Valorant has today launched its 4.10 update across all platforms, so here’s the full list of changes and fixes with this patch. The length of the patch notes may make this seem like a rather large update, though unfortunately, it’s mostly cosmetic. Still, a few quality of life changes should make your life of getting aces just a little easier. Most notably, charge bars for abilities such as Reyna’s Dismiss/Heal, Cypher’s abilities, Jett’s dash window, and other similar agent abilities has been moved and improved to make the UI just a bit cleaner. With plenty more to mention though, let’s not waste more time. Without further ado, here’s everything new with Valorant in its 4.10 update!
Valorant Update 4.10 Patch Notes
Agent Updates
- Reyna
- Cypher
- Breach
- Fade
- Jett
- Omen
- Phoenix
- Raze
- Skye
- Yoru
Omen
- Updated 3P model to increase detail and fidelity.
Map Updates
Haven
- Removed some pixel collision on the following areas:
- Can no longer walk up the front of A site cover
- Can no longer jump onto the top of C site cover without a boost ability
Gameplay Systems
- Added new Performance graph to display Shooting Error values for recent shots on the Client. This is the same information visible in the crosshair error settings, but should help players to better diagnose their own performance after an engagement.
Gameplay Consistency Updates
- Can no longer walk up the front of A site cover
- Can no longer jump onto the top of C site cover without a boost ability
For more information about the below performance graphs and bug fix, please check out the VALORANT Gameplay Consistency Update 2 article.
Fixed an issue where ping or framerate spikes could cause an excessive move processing buffer to develop and persist for multiple seconds. While this was happening, you may have been experienced:
Increased Server side input latency, which could make inputs take longer to be applied than would be expected based on your ping.
Additional delay in your view of other players, which could give you less time to react.
In both of these cases, the additional latencies were not reflected in the current “Network RTT Avg/Max” graph or in-game scoreboard ping values.
Added new Performance graph showing “Network RTT Jitter” to help you understand if you’re experiencing network issues not reflected in the Network RTT Avg/Max values
Added new Performance graph “Network RTT + Processing Delays,” which captures the effective latency you experience due to Network Round Trip Time, Server move processing, and Client move processing delays
Bugs
Agents
- “Destroyed” Voice lines for deployable abilities will now be heard globally by allies. This includes:
- Chamber: Trademark and Rendezvous
- Killjoy: Turret and Alarmbot
- Cypher: Trapwire and Spycam
- Yoru: Gatecrash
- Fixed a bug where Neon’s High Gear would automatically stop after using Fast Lane or Relay Bolt
- Fixed issue where observers would see Viper’s enemies glow red when they were near but outside of Viper’s Pit.
- Fixed Chamber’s Rendezvous radius not showing for spectators and observers
- Fixed Brimstone’s Incendiary (Q) feeling damage in chunks of 15 instead of 1 like the other zone damage abilities in the game
- Overall DPS should be unchanged.
Cosmetics
- Bug fix for some minor flickering that was occurring on Protocol weapon’s transparent line VFX when inspecting, ADSing, reloading, etc.
Gameplay Systems
- Fixed a bug where agent specific keybinds would sometimes not work properly even though the settings menu showed them as applied
- This fix actually went out in 4.09, but we wanted to make sure users on the live game weren’t experiencing issues in this area before calling it “fixed.”
- Fixed a bug where the combat report would rarely not show up for the entirety of the game.
Known Issues
- Spike plant and defuse bar are not shown for Observers with Minimal HUD enabled, even when spectating the Agent who is planting or defusing.
Valorant and update 4.10 are available exclusively on PC. For more information regarding this update, check out the official website.
Increased Server side input latency, which could make inputs take longer to be applied than would be expected based on your ping.
Additional delay in your view of other players, which could give you less time to react.
In both of these cases, the additional latencies were not reflected in the current “Network RTT Avg/Max” graph or in-game scoreboard ping values.
Chamber: Trademark and Rendezvous
Killjoy: Turret and Alarmbot
Cypher: Trapwire and Spycam
Yoru: Gatecrash
Overall DPS should be unchanged.
This fix actually went out in 4.09, but we wanted to make sure users on the live game weren’t experiencing issues in this area before calling it “fixed.”