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VALORANT Patch 8.08

Released 30 April 2024 during ACT III. Viper and Cypher kinda rhyme, no?

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.

Overview

Is it really almost time to say goodbye to Episode 8? Not quite. We still have plenty in store for the last Act. Check out the Viper and Cypher updates below. Also, new Act, new Stage of Premier.

AGENT UPDATES

Since his updates in 7.09, we’ve been excited to see Cypher solidify a stronger spot on the Sentinel roster, but feel it’s pushed his stalling power further than we’d like for an Agent that specializes in global information. Additionally, we’ve seen play patterns around Spycam (E) that lack counterplay for the enemy team.

As you have continued to improve leveraging Viper’s strengths, she’s grown into a dominant meta force and constant presence in pro play. With this update, we hope to solidify clear weaknesses that Viper has compared to her peers while still maintaining her unique identity as a Controller / Sentinel hybrid. You should feel that Viper has to commit to her positions and manage shorter individual up times per smoke use with her unique ability to control her smoke over time.

  • We’ve updated Chamber’s voice lines and added interaction lines with Reyna, Astra, and Omen.
  • Updates to Cypher’s Trapwire (C) gives enemies more time to deal with it after it has been triggered while the reduction in slow duration provides those caught a slightly better chance to use movement to avoid death.
  • Slow on Trapwire reduced 2 >>> 1.25s
  • We’ve seen it become common for Cyphers’ to hide Spycams (E) in the playspace and continually watch enemies without them knowing. We’ve added an audio telegraph for enemies who are being watched to provide those who are quietly moving a cue that they are being watched.
  • Reduction in total smoke uptime coupled with reduction in the cooldown of reactivating aim to reduce her total stalling uptime and push you to better manage your fuel. Increasing the minimum fuel to activate her smokes creates a larger window for enemies to attack when her fuel is fully drained.
  • Poison Cloud (Q) only being retrievable in the Buy Phase pushes you to make sharper calls of where you’ll place the ability each round and sharpen her identity of high influence in a highly committed area.
  • Reducing Snake Bite (C) to a single charge reduces how often Viper can use the ability to fill the gaps while her smokes are down and increases the importance of fuel management. The increase in duration ensures that a single Snake Bite (C) charge is lethal to all enemies that are in the acid for its full duration.
  • Toxic Screen (E) and Poison Cloud (Q)
  • Minimum fuel needed to activate smoke increased 20% >>> 30%
  • Cooldown on re-activating smokes after putting them down reduced 8 >>> 5.5 >>> 5s
  • Poison Cloud (Q)
  • Snake Bite (C)
  • Price increased 200 >>> 300
  • Duration increased 5.5 >>> 6.5s

PREMIER UPDATES

A new Stage of Premier starts! With this one, we’re adding promotion.

  • See your division's promotion requirements on the standings page.
  • Meet those requirements to be placed at least one division higher in Stage E9A1.
  • The Premier Score playoff qualification threshold is 600 for all divisions.

BUG FIXES

  • Agent
  • Fixed an issue where AI-controlled abilities (e.g., Killjoy’s Turret (E)) could detect you through Harbor’s High Tide (E).
  • Fixed Clove’s icons being incorrect when Ruse (E) was equipped.
  • Fixed a bug where Cypher’s Trapwire (C) showed on the map even when disabled.
  • Maps
  • Gameplay Systems
  • Premier

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