Riot Games has released the patch notes for patch 8.08, are Viper and Cypher nerfed?

Riot Games has released the patch notes for patch 8.08, are Viper and Cypher nerfed?

Today, on April 30th, the developers of Valorant announced the release of patch 8.08, which introduces a number of significant changes to the gameplay, as well as some adaptations for agents Viper and Cypher.

Agent Changes

Chamber

  • Updated Chamber's lines and added new dialogues with Reyna, Astra, and Omen.

Cypher

Since the changes in the 7.09 update, it has been pleasant to see Cypher firmly securing his place in the Sentinel squad. However, there was a feeling that his ability to slow down opponents was stronger than necessary for an agent specializing in gathering information. In addition, there were some tricks based on the use of the "Spycam" (E) that left opponents with no way to counter them.

  • The new changes to Cypher's "Trapwire" (C) will give opponents more time to make decisions after it triggers. At the same time, the duration of the slowdown is reduced, giving those caught more chances to use movement abilities and avoid death.
  • Trapwire (C) Ability: Cooldown increased from 1 sec. to 2 sec. Slow duration reduced from 2 sec. to 1.25 sec.
  • Lately, Cypher players have been hiding the "Spycam" (E) within the game space and constantly monitoring opponents without their knowledge. A sound notification has been added for opponents under surveillance, so those attempting to move stealthily know they are being watched.
  • Spycam (E) Ability: Opponents now hear a looping sound effect when Cypher actively monitors them with the "Spycam" (E).

Viper

As players relentlessly find new ways to optimize Viper's strengths, she has become a dominant force in the meta. In professional matches, she can be seen consistently. Developers hope that with the new change, Viper's weaknesses will become more apparent compared to her peers, while still retaining her unique essence as an agent who combines specialist and sentinel roles. The changes should lead to Viper needing to carefully choose positions for her unique ability and manage her time more rationally while her smoke is active.

  • Reducing the duration of the smoke while simultaneously reducing the reload time for reuse aims to decrease the overall time opponents are slowed and compel the player to manage the fuel resource more effectively. Increasing the minimum amount of fuel required to activate the smoke results in a longer period for opponents to attack when fuel is insufficient.
  • "Poison Cloud" (Q) can now only be replenished during the purchasing phase. This will force players to think more carefully about when to use the ability in each round. It also strengthens Viper's reputation as an agent who has a decisive influence on the fight for crucial areas of the map.
  • Only one charge will now be available for "Snakebite" (C). This will reduce the number of instances where Viper can use this ability to fill the intervals between smoke applications. Additionally, the importance of fuel management will increase. The increased duration will result in the single "Snakebite" (C) charge being deadly to all enemies affected by the acid throughout this time.
Riot Games
Riot Games

The developers have already mentioned this on social media, but let's emphasize again that in version 7.09, some values related to Viper's fuel were unintentionally changed. For a complete understanding, below are three different values: the first value - before the 7.09 update, the second - starting from the 7.09 update, the third - after the current changes in 8.08.

  • Abilities "Toxic Screen" (E) and "Poison Cloud" (Q): The maximum duration of each individual smoke source has been reduced from 15 sec. to 13.5 sec., and then to 12 sec. The minimum fuel volume required to activate the smoke has been increased from 20% to 30%. The reload time for reactivating the smoke has been reduced from 8 sec. to 5.5 sec., and then to 5 sec.
  • Ability "Poison Cloud" (Q): It can now only be replenished during the buying phase.
  • Ability "Snakebite" (C): The number of charges has been reduced from 2 to 1. The cost has been increased from 200 to 300. The duration has been increased from 5.5 sec. to 6.5 sec.

Premier Changes

And so the new Premier stage begins! During this stage, there will be an opportunity for advancement.

  • The team requirements for advancement in your division can be found on the tournament leaderboard page.
  • By meeting these requirements, in Stage E9A1, you will move to a division that is at least one level higher than yours.
  • Now the threshold Premier score for playoff qualification is 600 in all divisions.

Bug Fixes

Agents

  • Fixed issues related to incorrect distance evaluation along the line of sight for some abilities (e.g., for Phoenix's "Blaze" (C)). This could manifest as improperly triggering flashes in cases where the detonation occurred on the opposite side of the wall from the player, which was rising or falling at that moment.
  • Fix applied to Phoenix's "Blaze" (C), Neon's "Defensive Tunnel" (C), Harbor's "Wave Crest" (E), as well as Viper's "Toxic Screen" (E) and "Viper's Pit" (X).
  • Fixed a bug where objects controlled by AI abilities (e.g., Killjoy's "Turret" (E)) could detect the player through Harbor's "Wave Crest" (E).
  • Fixed incorrect Clove icons that occurred when selecting "Trickster" (E).
  • Fixed a bug where Cypher's "Trapwire" (C) would still be displayed on the map even when turned off.

Maps

  • Fixed a vulnerability on the Split map that allowed agents to stand on the sign at point A.

Gameplay

  • Fixed a bug where agent footsteps were not audible while aiming down sights and running if the agent was under the slow effect from Sage's "Slow Orb" (Q).

Premier

  • Fixed a bug where participating in training matches did not result in the team's division being recorded.
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