Quote Originally Posted by Carighan View Post
I feel it has no identity.

It literally - I mean, they confirmed that - exists only because Yoshi P thought it'd be cool for someone to have two swords.
[...]
There's just nothing there. To call the job "boring" would be an insult to other elements of job design that are merely boring. It's far beyond that.
I see!! Thank you for clarifying your point. I very much agree with you.
I agree that the design of Viper is incredibly simple in nature. As you said, there really is nothing that defines Viper as its own job. If you removed it, nothing of genuine uniqueness to the job would be lost.
(I don't think I consider the fact that the weapon changes between a Twinblade and Two blades to be of anything substantial beyond different GCD timers, and nothing more)
My original hope was that there would be significant moveset changes between the two stances, and that there would be a delicate dance between them of outputting raw damage vs buffs and debuffs.
The one 'unique' thing we had (a debuff tied to our basic GCD rotation that we needed to be mindful of) was sadly stripped from us too in favor of streamlined rotation.
(And I use unique there VERY loosely. Let's be honest; it was just the same thing as RPR's debuff.)

Honestly it feels like no thought was similarly applied to the growth of Viper either through legacy levels.
VPR very much feels like an afterthought in both it's aesthetic design and overall implementation.

My original opinion was 'well, we can't really make grandiose changes to VPR's kit right now, but is there a way we can just move some things around at earlier levels without completely remaking them?'
I see your original point now. Thanks for replying!