Please leave viper be
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Please leave viper be
It’s times like this that I wish I could read Japanese. Is it their forums asking for these changes? Some other place? I don’t see where it’s coming from, but I hope they change their mind, or don’t be too extreme in their changes at least.
SQ guts dragoon, absolute shell of its former self and due to complaints from players 1 week into expansion now they're seeking to change viper
I gotta add my voice, the positionals are not difficult in the slightest, you have 2.5 - 3 seconds for the dreadwinder combo (flank to rear and vice versa) and for the main GCD rotation, button flashes red = rear, button flashes green = flank.
People need to sit down with the class and aim to learn how to play it, rather then aiming to complain about it
oh well if it goes through guess in 2 years the classes will be fun to play
Please don't change viper, it's accessible enough and not every job as to be for everyone.
This mentality of "a few noisy people are struggling so we need to dumb it down even though it's been less than a week that they've had their hands on it" is the reason people have been complaining so much about monotonous job design for so many years now.
Some people instantly click with viper, some people struggle a little and that's okay, it's both fun and engaging to have a job that requires a little more commitment to perform with. Especially when so many of the others have constantly had so many things taken away to the point they're all one dimensional.
The only thing I ask is to have the option to horizontally flip a Job gauges for better HUD customisation.
Oh for fuck sake. I just gave the devs the slightest bit of benefit of doubt they are still capable of making a job with a bit of a bit of learning curve after leveling VPR, with the business of the job being the one genuine saving grace, so of course they are instead listening to the lobotomites who will whine if their 80 IQ brains can't play a job perfectly after giving it an hour or two of playtime
EDIT: Like I'm level 99 and I still mess up VPR's relatively simple rotation just because of how fast it it is. That's a FUCKING good thing. More of this. Tell the turbo casuals to shut the fuck up and spend a few more in game combat hours (and I fucking guarantee the people complaining haven't tried learning it longer than that yet) with the job before they are allowed to complain they can't do the rotation perfectly every time. It's been what, fucking two days since the expansion has been released proper? It's fine you can't play the new content perfectly yet.
But why though? Viper feels amazing right now, and that's coming from somebody who usually doesn't like very fast/speedy jobs. It flows through its rotation seamlessly, it's easy to understand after running one or two dungeons, and it has such a satisfying, smooth tempo. All of the actions make sense and don't need any changes. Or, at the very least, don't change it immediately, give people a month to get used to it if they need to. I unlocked Viper before starting the MSQ just for completion's sake and didn't plan on using it heavily, but after a couple of fights I was absolutely in love with it. I've never had this much fun with a melee DPS job.
Instead of undermining a great job, why not go back to the old jobs and fix their atrocious and clunky action/hotbar economy so that they can navigate their rotations as fluidly as Viper and Pictomancer do?
https://forum.square-enix.com/ffxiv/...ighlight=viper
It seems that the players here were the ones complaining about how Viper functions, including that the debuff is hard to manage and the combo steps felt convoluted, or that staying in range of the boss was hard. Honestly I don't agree with any of this...
Viper is in a good spot as is.
If players are struggling with the job they just need to spend more time practicing with it.
The combos are laid out for you, and the positional back-and-forth makes the filler rotation engaging outside of burst.
Take those away and the job loses much of its enjoyment factor, in my opinion.
Allowing there to be some level of complexity to the job is what makes it fun to learn and master for a lot of players, and I think it's fluid and flexible rotation is something many have been wanting out of a job for a while.