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  1. #4
    Player
    Capricca's Avatar
    Join Date
    Feb 2024
    Posts
    2
    Character
    Toki Isur
    World
    Lich
    Main Class
    Paladin Lv 100
    I think the damage numbers themselves are fine on viper, it's just that there's so many other gimmicks with the job that in my eyes it seems the weakest of them all right now.

    I've done over a 100 games with Viper so far, but the whole concept of the job seems to be able to stick on targets, and if they have their LB up you better have guard up or are prepared to run away cause he's gonna slice and dice ya, but if anything the opposite happens more. Whenever a viper uses LB it seems like an easy target to focus down due to the way how his abilities work. Much like gunbreaker you have to weave in your twin(fang)blood in between your global cooldown, with the way how latency works in this game, it actively draws back your other off global cooldown abilities cause the game has to 'catch' up and completely finish the twin fan ability, trying to place recuperates etc inbetween your LB almost feel impossible unless you just want to lose out on damage and not use your legacy's abilities, which seems counter intuative. Getting that purify etc half a second later off is devastating in high ranked games, and often results in death because you just get chain CC'd or bursted.

    Other major drawbacks imo are:

    - Snake scales rooting you in place and being unable to stop it for at least 2 seconds, also for some reason polymorph and sleep completely cancel it, same thing with like reaper/monk LB, even if you absorbed like 50k damage and are on the brink of death and plan to heal a lot of that back up through backlash you can kiss all of that goodbye with any of those abilities.

    - Swiftskin's coil being the second ability of your rotation, the opener of Viper to get all your buffs up and running feel incredibly long, not to mention I don't know if this has always been a thing but the buff of the swiftskin's coil doesn't go off until your 3rd global cooldown begins, so when you feel the effects of it for the first time 2 seconds will have already expired of the buff.

    - When using Limit break you are unable to use the combo abilities of your LB right away, it like roots you down for half a second to a second.

    - Your main abilities having only 5 yalms range. This wouldn't be so bad if the class had some sort of movement speed buff like gunbreakers dash, either that or a slight increase in range would feel way better as well, like both of the samurai's 20 seconds abilities which have 8 yalms. I'm not sure why they made it like that since nearly every melee job either has some sort of movement speed buff, or the range increase.

    - Finishing potential is terrible, the last ability of the limit break seems like it takes 5 years before it finally hits and uncoiled fury is shared with your global cooldown, so if your enemy has recuperates left, good luck trying to land that final blow.

    Besides all these gimmicks, I'm having a lot of fun with the job though, though it's unlikely I'll be playing it in high ranked the way it is right now.
    (6)
    Last edited by Capricca; 07-05-2024 at 10:42 AM.