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VALORANT Episode 4 Act 2 Update 4.04 Patch Notes Today (March 1)

The much-awaited VALORANT Episode 4 Act 2 update is now available in some regions, and here are all the patch notes for today’s major update for Riot Games’ FPS title.

Episode 4 Act 1 introduced some interesting content in Valorant, including the new Neon agent. However, now it’s time for the community to move on to the next Act of the fourth Episode.

Unlike previous major updates, Episode 4 Act 2 isn’t coming out with any new map or an agent. However, the update will introduce some major changes in Valorant.

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Major Changes Are Coming in VALORANT Episode 4 Act 2

Of course, the major highlight of Update 4.04 is definitely the long-awaited Yoru Rework. As promised, Yoru’s fake footsteps will now feature a full copy of the agent. Along with that, the agent can now fake teleport to confuse the enemy. Finally, you’ll be able to cast other abilities while in the Dimensional Drift.

Along with Yoru, agents like Omen, Astra, and Viper have also received some significant buffs and nerfs.

Besides some agent changes, the new update also features some big changes for Icebox. You’ll see some big differences on both A and B sites along with Mid after the update.

VALORANT Update Patch 4.04 (Today March 1st)

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 disbaled 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

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

B GREEN
  • Changes to B “Green” lane are focused on improving attacker options and making the space more comfortable to play in.
  • 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.
  • Green lane slightly widened. This is to make moving through this space more comfortable.
  • 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.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

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

  • Cover on back A site adjusted. This change should give Defenders a little extra space to anchor on.
  • 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.
  • Doorway into A lowered to prevent foot shot on players on top of screens.

Bugs

Agents

  • Ssolved 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.
  • Solved 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.
  • Solved 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.

Apart from what we’ve mentioned, VALORANT Episode 4 Act 2 update (4.04) comes with some competitive changes as well. You can read more about the changes on the official website.