I want to add my voice to this problem because I played and grew to love this job over of the course of playing Dawntrail, the recent adjustments announced for Viper and its actions are nothing but hurtful to see after how dedicated I had begun to feel towards playing it in the future, and I think the changes planned are not reflective of what people actually want improved about it.

I believe the feedback of the rotation being too busy stems from the fact that the job's rotation is poorly communicated due to the large and unparsable amount of information that is in the tooltips of the job's actions, it makes the rotation difficult to understand without an external resource from outside of the game like the official job guide or its unofficial equivalents on different forums and sites, I don't think any of that has bearing on the execution of the rotation itself. And although the job quest attempts to tutorialize these mechanics, I do not believe it is executed in a way that most people will inherently understand the job from that instance alone.

I plea that CBU3 understand that what needs to be changed is how the game conveys its information to the player, as Viper and Pictomancer both are something of a new generation of job design in regards to how their small pool of actions change state for their rotation in place of the 1-2-3 combos we've gotten used to, instead of removing from Viper please consider adding to the in-game resources for conveying the rotation for it, otherwise future jobs and jobs that are overhauled to be more in line with this modern form of job design will suffer just as much as Viper has with its misunderstood gameplay.