A Update 8.0 was released this Tuesday (9) on VALORANT. Riot also announced Episode 8, Act I with several changes. In addition, the integration of a new weapon, new map rotation and changes to some agents. Check all the changes.


The Weapon Keychain carousel will now display alphabetically by name.



The Sonic Sensor (Q) has increased concussion reliability by reducing preparation time after deployment and at the same time has increased flexibility by allowing the player to retract and re-trigger the sensor during the round.

Sonic Sensor (Q)

  • It is now possible to collect the Sonic Sensor in the round.
  • Increased Sonic Sensor monitoring area: 12m >>> 27m.
  • Reduction in time to concussion after trigger: 1s >>> 0.5s.
  • Reduced the time for enemies to destroy the Sonic Sensor after triggering: 0.65s >>> 0.5s.
  • Deadlock and his allies can now faintly hear Sonic Sensor audio when in the ability’s area of ​​action.
  • Increased the maximum length of Containment Barrier (E) walls to allow it to divide much larger spaces than equivalent utilities and become more reliable at completely blocking strategic points when deployed quickly.

Containment Barrier (E)

  • Increase in the maximum length of walls: 6m >>> 10m.
(Photo: Disclosure/Riot Games)


Killjoy’s Turret (E) coverage outshines other defensive reconnaissance tools when combined with other Turret advantages such as autonomous detection and long-range vision. The reduced cone of vision should force Killjoy to make more thoughtful decisions about which area of ​​the map the Turret should cover, while the Turret’s new look should help you quickly understand which areas will be protected.

Turret (E)

  • We have reduced the viewing radius: 180° >>> 100°.
  • Added a vision cone representation to Killjoy’s minimap when she is deploying the Turret.
  • Added visual effects and updated Turret animations to highlight the new vision radius.
Riot clarified that Killjoy has no involvement with NFTs (Disclosure/Riot Games)


door refractor

We’ve updated the interactive door technology to improve some of your interactions with other players and Agent abilities.


Icebox is back with some changes to shake up the map. The goal with these changes is to add value and impact to Mid for whichever team is in control and simplify paths towards Point B to make fights more predictable.

Emergence of the attacking side

  • Added a container on the left side to block the attacking side’s line of sight to Tube B.Green B

The suspended container on Green B was creating a lot of complexity both for fights on the ground and for those going up. Moving the container out of the way should make combat easier.

Outer tube B

We think Meio could offer more value to the team in control. We added a window at the end of Tube B that offers a view of the Middle and allows you to see Point A and the defending base.

This way, attackers will be able to put a lot of pressure on whoever is moving there, and defenders will be able to protect more positions when they dominate the Middle from Kitchen B or Caldeira Meio.

Interior do Tubo B

  • Add two boxes stacked flush to the wall.

Snow Mound B

  • There were several parallel paths leading from Middle to Point B. To reduce times and create more predictable fights, the Orange B route closest to Kitchen B was removed.
  • Adjust to the snowdrift leading to Kitchen B so you can jump off the boxes without making any noise.
  • Check out all the changes to Icebox


Attackers have a huge advantage over defenders at Lotus. So we’re adding more options by adjusting neutral areas and making some quality of life updates across the map so that defenders can better dominate points.

Principal A

  • We’ve added more space and a set of crates to Main A so that defenders have more options when fighting for control of Wreckage A.
  • The double stack of boxes outside Staircase A is now non-penetrable, reducing the likelihood of being targeted by continuous fire.

Link A

  • We’ve added more space near the breakable door. It was always a bit tricky to fight through the broken door, but now it should be easier to fight from inside the passage room.

Cabin A

  • We closed Hut A to help make the Spike Point more obvious and easier to return to. We’ve also added an alcove behind Hut A so defenders have more options for taking the point.

Point B

  • We have added more space and more boxes to Point B to increase the defense capacity near the bottleneck.

Point C

  • We have adjusted the Spike planting zone and C Offset to increase the diversity of locations to set the Spike at Point C.
  • We adjust the boxes at the back of the stitch.

Deviation C

  • We’ve added more space and boxes to Main C to also increase defense capability closer to the front of Main.
  • We’ve added boxes to Diversion C and also more space for fights.

Revolving doors

Revolving doors now take 10 seconds to complete a full rotation, up from eight. Eight seconds wasn’t enough time to use SUVs or fight through doors and get through in the same turn. The extra time should allow for more fights at the gates and make it possible for almost everyone to get through in time.

We have increased the complete rotation time of revolving doors: 8s >>> 10s.


Team Deathmatch

We think the Sheriff is too strong in the Phase 2 weapons ecosystem and, as a result, other arsenals have been left out. This change aims to allow other weapons to become more viable in a confrontation against a Sheriff.

Fase 2 – Arsenal com Sheriff

  • Heavy Shield >>> Light Shield.

Map rotation

All modes (except Team Deathmatch and custom matches) will use Competitive maps.

  • Current rotation: Icebox, Lotus, Sunset, Breeze, Ascent, Bind, Split.


Team Leader Role

We’ve added a secondary management role to rosters called Team Leader. Team Leaders can help with team management, including sending invitations and removing members. Leaders cannot delete the team or kick out Team Owners. Team Owners can promote and demote Team Leaders.


  • It is now possible to see the scoreboard for other Divisions and previous Premier Stages using the drop-down menus in the top left corner of the Scoreboard tab.


  • Now you can see which Division you were in before playing your first match.
  • The rating threshold for this Stage has returned to the standard Premier Score of 675.



Starting with Update 8.0, VALORANT will support spatialization software for headsets.

Spatial Audio is virtual surround sound for headphones. The program processes sound to help differentiate sounds that are in front, behind, or even above you when you use it by ear. For example, identifying whether those steps are in front of you or behind you. We are happy to announce that Update 8.0 will bring compatibility with sound spatialization solutions! This will give you options other than 3D Audio, which was already available in VALORANT’s audio settings. In Update 7.06, we made changes to the audio that caused problems for those who were already using spatialization software, which was not supported at the time. In Update 7.06, when the spatialization software was enabled in Windows settings, sound levels became out of control, and our only solution at the time was to advise those affected to temporarily disable the software. In Update 7.07, we implemented a stereo-only fix that was compatible with Spatial Audio, but did not allow you to virtualize surround sound. In Patch 8.0, the speaker configuration in VALORANT’s audio settings will be set to stereo by default. But, to take advantage of the full functionality of spatial audio solutions, simply select the Auto Detect option in the speaker configuration.



Source: https://maisesports.com.br/valorant-atualizacao-8-0-marca-chegada-de-outlaw-e-mudancas-na-rotacao-de-mapas

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