s other big change is the addition of the new Agent Fade, who uses shadows to help spot her enemies. Sova also got a few nerfs with a shorter window to use his Owl Drone ability and less damage to his Shock Darts. Meanwhile, Neon got a couple of buffs, including smoothing out her slide and removing damage from her walls, letting teammates walk in and out of them safely.
For a look at all the changes in Valorant’s 4.08 update you can check out the full patch notes.
Valorant Patch 4.08 notes
Agent updates
Fade goes live
See her abilities on our Agents page.

See Fade’s debut trailer. You’ll wake up screaming.

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. Check out our full article on the Jett update here for a complete breakdown of our approach and the philosophies that drove this update. We expect this change to have ripple effects on the Agents around Jett and the ecosystem overall, so we’ll keep a close eye not only on Jett, but any cascading impacts on the entire roster.

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

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.

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.


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
You can read the basics on how Rank Rating penalties work for 5-stacks in our previous patch notes.
Bug fixes
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
Fixed a bug in the Shooting Range where bots would respawn unarmed

#Valorants #patch #adds #Fade #nerfs #Jetts #instant #dash

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