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All Agent Balance Changes in Valorant 7.04

So many changes!

Valorant 7.04 is right around the corner, and it is going to be one of the most significant updates of all time due to 11 agents being nerfed and buffed. Fortunately, Riot Games has given us a full preview of all the major balance changes in the 7.04 update and here’s a detailed breakdown of the changes without any further delay.

Before moving forward, it's worth noting that the complete patch notes of the 7.04 update will be revealed next week.

Valorant 7.04 Patch Notes: Agent Balance Changes

Valorant 7.04 Patch Notes: Agent Balance Changes

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.

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Comments

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1 year ago

f you riot

1 year ago

Se han cargado el game, que eliminen a jett ya si estamos xD

1 year ago

this absolutely sucks

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