![]() I mean buffing her till she's there will sooner or later do the trick, but id prefer her kit to get a mini rework. Decay just doesn’t feel impactful enough so this might be a nice change. If you really want this effect, they could have it so that gas “flows” out from the bottom of the wall and sort of coats the ground like smoke rolling on the ground indicating a poisonous area where you suffer decay but not vision impairment. A thicker wall means less vision time and since you will see their guns before they can see you, it’s really strong. Walls are way larger than normal smokes but balanced since you can pop out of it and regain vision near instantly. toxic screen wider: contemplated this for a long time since beta since I also felt the decay effect was useless, would be busted. Maybe walk and pick up = 8 second cooldown, ranged pickup = 15 second cooldown. poison orb retrievable at ant range? Yes please. I say maybe even lower damage, longer duration, keep debuff for 2 seconds after exiting. It would be nice if maybe they lasted longer, very powerful but also emphasizes the vulnerable debuff over the damage effect. Snake bite: two mollies of that caliber at that cost is absurdly good. After all, how can she “control” anything if there’s generally a low risk of pushing her in any situation? They mostly focus on increasing the threat factor within her kit. ![]() But even just adding one or two of these would push her more towards the right direction. Introducing all of these at once or even over time could certainly move viper from the worst agent to overtuned. Of course, I still believe in the gradual balance approach. Again, this would make her abilities more threatening. Perhaps in those 2 seconds, opponents could continue to have their health decay and then immediately replenish. Right now, the 2 seconds after opponents leave her smokes, they keep the decayed health they have.This would allow a little more aggression in vipers kit as well as making the wall more threatening to peek through, similar to phoenix’s wall, which can do a surprising amount of damage if you walk through. I would suggest increasing the area of the smoke spread to create a rectangular area along the floor around the wall that counts as a decay area. Right now, the wall already has a smoke-spread visual effect along the bottom of the wall.If viper is meant to be the more defensive controller, than she should have access to sentinel-type QoL ability styles This one is simple but will help with not wasting it for the round once you’ve thrown it somewhere. Make the smoke retrievable from any distance by holding the ability button.It’s VERY rare that a viper can capitalize on the debuff, and again, makes it non-threatening because of how easy it is escaped. Have the “vulnerable” debuff linger for two seconds after they leave the snake bite like they were said to do after the initial buff anyways.Right now, they are simply not threatening. The argument can not be made anymore that it’s because she has two - killjoy exists. ![]() There’s no reason not to put them on the same level.
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