VALORANT Patch 5.03
Released 9 August 2022 during ACT I. Changes to Chamber, Neon, Chamber, Jett.
Structured from Riot's official patch notes. The bullets below are the announced changes; anything VALDB detected in the game files beyond them lives on the detected changes feed and is never mixed into this page.
GENERAL UPDATES
- Engine update to Unreal Engine 4.26
- There are some known issues this time around though, mostly the UI is misbehaving. We’re fixing these as quickly as we can, but expect some funkiness in the game and in the Main Menu. If anything interrupts your gameplay, please submit a bug report.
- Agent Browser visual design refresh
CHAMBER
As players in both ranked and pro play have mastered Chamber, his strengths have started to overshadow his weaknesses, making the counterplay to Rendezvous and his arsenal not as effective as we’d hoped. Chamber’s overall strength has also felt outsized, and we believe that we can reduce the complete power of his kit while still keeping him competitive with the rest of the roster.
- Base Cooldown increased 20s >>> 30s
- Recall Cooldown increased 20s >>> 30s
- Cooldown set to 45s whenever a Rendezvous anchor is destroyed
- Diameter size of the “ring” Chamber can stand that allows him to activate Rendezvous decreased 21m >>> 15m
- We hope that a harsher punishment for destroyed Rendezvous anchors, and the reduced radius will demand Chamber mains to be more careful in their use. This change also brings the counterplay of Chamber’s destructible objects more inline with the behavior of other destructible objects in the game.
- Slow Duration decreased 9.5 >>> 6s
- Ultimate Points Required increased 7 >>> 8
- Slow Duration decreased 9.5 >>> 6s
- Bullet Cost increased 100 >>> 150
ABILITY REGIONAL DAMAGE BREAKUP
We're updating the ultimates for the following Agent so that they follow similar regional damage rules to our weapons—where hitting the head and legs of an enemy applies different damage multipliers. Intent is to reward precision and create intuitive consistency across damage in VALORANT.
For Neon specifically, it also gives us more tuning levers for balancing her across different skill levels. This change should also add depth to the mastery needed when tracking while sprinting that her ult demands.
NEON
- Damage per shot reduced 22 >>> 18
- Killzone increased 15m >>> 20m
- Leg shot multiplier reduced 1.0 >>> 0.85
- Headshot multiplier increased 1 >>> 3
CHAMBER
- Leg shot multiplier reduced 1.0 >>> 0.85
JETT
- Leg shot multiplier reduced 1.0 >>> 0.85
GAMEPLAY SYSTEMS UPDATES
- Added ability to change “Ghost” keybind outside of Custom Games
Agents
- Fixed an issue with Jett’s Tailwind where switching weapons in the middle of the dash would cause the weapon pull out animation to take longer than desired.
Gameplay Systems
- Fixed a bug where defuse animation wouldn’t consistently play if the orb is tapped in rapid succession.
KNOWN ISSUES
- Changing crosshair opacity settings in-game causes crosshair preview visual to flicker
- Spike Announcements UI displaying incorrectly