Valorant Patch Notes 5.03 – here’s all the changes

Valorant Patch Notes 5.03 – here’s all the changes
Ben Borthwick Updated on by

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Riot has dropped a new update for hero shooter Valorant, with patch 5.03 out today.

Probably the most significant change is more of a backend one, with an upgrade to Unreal Engine 4.26. However, Chamber, Neon and Jett have also undergone some tweaks too to keep them more competitive.

There are a couple of known issues with the UI in this update, however. Riot say they’re fixing them as soon as they can.

In the meantime, here’s the full Valorant patch notes directly from Riot.

Valorant Patch Notes 5.03

General Updates

  • Engine update to Unreal Engine 4.26
    • This update improves the tool set available to our developers in many ways, however this change will likely go unnoticed by you, as the goal of any Engine update is to happen under the radar.
    • There are some known issues this time around though, mostly the UI is misbehaving. We’re fixing these as quickly as we can, but expect some funkiness in the game and in the Main Menu. If anything interrupts your gameplay, please submit a bug report.
  • Agent Browser visual design refresh
    • Just thought we should leverage some of the cool Agent art and lean more into our VALORANT style.

Agent Updates

Chamber

Rendezvous (E)

  • Base Cooldown increased 20s >>> 30s
  • Recall Cooldown increased 20s >>> 30s
  • Cooldown set to 45s whenever a Rendezvous anchor is destroyed
  • Diameter size of the “ring” Chamber can stand that allows him to activate Rendezvous decreased 21m >>> 15m
    • Chamber’s Rendezvous is intended to be powerful at holding space, but the generous radius allowed him to take that space with more aggression than intended. This change should require Chamber to exert more effort to access off-angles.
    • We hope that a harsher punishment for destroyed Rendezvous anchors, and the reduced radius will demand Chamber mains to be more careful in their use. This change also brings the counterplay of Chamber’s destructible objects more inline with the behavior of other destructible objects in the game.

Trademark (C)

  • Slow Duration decreased 9.5 >>> 6s

Tour De Force (X)

  • Ultimate Points Required increased 7 >>> 8
  • Slow Duration decreased 9.5 >>> 6s
  • Leg shot multiplier reduced 1.0 >>> 0.85

Headhunter (Q)

  • Bullet Cost increased 100 >>> 150
    • It’s important that Headhunter is a powerful sidearm for Chamber but at its current price point Chamber doesn’t have to engage in making difficult economic decisions as meaningfully as other Agents. This should most noticeably impact Chamber’s decision making on pistol rounds and save rounds. The ultimate point change to Tour De Force is also working towards this goal

Neon

Overdrive

  • Damage per shot reduced 22 >>> 18
  • Killzone increased 15m >>> 20m
  • Leg shot multiplier reduced 1.0 >>> 0.85
  • Headshot multiplier increased 1 >>> 3

Jett

Bladestorm (X)

  • Leg shot multiplier reduced 1.0 >>> 0.85

Gameplay Systems Updates

  • Added ability to change “Ghost” keybind outside of Custom Games
    • This option is listed under Settings >> Controls >> Actions

Bugs

Agents

  • Fixed an issue with Jett’s Tailwind where switching weapons in the middle of the dash would cause the weapon pull out animation to take longer than desired.

Gameplay Systems

  • Fixed a bug where some Reyna/Killjoy HUD elements were still visible after enabling Hide User Interface.
  • Fixed a bug where defuse animation wouldn’t consistently play if the orb is tapped in rapid succession.

Known Issues

  • Changing crosshair opacity settings in-game causes crosshair preview visual to flicker
  • Spike Announcements UI displaying incorrectly