Riot Reveals Huge Jett Dash Nerfs In Valorant Patch 4.08

Jett
Jett Valorant

Riot Games has revealed quite a few changes for Jett that could massively alter the Duelist’s performance in Valorant. Keep reading to find out what these changes are. A recent announcement from Riot Games has revealed that Jett will be receiving notable changes to her Tailwind ability. As revealed by the developers, these changes will allow them to increase game health by balancing Jett in line with other agents. Jett Nerf was really important as the game was getting highly dominant by Jett’s players and her abilities. She was the agent around who all meta was created, as she added way too much power to the squad.

Pros and other payers of the game have been requesting a Jett Nerf since the launch, and in spite of numerous nerfs, Jett remained overpowered and highest piched agent in all pro events. With this Jett nerf, it is believed that the game will get revived again and new meta will be introduced. Pick rate

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Given that Riot Games had promised that Episode 4 will witness a bunch of Agent updates, these changes for Jett don’t really come as a surprise to the community. Having said that, let’s dive in and check out all the upcoming changes for Jett.

Massive changes for Jett’s Tailwind in Valorant patch 4.08

Jett Nerf
Jett

Tailwind

  • On pressing the ability key, after a short delay Jett activates a 12-second window where she is empowered to immediately dash on the next button press.
  • Her Tailwind charge is lost whether she Dash’s or the window expires, but can still be regained with two kills.

Reasons behind Jett’s upcoming changes

The developers have described the key issues they found with Jett’s dash. These are:

  • The dash had no prerequisite, so she always had access to her escape power with no intentional decision making. This freedom gave Jett the unintended capacity to continually take space or hold unusual ground without having to commit her ability. This play pattern is something that no other Agent could match. And allows Jett to exert an extreme amount of pressure on a match in a way that can be oppressive, especially at high MMRs or in professional play.

  • This lack of intentional decision-making made it feel like she played outside of the tactical cycle all our other Agents adhere to. Too often, she didn’t have to leverage the game sense that other Agents needed to succeed. Because her reactive dash could often negate her own strategic mistakes or the great tactical calls by her opponents.
  • As we talked about in the Controller Deep Dive, one of our core design philosophies is that Agents are sharp and provide both clear upsides and opportunity costs when compared to their peers. Jett’s strength as both a dash-in executor on attack and holding angles with an Op—with unrestricted access to escape—provided her broad power with little downside. We want her to retain as much aggressive power on offense as possible but reduce her defensive Op power.
  • Even in highly coordinated play, she’s proven very difficult to strategize against, and her access to an instant escape (not to mention two on-demand smoke screens) marginalized most of the tools the rest of the Agents have to deal with with with her.

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Anish Prasad
Anish Prasad
I am an ex-eSports athlete who never left eSports by heart. I cover eSports and live in the world of eSports and Games. That's all for now. We can connect on: