Viper deploys an array of poisonous chemical devices to control the battlefield and cripple the enemy’s vision. If the toxins don’t kill her prey, her mind games surely will .
A predator that deals in poison and chemical warfare. She has exploding projectiles that spill acid on the battlefield, as well as a poison-gas emitter, and a toxic gas screen to prevent passage. Her ultimate emits a toxic cloud that conceals her location and can highlight enemies who wander into it .
Equip a chemical launcher. Fire to launch a canister that shatters upon hitting the floor, creating a lingering chemical zone that damages enemies and applies Vulnerable, doubling incoming damage. Vulnerable lasts for 2 seconds upon leaving the area of effect.
Equip a gas emitter. Fire to throw the emitter that perpetually remains throughout the round. Re-use the ability to create a toxic gas cloud at the cost of fuel. This ability can be re-used more than once and can be picked up to be redeployed. Poison Orb goes on a 6 second cooldown after being deactivated.
Equip a gas emitter launcher. Fire to deploy a long line of gas emitters. Re-use the ability to create a tall wall of toxic gas at the cost of fuel. This ability can be re-used more than once. Toxic Screen burns through walls, placing emitters at all valid locations (e.g., the ground) over its length.
Equip a chemical sprayer. Fire to spray a chemical cloud in all directions around Viper, creating a large cloud that reduces the vision range of players and maximum health of enemies inside of it. Hold the ability key to disperse the cloud early. Lasts forever if Viper returns to refuel it every 15 seconds, or remains inside.
Viper now starts the round at 100 fuel (previously 50)
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Vulnerable debuff applied from Snake Bite now lingers for 2 seconds after leaving Viper’s acid
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Move speed doubled while casting
Viper now fast equips her weapon after casting, re-equip times vary per gun—but on average will reduce her weapon down time by .4 seconds
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.
Toxic Screen can now be placed during the buy phase of rounds, through spawn barriers
Toxic Screen now goes up faster along its full length, once it starts to form
This change should allow Viper, in many situations, to get her wall placed pre-round and then join her team before the barrier drops—or create uncertainty about her location when the round begins. Increasing the speed of the wall rising should reduce the awkward period that occurs after it starts to rise but isn’t covering all the angles Viper and her allies would expect.
Decay on all smoke abilities no longer affects allies
This is mainly targeted towards Viper’s Pit, and should help reduce some of the unintentional collateral damage she can cause to her team, while also opening new strategies for playing around her ult as a team.
The area of Viper’s Pit is now shown on her team’s minimap when deployed.
Max time outside of her ult before it collapses changed from 5>>>15 seconds
Viper can hold the ability key to drop her ult early
Enemies in Viper’s Pit have their minimap obscured and do not provide minimap detection to their allies
Increased the brightness of the red enemy glow at the edge of Viper's near-sight
With Viper being allowed out of her ult for such a short period of time, we felt that she was not only limited in the plays she could make, but also gave too much continuous information to her enemies. The ability to move outside the ult smoke more freely should provide some new and interesting mind games for Viper to play—and hopefully puts the strategic pressure back on the enemy. The other improvements should push Viper’s advantage in her own smoke and help her avoid getting traded by enemies using minimap vision to target her.
Enemy decay per second increased from 10 to 15 from all sources.
After exiting Viper's smoke, enemy decay sustains for 2.5 seconds before starting to fade
Viper's decay depleting so quickly from enemies was limiting the advantage it provided and wasn't creating the threat we had hoped for as a result. Adding a delay before it fades will hopefully widen the window where Viper and her team can capitalize and pair with the Viper's Pit updates (above) to provide fresh ways to play around her ult.
Having both Poison Cloud and Toxic Screen active does not consume additional fuel beyond the cost of having one active
The reduction in total uptime when both her vision blockers were active was making it difficult for Viper to use both tools together. Since Viper's smoke has so much commitment and makes up so much of her kit, we want to free her to use them in tandem to create powerful options for her team to take sites.
Toxic Screen now burns through walls, placing emitters at all valid locations (e.g., the ground) over its length
Viper Toxic screen is a potentially-strong vision slicing tool, but its access was well...terrible, making it only useful in a few spots on most maps. This should allow Viper to cut up sights, maps, and other unique areas to either fake or help take ground.
Snake Bite, taking damage will make a player fragile for a short time
Fragile is a debuff that doubles damage taken
the total damage is unchanged (the damage is lowered, but fragile increases it - it all evens out)
We like Viper’s unique ability to do “one-way” smokes, but some of the locations could create places where it was suicide to push through. An increased window should keep this viable without eliminating the strategy.