Viper, one of the most popular agents in Valorant, has been a topic of discussion among the community lately. Many players believe that a nerf to her abilities is inevitable, given her high pick rate and overall effectiveness in the game. In this post, we’ll explore some of the ideas shared by the community on how Riot Games could potentially nerf Viper.

Snakebite (C ability)

One suggestion is to reduce the number of charges for Snakebite from two to one, while increasing its radius from 4.5 to 5 meters. The vulnerability duration could be increased from 2 to 2.25 seconds, and the damage could be doubled from 12.5 to 25 per second. The overall duration of the ability could also be increased from 5.5 to 7 seconds.

Poison Cloud (Q ability)

For Poison Cloud, the community proposes increasing the deactivation time from 0.8 to 1 second and making it impossible to pick up mid-round. The activation cooldown could be increased from 10 to 12 seconds, and the radius decreased from 4.5 to 3 meters. Additionally, some suggest that Poison Cloud should not be usable while Toxic Screen is active.

Toxic Screen (E ability)

Toxic Screen could be adjusted so that it cannot be placed before the round begins. The activation cooldown could be increased from 10 to 12 seconds, and like Poison Cloud, it would not be usable while Poison Cloud is active.

Viper’s Pit (Ultimate Ability)

Viper’s ultimate ability could see several changes, such as increasing the equip time from 0.5 to 1 second and reducing the maximum cast radius for the cloud’s center from 7.25 to 6 meters. The unequip time could be increased from 1.35 to 1.5 seconds, and the deploy time could be extended from 6 to 7.5 seconds (with a longer channel time and expansion time). The maximum radius of the pit could be reduced from 9 to 8.5 meters.

Vision radius within the pit could be adjusted based on the player’s team: 8 meters for Viper herself, 7 meters for allies, and 6 meters for the opposing team. The ultimate duration could be changed to a fixed 25 seconds after deployment, with no regeneration or integrity drop when moving out of the pit. Deactivation would no longer be possible once cast, and the ultimate would end after 25 seconds, followed by a 1.75-second collapse time.

Passive Abilities: Fuel and Toxin

Viper’s passive abilities, Fuel and Toxin, could also be adjusted. The fuel consumption rate could be increased from 1 every 0.15 seconds to 1 every 0.1 seconds, and the time to regenerate to max fuel once empty could be increased from 30 to 35 seconds. The minimum fuel required to activate either Poison Cloud or Toxic Screen could be raised from 20 to 35.

For Toxin, the decay upon contact with Viper’s vision-blocking abilities could be reduced from 30 to 20 HP, and the decay over time could be decreased from 10 to 5 HP/sec. The HP regeneration delay once no longer affected by Toxin could be shortened from 1.5 to 0.6 seconds, and the HP regeneration rate could be increased from 25 to 35 HP/sec.

While these proposed changes are just ideas from the community and may seem harsh, the goal is to balance Viper while still keeping her viable in competitive play. As one community member pointed out, Riot Games may take a similar approach to Viper as they did with Chamber, implementing significant nerfs to bring her in line with other agents.

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It’s important to note that these suggestions come from a place of love for the game and a desire to see a more balanced playing field. While Viper mains may be hesitant to see their favorite agent nerfed, it’s crucial for the long-term health of Valorant that no single agent dominates the meta.

As the discussion continues, it will be interesting to see how Riot Games addresses the concerns surrounding Viper and whether they implement any of the community’s suggestions. Regardless of the outcome, it’s clear that the Valorant community is passionate about the game and committed to helping shape its future.