The anticipation behind every new Valorant Act is one that players worldwide look forward too, and with Episode 7 Act 3 coming to a close, a new Episode is on the horizon.
However, players are gearing up for the next Episode, and we’re going to break down all the agent changes coming to the game.
Here’s what we know.
Valorant Episode 8 Act 1 Patch Notes: Agent Changes, Weapon Buffs and More
The premier of any new Valorant Act or Episode is an exciting time to be playing the game, as Riot has consistently added new maps, agents and tweaked the game throughout the years.
Now, with the brand new Episode, we can expect a ton of changes to the game, including balance changes for certain agents alongside the new weapon coming as reported by ValorLeaks. This comes in the form of the Outlaw, a new form of marksman rifle for Valorant.
As well, there’s going to be a ton of agent changes, and we’ve got all the patch notes below for Episode 8 Act 1.
Agent Changes
Deadlock
Sonic Sensor (Q)
- Sonic Sensors are now recallable in round.
- Sonic Sensor’s pickup distance increased 12m >>> 27m
- Decreased time for enemies to destroy Sonic Sensor once triggered 0.65s >>> 0.5s
- Deadlock and her allies can now hear Sonic Sensor’s audio lightly when they are in its area of effect.
Continuing in the direction of the previous 7.10 GravNet (C) changes, we’re looking to build upon the unique strengths of Deadlock’s two other basic abilities: Sonic Sensor (Q) and Barrier Mesh (E).
For Sonic Sensor (Q), we’re increasing the reliability of the concuss once triggered by shortening its windup time, while also increasing flexibility by allowing you to recall and redeploy it in round.
Barrier Mesh (E)
- Increased the max length Barrier Mesh walls 6m >>> 10m
Killjoy
Turret (E)
- Vision radius reduced 180 degrees >>> 100 degrees
- Added a representation of the Turret’s vision cone on Killjoy’s minimap when she is placing the Turret.
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Added VFX and updated the Turret’s animations to communicate the Turret’s
new vision radius
The amount of coverage on Killjoy’s Turret (E) outshines other defensive recon tools when paired with the Turret’s other strengths, such as its autonomous detection and long range vision.
Reducing its vision cone should push Killjoy to make clearer choices about what area of the map her Turret will cover, while the Turret’s updated visuals should aid you in quickly understanding what areas it will protect.
Mode Updates
Team Deathmatch
We felt that the Sheriff is overperforming in the Stage 2 weapon ecosystem and, as a result,
other loadouts have been pushed to the side. This change aims to allow other weapons to be
more viable when in an engagement against a Sheriff.
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Stage 2 – Sheriff Loadout
- Heavy Shield >>> Light Shield
Map Rotation
- All modes (except Team Deathmatch and Custom games) will use the Competitive map rotation.
- Current rotation: Icebox, Lotus, Sunset, Breeze, Ascent, Bind, Split
Premier Updates
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Team Captain Role
- We’ve added a secondary management role to rosters called Team Captain. Team Captains can help with team management including inviting and removing team members. Captains cannot delete the team or kick the Team Owner out. Team Owners can promote and demote a Team Captain.
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Standings
- You can now view standings in other divisions and for previous Stages of Premier using the drop down menus on the top left of the Standings Tab.
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Divisions
- You can now see which division you are seeded into before you play your first match.
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Playoff Qualification
- The threshold to qualify for this Stage is back to the standard 675 Premier Score.
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EMEA Zone Updates
- We’ve updated our Zones to support the VCT Challengers League Path to Promotion in EMEA. To learn more about how to qualify for Challengers Open Qualifiers and how Premier integrates into esports in 2024.
MAP UPDATES
Doors Refactor
- We have upgraded the tech behind our interactable doors in order to polish some of your interactions with others and with Agent abilities.
ICEBOX
Icebox is back with a few changes to shake up Mid, B Green and B Orange. Our goal with these changes is to add value and impact to Mid for either team controlling it and simplify pathing toward B Site through B Orange and B Green to make fights more predictable.
Attacker Side Spawn
- Storage container has been added on the left side to block line of sight from Attacker Spawn to B Tube.
B Green
- The hanging container in B Green was creating a lot of complexity for both fights on the ground and people boosting up top. Moving the container out of the way should make combat here more manageable.
B Tube Exterior
- We felt that Mid could use more value for either team holding it. We’ve added a window toward the end of B Tube that overlooks Mid and can see towards A Site and Defender Spawn. It allows Attackers to assert a lot of pressure on rotators and Defenders should be able to hold more space when holding Mid from B Kitchen or Mid Boiler.
B Tube Interior
- Added two boxes stacked flush to the wall
B Snow Pile
- There were multiple parallel paths leading from Mid to B Site. To reduce timings and create more predictable fights we’ve removed the B Orange route closest to B Kitchen.
- Adjusted the snowpile leading up to B Kitchen so you can now silently drop off the boxes.
LOTUS
Attackers have felt fairly overwhelming to Defenders on Lotus. Because of this, we’re adding more options by adjusting neutral spaces and making some quality of life updates across the map so that Defenders can better hold sites.
A Main
- More room has been added to A Main along with a set of boxes to give Defenders some more options to fight for A Rubble control.
- The double stack of boxes outside A Stairs has been changed to non-penetrable to reduce the likelihood of being spammed.
A Link
- More room has been added near the breakable door. It was always a little awkward to fight out of the broken door, but now it should be easier to fight out from inside the connector ro
A Hut
- A Hut has been closed to help give some more readability to the plant site, making it easier to retake. A cubby has also been added to the back of A Hut for more defender options to hold the site.
B Site
- More room and boxes have been added to B Site to add some defensibility closer to the choke on site.
C Site
- The Spike plant zone and the stairs in C Bend have been adjusted to allow for more diversity of Spike plant locations in C Site.
- Boxes on the back of site have been adjusted.
C Bend
- More room and boxes have been added in C Main to also add some defensibility closer to the front of Main.
- Boxes have been added to C Bend along with some extra room to fight from.
Rotating Doors
- Rotating doors now take 10 seconds to fully complete their spin, up from 8 previously. 8 seconds was not enough time to use utility through the doors or fight, and make it through the doors on the same rotation. The extra time should allow for more fights to happen through the doors, and most everyone to get through the door on time.
- Increased the time it takes for rotating doors to complete their rotation 8s >>> 10s
GAMEPLAY SYSTEMS UPDATES
Starting in Patch 8.0, VALORANT will support third party spatialization software for headphones.
Spatial Audio is virtual surround sound for headphones. This software processes sound to help you differentiate sounds that are in front, behind, or even above you, while listening on headphones. For example, figuring out if those footsteps were in front of you or behind you. We are excited to announce that Patch 8.0 will include official support for 3rd party spatial audio solutions!