EB24 about VALORANT – Patch 4.0 analysis by Capoo
As Episode 3 comes to a close, we have now received our highly anticipated patch for the upcoming Episode 4. With the patch comes heavy rework to the current meta of the game, as well as a new Agent, balancing of maps, and so much more. My name is Capoo. Let's dive right into the new update with the most anticipated add-on, Agent Neon.
[Agent Updates]
With the start of Episode 4, there is a new agent introduction, Neon. She is another duelist added to the arsenal of agents we have.

[Weapon Updates]
Melee
Previously, as some may already know, melee was extremely inconsistent. It was to the point where using your melee has completely been avoided as an idea. With patch 4.0, melee has received an update to which increases the hitboxes so that they are more viable and consistent.
Spectre

The Spectre has been a force to be reckoned with in Valorant as the viability of the weapon outweighs the cost for it. For only $1600, players were able to take aim duels against rifles for half of its costs.
- Firing error occurs at earlier bullet stages
- This means your bullet will start to stray away earlier than previously. This change is a pretty big one. Before, players were able to secure the kill quicker due to the firing error occurring at a later time. Typically, once the error starts, the duel is over and lost.
- Increased pitch and yaw (vertical and horizontal) recoil multipliers when running/jumping/on ascender from 1.25 >>> 1.5
- This means that the recoil error will be larger in terms of spread (further away from your crosshair).
- Protected bullet count from yaw (horizontal) switching while spraying, decreased 8 >>> 5 bullets
- Lowering time to switch yaw from .24 >>> .18 seconds
Overall, this is a pretty sizable nerf. More playtesting is required for an absolute answer, but from the patch notes themselves, this is definitely going to put more emphasis back into rifles.
Ares

The Ares received a quick buff as the actual changes were only 2 aspects of it, but they are pretty good.
- Removed spin up
- This is a very big one as it is now able to get right into shooting bullets as soon as the trigger is pulled.
- Firing rate increased from 10 >>> 13
- This change is similar to removing the spin-up, it increases the fire rate.
This change was very small, but the impacts are massive. As the Ares was a viable gun previously, not one that was used as often as the Spectre was a more viable option. Now with the nerf to the Spectre, along with this buff, makes the Ares an actual legit option for eco rounds. As of writing, the Ares is now being bought almost on every force round.
Guardian

The Guardian received a buff alongside the Ares. Specifically, its firing rate penalty and recovery curve.
- Removed firing rate penalty on ADS (Aiming Down Sight)
- Added an extra bullet before it enters a recovery curve
- This means that an additional bullet may be fired before it starts to become unstable/inaccurate.
Though not as clear cut from just the changelog, more thorough testing is definitely required before seeing.
Bulldog

Just like the Ares and Guardian, the Bulldog also received a buff to its performance in hopes to bring its usage up in line with other weapons.
- Hip fire rate increased 9.5 >>> 10
- Recovery on burst fire improved from .4 >>> .35
- Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time. Lower recovery time should improve burst fire efficiency.
- This means that the weapon is able to burst-fire back to back at a quicker rate before the penalty occurs.
[Map Updates]
Bind
Bind has received some minor updates to the attacker side of the map.

- The double stack of cover at short A has been changed to remove a very powerful one-way smoke location that made the area a little too difficult for Attackers to approach.
- This is a pretty decent one as it has always been a bit rough to enter the site due to the box covering a wide area and forcing the attackers to peek from one angle only. Additionally, the spot had been heavily dominated by the one-way smoke causing attackers to have to delay executions, giving heavy control to defenders. Thanks to this update, attackers are now able to peek from on top of the new box as well as the standard wide swing.

- There’s also a small, new bench for a mix-up when taking that first peek.
- This one adds an additional option of peeking to switch up the standard peek from A short. This one, though not having the same level of impact as the double stack change, is still one that helps benefit the attackers.
Breeze
Unlike Bind, changes made to Breeze are very impactful. The updates to breeze are focused more on adjusting the defender aspect of the map as it has been one that has been hard to handle.

- Increased the width of the A-Main choke and removed 50/50s (where you must choose one of two locations an opponent may be located)
- This adjustment is one that leans more towards defenders but works for attackers as well. The width increase helps to eliminate the 50/50 clearing decisions constantly worried by players when holding and pushing the entrance. For example, this update enables attackers to clear double stack before needing to clear the other side without dying. For defenders, they are now able to utilize an additional angle for defending.

- Added a stack of two crates in cave
- This new add-on is one that I would say helps both attackers and defenders. As this allows attackers to have a bit more coverage when pushing onto the site, it also allows defenders to get a bit more coverage when pushing into main. Overall, this is a good addition from the looks of it.

- Adjusted cover on the back of A Site
- This is one of the two huge new adjustments made to the map as the impact is tremendous. The new orange container addition now allows for a proper defending and viable retaking location. Previously, the double-stack box was completely wallbangable which made the spot undesirable and borderline useless.
- Extended the pool to the far wall
- This change is one that will help immensely as previously the jump up when holding the left pyramid was very uncomfortable and made defending the site clunky. Now that it is flattened, it is more comfortable and seamless to defend.
- As the pool has been widened, so has the available planting space. This one is more attacker-sided as now there are more areas to plant that can cause defenders to be exposed when defusing.

- Adjusted curved wall in mid
- Nothing really impactful from this change. Just recovered a tiny pocket.

- Added cover to the pillar on B Site
- This adjustment is focused on the attacker side as it now allows for coverage when planting the bomb. It also adds an additional angle to hold for post plant.
- Blocked off the back site with a new wall
- These help both attackers and defenders. It helps attackers since it blocks off a common head peek angle on backsite that was commonly used by defenders. This helps defenders as it provides more coverage when defending and retaking as typically it was able to be cleared by a single moli.
- Added a stack of crates to B Wall
- This adjustment may look minor but is a very good one for defenders as it helps with defending and retaking. Of course, this new angle also helps attackers but is definitely one that is more defensive friendly. This allows for new angles to be held while lowering the risk of just playing off a thin wall that is completely wallbangable.
[Competitive Updates]
This update is one that is greatly appreciated for those who play the game actively.
Ranked
- Starting with Patch 4.0, accounts that have yet to play in Ranked are required to reach account level 20 before they are able to enter the Competitive queue
- This update is beneficial because it makes smurfing harder. It also requires newer players to get more familiar with the game before entering into competitive matches.
5-Stack Penalty
- Diamond 2 and below players will see their RR penalty reduced by 25% compared to the current balance. This means the new minimum penalty is 25% reduced gains/losses compared to the previous 50%
Increased Map Randomization
- Increased our map weights, which should lead to an increase in map variety and reduction in map duplicates from match to match
- This update is a very good addition as having to play the same map over and over was one that was dreadful.
And that is all for the VALORANT patch 4.0 analysis, what do you think about these new changes on the map? Stay tuned to our social media below for more educational content and events.
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