The VALORANT 7.04 Patch Notes have been released, bringing a bunch of changes to agents, general updates, and a major map update to Breeze. Here’s everything to expect for this newest Valorant season.
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VALORANT 7.04 Patch Notes
AGENT UPDATES
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
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
● 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
● 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
● 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.
VALORANT 7.04 Patch Notes Map Updates
MAP ROTATION
● Breeze will be rotating back into the Competitive and Unrated map pool. ● Please note that Fracture and Pearl have been rotated out of the Competitive and Unrated map rotation.
NEW MAP: SUNSET
● Sunset, our newest map, features three lanes and two sites.
● Please note that the Sunset only queue will only be playable in Swiftplay mode for one week and then goes into the Competitive and Unrated map rotation in Patch 7.05.
BREEZE
Breeze’s scale and size are core to the map’s design but we wanted to address rotation times by simplifying where threats could be to make retaking less dangerous. This set of changes aims to add more tradeoffs to A and B site slams that utilize post-plant utility to secure the round while adding more incentive for Attackers to control Mid to exert pressure throughout the map.
Adjusted Mid Pillar
We closed off one side of Mid Pillar and tightened up Mid Cubby. As a result, Mid should be more comfortable to rotate through with more predictable threats.
Mid Pillar
● One side has been closed off and boxes have been added.
MidCubby
●Onesideofthepillarhasbeenclosedoff.
Adjusted B Site
We’ve adjusted B Site to make enemy positioning more predictable. This should make retake scenarios more manageable.
B Site
● Boxes have been added and parts of the wall around B Site have been removed and added.
BBack
●Boxeshavebeenaddedandthestairshavebeenremovedandwalledoff.
Blocked off A Hall
Halls required a lot of attention from Defenders often forcing them to spread thin. By blocking it off we hope this allows Defenders to better focus on where threats will come from while allowing both teams to invest more resources across the rest of the map.
A Hall
● Part of the hall has been walled off with a fence.
Adjusted Mid Doors
We expect there to be more fights in Mid and around Doors so we’ve adjusted this area to be more spacious and added a new stack of boxes as additional cover.
Mid Wood Doors
● Boxes have been added and door has been opened fully.
Closed A Cave and adjusted A Shop
Cave added a lot of pressure to post plant situations and the split approach to A made it difficult for Defenders to confidently contest the space. These changes aim to make the main approach to A feel more neutral and less strong for post-plant.
A Cave
● Interior has been widened and boxes have been added.
AShop
● Entrance and interior have been widened.
Adjusted A Pyramids and added signage for callouts
We added a small platform at the bottom of each pyramid to make utility a bit easier to land around them. Also, we added signage to help differentiate callouts for the two pyramids.
A Site
● Pyramids have been made taller.
PLAYER BEHAVIOR UPDATES
Report UI Improvements
● We’ve increased readability by adding icons and showing detailed text descriptions when hovering over each of the newly added icons.
● We categorized the list of post-game reports into groups to help break down decision making from high level category to subcategories.
● We’ve added reportee info in order to reduce false reporting.
PREMIER UPDATES
Premier has officially launched!
● If you played in Premier’s Ignition Stage, your team and match history will carry over. ● Enrollment runs until September 7. The exact time for the end of Enrollment varies by Zone—make sure to check the schedule in the client for more information so you don’t miss it.
● Weekly matches will feature the full competitive map pool across seven weeks. Each week will still have one dedicated map and a maximum of two matches on said map. Matches start on September 7 and run through October 21, with Playoffs on October 22.
● Earn a Premier Score of at least 675 to qualify and to have a chance to be crowned one of the best teams in your Division.
● Performance will now be tracked from Stage to Stage. You will receive a Division crest at the end of each Stage.
● Divisions will be split into five tiers: Open, Intermediate, Advanced, Elite, and Contender. ● Check out our FAQ for all the details, and good luck on your games!
BUG FIXES
Agent
● Fixed an issue where Sage’s Barrier Orb (C) can break when being placed in between doors such as C Garage on Haven.
Gameplay Systems
● Fixed a bug where being killed on Fracture’s ziplines would make your Agent’s body appear in Spawn.
Player Behavior
● Fixed a bug where pushing the play button on your keyboard caused voice to transmit despite having different keybinds set or none at all.
Premier
● If a match goes into overtime and results in sudden death, the end of game timeline now displays the sudden death round correctly.
KNOWN ISSUES
Premier
● Overtime Priority vote sometimes triggers two times in a row for a team
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