Valorant 8.0 Update Patch Notes: Map Changes, Deadlock Buffs, Killjoy Nerfs, New Weapon, and More

Valorant 8.0 Update Patch Notes: Map Changes, Deadlock Buffs, Killjoy Nerfs, New Weapon, and More

The heavily anticipated Valorant Episode 8 Act 1 update is nearly here, and it’s all set to bring with it a bunch of interesting changes to the competitive shooter by Riot Games.

These new changes that the Valorant 8.0 patch will bring to the game include a new weapon ‘Outlaw’, changes to the competitive map pool, map changes, Agent updates, and much more.

In this article, we’ll dive into the detailed patch notes for the Valorant Episode 8 Act 1 patch notes, and check out everything you need to know about the next Valorant update.

Valorant Episode 8 Act 1 Release Date

Before we take a look at the patch notes of Valorant Episode 8, it’s important to note the release date of this huge update. As the developers behind the title have already confirmed, the Valorant 8.0 patch will hit the live servers on January 10, 2024, and it will introduce all the aforementioned changes to the game.

Valorant Episode 8 Act 1 Patch Notes

Without further ado, let’s check out the patch notes of Valorant Episode 8 Act 1:

Agent Updates

Deadlock

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.
    • Sonic Sensor (Q)
      • Sonic Sensors are now recallable in round.
      • Sonic Sensor’s pickup distance increased 12m >>> 27m
      • Decreased time to concuss once triggered 1.0s >>> 0.5s
      • 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.
  • For Barrier Mesh (E), we increased the max length of the barrier walls to allow it to divide
    much larger spaces than is possible with comparable utility and make it more reliable at
    fully blocking chokes when deployed quickly.
    • 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.
    • Added VFX and updated the Turret’s animations to communicate the Turret’s
      new vision radius

Map Updates

Doors Refactor

  • We have upgraded the tech behind our interactable doors 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 are 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

  • A 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 room.

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

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.

  • 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

  • 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.
  • 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.
  • Divisions
    • You can now see which division you are seeded into before you play your first match.
  • Playoff Qualification
    • The threshold to qualify for this Stage is back to the standard 675 Premier Score.

This concludes the patch notes for the Valorant 8.0 update. If you’re looking to check out more details on the update, we have you covered.

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