A new Valorant patch finally delivers on one of beta players’ biggest requests so far: nerfing Raze’s ability to deal massive amounts of damage and control the map.
Valorant beta patch 0.47 dropped on April 21, and undoubtedly the highlight of this latest update are “light changes that should bring Raze’s offensive pressure closer to the other agents,” according to Riot.
Sage’s changes are a bit of a double-edged sword though, since players can now slow walk through the area affected by the orb without making any noise, greatly reducing the abilities effectiveness as detecting enemies.
Sage’s Slow Orbs will work a little differently following the April 21 patch.
The full April 21 Valorant patch notes are listed below:
VALORANT PATCH NOTES 0.47
GAMEPLAY AND BALANCE
Melee attacks now inflict double the damage per hit to destructibles, including
Haven’s metal double doors
There weren’t enough options during low econ rounds—such as the first round and right after switching sides—to combat Sage’s Barrier Orb. Our intent is to add a high-risk, high-reward method for players to interact with her wall, while still being able to take it down, no matter their loadout
Reduced Paint Shells from 2 to 1
Paint Shells now have a kill reset, requiring players to get 2 kills to refresh cooldown
Tuned and adjusted audio for Paint Shells, Blast Pack, and Showstopper so that they’ll be easier to hear in hectic scenarios
Fixed an edge case where the secondary cluster of Paint Shells would explode quicker than intended. They now have a minimum duration before exploding.
What’s up with that?
Raze’s goal is to be a highly-threatening duelist that punishes enemies posted in predictable positions, but we felt like the cluster grenades and their number were creating overly oppressive scenarios. Also, players should be supplied proper gameplay information and the audio cues on all of Raze’s abilities didn’t match their threat, so we changed the audio of each. For example, when the Showstopper is equipped or fired from a distance, players should be able to clearly identify and interpret the threat.
Slow Orb now also slows the air speed of players in the zone
Players can now walk through the Slow Orb without making noise
Players were able to circumvent too much of Sage’s Slow Orb by bunny hopping through the zone. We want the minimum slow amount to be a bit more consistent with all movement in the zone, while still allowing for bunny hopping and walking to provide a slight benefit to traversing the zone. Also, we feel adding a stealthy yet slow way to move through the field brings more nuance to playing against the zone and a bit more uncertainty for Sage, since she can’t necessarily hear people who move through
Several exploits fixed on Bind, Haven, and Split
Split: Orb moved from B Mid to B Main
The intent is to alleviate some pressure from mid and provide more incentive for players to control B Main.
QUALITY OF LIFE
Reduced outbound network traffic from client for players running at high frames-per-second
Some ISPs and network setups were throttling game traffic, impacting gameplay by causing large spikes in network latency as FPS increased.
No impact to gameplay / responsiveness
Fixed a rare server crash caused by packets occasionally being corrupted by some players’ networks
Cypher’s Spycam can no longer use weapons
Fixed a bug where footstep audible range would sometimes not appear on the minimap