Posted by Steve
Thursday, February 11, 2021 1:43 PM
I'm making this post seeing the communities general agreement that these two agents need buffs to balance then with the rest of the roster.
Strengths
Viper
Area denial: Viper has access to many tools to stall enemies through denying vision and damaging utility. Her smoke can lost the longest of any in the game utilized properly and is generally harder to push due to her decay mechanic. She also has access to two mollies that slow and weaken opponents.
Vision: along side denying area she can also take a lot of space on sites by denying vision with her smoke and curtain. Her curtain has a near infinite range and can be used what most smoke agents would need 2 smokes for. She can quickly take the advantages of being a defender away by blocking vision on prominent choke points for her team to quickly take control of a site.
Yoru
Fragging: As a duelist yoru has access to tools to help him frag and survive. He has access to a flash and a to that can be used as an escape tool if used properly. His flash starts it's timer after hitting a surface. It can be used as a op flash and to take space since most people will try to hide as it goes off. His teleport can be placed before an engagement to escape after taking a risky peak like jett and her dash. He is the only other agent with access to this kind of escape. His teleport can also be used with flash aggressively to try to take unexpected engagements on the enemy.
Mind games: His tools can be used to start conditioning the enemy. Having an obvious anchor to teleport to along with decoys that fake footsteps can allow you to try to get the enemy to react a certain way. For example if you continue to frag by using your tp flash you can condition them to preaim your anchor and take peaks you wouldn't otherwise without flashing. If you use smokes or wall to repostion by running you can use decoy to fake it. Bind in particular you can use decoy and anchor to fake to one by using yourself and teleporting back and other by sending decoys through. If you continue to teleport you can condition the enemy to rotate or hard commit to preaiming teleporter. After hearing it go off or to ignore it every time since it's probably a decoy.
Weaknesses
Viper
Adaptability: In the core of her kit she can't necessarily move after using her utility on a site. Once curtain is down that's it. On one hand you can use it to trick the enemy into thinking that's the site your team is committed to. On the other hand you could have wasted valuable utility on a site you weren't holding. The fact she only has access to one curtain and one smoke exacerbates the issue where omen and brim have access to multiple. Her ult is the biggest culprit to this weakness as if you ult before bomb is dropped or planted your site can be completely avoided. It also isn't a pure advantage for viper as she also has reduced vision in it.
Yoru
Spontaneity: Yoru cannot just do something in a new situation. He needs to set up before an engagement. If he doesn't plan prior his strengths are quickly over shadowed. His anchor moves slowly so he can't use it spontaneously as an escape he must set it up early. His decoy only fakes sound and only activates traps that see low enough to the ground. His flash is harder to use than phoenix's. His ult has to be used with his team or else you're essentially killing yourself.
Both yoru and viper have similar issues with planning, set up, and commitment. The difference is viper wants to take site and area and yoru wants to frag.
Both kits have a similar core of high skill ceiling, but also inflexibility. I personally believe because yoru's goal. Isn't to take a site that his kit is stronger, but that's only my opinion.
Both heroes do need buffs but in completely separate directions. Yoru needs to have some more leniency on like his anchor duration and what traps his decoys can break. His ult is one of his tools that really need some help.
I don't believe yoru's flashes need any buffs really. They're really strong, but are hard to use compared to reyna and phoenix. Also they aren't any easier to avoid than any other flash in the game.
Viper needs imo more access to moving her utility. Even KJ and cypher can easily move their stuff around and they're tools are arguably stronger for defending a site even if they are arguably worse for taking one. Her decay mechanic is also still not strong enough to be a major threat on her curtain at least. Since it's just a thin wall it might take 3 health at most and would almost immediately be regenerated after some time.
Her version of mollies are strong and she has access to two. I don't think these need to be touched as they are.
I would like to know anyone elses opinions what I got right what I got wrong. Discussion is great especially when talking about balance and why people think heroes are weak.
tldr: yoru and viper have their strengths but viper isn't flexible enough to replace any agent on a team and yoru tools are weak compared to other agents he has similar tools to. Individually they look good but put up against other agents they're weaknesses become more apparent. Edit: added tldr Yoru anchor takes 1.5 sec to activate before teleporting. I'm not saying these heroes don't have strengths they just have too many big weaknesses to ignore. Also to the viper mains who think she's just too big brain and people aren't utilizing her well. Tell me what makes her HARDER than sova. If you say you don't actually need to line up arrows then you don't need to line up orb either. Her curtain is also free and easy to line up. Played both.
References
- https://www.reddit.com/r/VALORANT/comments/lh1f3q/yoru_and_viper_comparing_two_kits_considered/
- https://reddit.com/lh1f3q
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