Valorant Patch 4.10 Overview: Sentinel Class Changes, New Net Graphs & More

In short – Sentinel class got slightly buffed, your FPS will get a little higher, and the game will get less buggy.
Patch 4 10 notesss
Check out the official Valorant Patch 4.10 Notes! | © Riot Games

Riot has repeatedly said that Episode 4 is meant to strengthen the game's foundation and communication between players. However, the community has complained that they don't really see it, and there has been a bit of drama lately, like this one.

But honestly, Update 4.10 is the essence of "strengthening the game's foundation". It's full of fascinating changes that may not be super flashy, but if you were asked if you wanted something like this in your game, you wouldn't even take a minute to say a resounding "yes". Without further ado, check out the official Patch 4.10 Notes, as this is a really positive update for Valorant.

Sentinel Class: Utility Changes

As we all know, Sentinels are mostly about locking down areas with traps and annoying mechanical stuff. And so, we think that this change is a big one:

After Patch 4.10 all players will be informed that a friendly Sentinel's player utility (except Sage's wall) or Yoru's Gatecrash tether has been destroyed through a global announcement.

It's actually a bit of a buff for the class if you think about it. Well, "buff" is a big word, it's more of a "quality of life improvement" thing, but all Sentinels main will definitely love it.

New Net Graphs

If you have played Valorant the past few weeks (especially on servers like Warsaw or Frankfurt), there's a good chance that you could feel like you're watching a slide show instead of actually playing the game; the FPS drops were so high for everyone.

However, Riot Games developers claim that the Patch 4.10 will fix this specific issues. Moreover, we'll also get two new net graphs to help track the potential delays:

  • Network RTT Jitter = Helps you understand if you’re experiencing network issues not reflected in the Network RTT Avg/Max values
  • Network RTT + Processing Delays = Captures the effective latency you experience due to Network Round Trip Time, Server move processing, and Client move processing delays.

And if you find need even more FPS, be sure to check out this guide: 3 Tips On How To Increase FPS in Valorant

Agent Updates

Agent Progress/Charge Bars

Progress/Charge Bars have been moved to a consistent location and made a consistent size on the following Agents:

  • Reyna
  • Cypher
  • Breach
  • Fade
  • Jett
  • Omen
  • Phoenix
  • Raze
  • Skye
  • Yoru

Omen Changes

  • Updated 3P model to increase detail and fidelity:

Map Updates


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

New Performance Graph

  • 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.

Consistency Updates

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.

Bug Fixes


  • “Destroyed” Voice lines for deployable abilities will now be heard globally by allies. This change includes Chamber, Killjoy, Cypher, and Yoru.
  • 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.


  • 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.
  • Fixed a bug where the combat report would rarely not show up for the entirety of the game.

So, that's it for the Patch 4.10 Notes! It's also worth noting that there's one bug with the Spike plant and defuse bars not showing up for Observers with Minimal HUD enabled, but that will get fixed in the next update on June 7th.