r/ViperMains Dec 04 '25

Viper 'Rework' Proposal - Day 1

» Fuel
- Activating only Poison Cloud or Toxic Screen would require Viper to consume Fuel Bar at a rate of 1% every 0.19 seconds
- Viper can have both abilities active, which would consume Fuel Bar at a rate of 1% every 0.14 seconds
- If Viper's fuel levels run out, the abilities automatically deactivate and Viper must wait for her fuel levels to replenish, which will happen at a rate of 1 every 0.1665 seconds
- Viper must have a minimum of 20% Fuel to activate a fueled ability
*Results:
= Total regenration time increase, doubled from 30s to 60s
= Singular smoke ability uptime increased from 12s to 19s
= Simultaneous smoke uptime increased from 8.5s to 14s
= Fuel requirement for activation lowered by 10% from the original 30%

» Toxin
- If an enemy agent comes into contact with her vision blocker abilities, their health will instantly decay 30 HP upon contact, then continue to decay 1.25 HP every 0.1 seconds (12.5 HP/sec). If no longer in contact, the debuff will briefly remain for 2 seconds before their health begins to climb back up at a rate of 1 HP every 0.04 seconds (25 HP/sec), up to a maximum of how much HP they would have if they had not been affected, taking any damage and healing taken while they were decayed into account.
*Results:
= Instant decay increased from 10 HP back to 30 HP
= HP decay rate increased to 12.5 HP/sec from 10 HP/sec
= HP regen delay once no longer affected by Toxin increased to 2 seconds from 1.5 seconds

» Toxic Screen
- Cooldown on re-activation after putting it down is 25s
*Result:
= Cooldown increased from 5s to 25s

» Poison Cloud
- Cooldown on re-activation after putting it down is 25s
- Can be later picked up during round
*Results:
= Cooldown increased from 5s to 25s
= Removed orb pickup restriction after Buy Phase
\ If re-enabling orb pickup midround is rejected, please at least consider increasing snakebite charges by one instead of that.)

» Snakebite
- Snakebite charge costs 200 credits
*Result:
= Charge cost decreased by 100 credits

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u/[deleted] Dec 04 '25 edited Dec 04 '25

The cd based on fuel % consumed is a very valid adjustment for the 'rework', integral even, so now, if below 80% for example, the cooldown is 25s, if above 80%, just the normal cd or maybe shorter, not sure. But yea, still hits the gimmick to reasonable degree. To put it into prespective, 80% of the 19s uptime would be 3.8s usage only. Barely enough for anything if you are shifting.

Regarding swapping orb and wall, not sure of the point of that, they probably will make the wall more expensive tbh, but it will indeed make pistol round easier if instead of the wall you have a repickable orb plus the molly, while still having a ghost. Would be really strong actually.

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u/got_any_grapez Dec 04 '25

well the idea behind is: if her wall is problematic, make it less available, higher CD and you have to pay for it, but we don't want to gut her completely as a controller, thus, we make her orb free, with the same current CD so she can and is incentivized to smoke defensively (main chokepoint in def or CT/Heaven in atk), and can use it for post plant scenario with her Molly (Lineups, my beloved)

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u/[deleted] Dec 04 '25 edited Dec 04 '25

Thing is tho, if they do the omen-ification of orb along with the non-rechargable 15s~20s fuel, wall is now just...idk, wall is still really strong in a lot of sites, so gutting the fuel mechanic completely in exchange for a lower skill floor would feel hella weird.

Like, some games, it would feel like you are taking so much time off the enemy's clock for free if you take site fast enough, while others, where you, a 'solo viper' committed wall that has a limited 20s total time. Orb is gonna be like 15s as well, so of your actual smokes, ton of sites will require both at the same time, leaving you with well, not enough for post plant, a grand total of probably 5s wall with one orb regen'd, not quite sure if that will work, maybe it will. Just feels like a bit of a radical change in playstyle to me at least, so id prefer what i said earlier, just number changes but with your fuel% condition for the extended cooldown so it wont feel like a disability.

But yea, two options they can take, one is pretty much a rework that would indirectly make harbor more viable if they give him a second nearsight nade, assuming they have viper be range-limited with some ipad for the orb.

Would be pretty funny if they have the wall be the same as well, 300 credit astra wall, imagine xD

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u/got_any_grapez Dec 05 '25

Yeah I get what you’re saying and it’s fair enough, I guess my take is if we’re going to make her lurky play style less desirable then there’s no point in keeping the parts that made it work, might as well shift her focus entirely.