Well designed, fast paced, and flashy. Once the newness rubbed off and I got a handle on the gameplay loop, I found the job pretty bland. Lacking personality imo.

Well designed, fast paced, and flashy. Once the newness rubbed off and I got a handle on the gameplay loop, I found the job pretty bland. Lacking personality imo.
“There are no rules of architecture for a castle in the clouds.”

No defensive cooldown while the other new job is rocking a raidwide shield, a raidwide buff, and ranged privilege while doing more dps than me is kinda feelsbad
My other complaint is that the reawakening skills visual/audio feedback is pretty bad for comboing during mechanics. I feel like it's pretty hard to tell if your ogcd between each hit registered and when to press the next skill without looking directly at it compared to reaper shroud which has pretty loud attack skills that make it obvious when to press the next button.
Complaints out of the way I definitely think it's super fun everywhere else, I'll be playing it for the first savage tier. I like a lot of positionals and I like how easy it is to get uptime when you save your 3 discs and plan properly for stuff like heart phase and lariat combos
No defensive Cooldown is actually one of the things i like about it, and Bloodbath straight up goes brrrrrr everything is Physical Damage, use Bloodbath before Reawaken and you see how fast and nice you heal up

As a former SMN main who always dabbled in melee jobs (NIN and then RPR) but never fully committed, I'm really enjoying VPR. It's doubly challenging learning how to maintain uptime in the midst of mastering what I feel is the busiest rotation in the game, but I'm definitely getting more comfortable with it the more time I spend running content on the job. Plus, Reawaken is super satisfying. VPR is like the reverse of the other melees in that the base rotation is busy, but the burst (Reawaken) feels like the chill phase for me.
I was really excited for it but the Noxious Gnash debuff mechanic put me off of it a little bit.
This is because I don't like "keep debuff on enemy" mechanics since it makes you have to dart your eyes to the enemy health every now and then to see if you have to re-apply it (and I'm not a big fan of Focus Target).
With other skills at least I've learned to use a macro with a sound effect reminder such as with bard's Iron Jaws, but with Viper it's impossible to use a macro due to the changing icons.
Not to say that I dislike the changing icons, I think it feels nice and it's a good direction in job design. But for example I felt like Monk felt a lot better once they got rid of the Demolish DoT.
Last edited by KooriGraywolf; 07-27-2024 at 05:42 AM.
Noxious Gnash removed, positionals kept. Best endingI was really excited for it but the Noxious Gnash debuff mechanic put me off of it a little bit.
This is because I don't like "keep debuff on enemy" mechanics since it makes you have to dart your eyes to the enemy health every now and then to see if you have to re-apply it (and I'm not a big fan of Focus Target).
With other skills at least I've learned to use a macro with a sound effect reminder such as with bard's Iron Jaws, but with Viper it's impossible to use a macro due to the changing icons.
Not to say that I dislike the changing icons, I think it feels nice and it's a good direction in job design. But for example I felt like Monk felt a lot better once they got rid of the Demolish DoT.

For some, it may be. For others, it may not.
There is a lot of people who don’t mind the change. They just aren’t vocal about it. I’ll continue to play it because it’s Viper. A dual wielding fast paced sword class. I won’t drop it just because NG is gone, though some people will.


Viper feels good in normal content but the second someone has to optimize it gets rough around the edges. The game universally teaches that if you have a limited resource that limited resource is the higher source of damage and should be used first. However, because they opted to use 20 second applications for the buffs it forces people to deviate when starting the rotation if they use something like a tincture of dexterity. It is pretty obvious they intend someone to use Dreadwinder into hunters and swiftskin, not bounce between the non-limited resource and treating it like a goofy version of a reapers death's design.
Also, it isn't intuitive to use the serpents ire right off the bat since typically, that window of opportunity provided from hitting a skill is to account for miscalculating and needing to move to avoid something. In this case, it gets used ahead of when it should like going to an atm and taking money out for a purchase a month ahead of time. This makes for a very quirky rotation at the high level which is why viper is probably going to go through a bit of reworking. I don't think they ever did high level testing on the rotation with consumable items included to the extent they needed to.




Having played it, I can safely say that while it's a cool job and whatnot, it's also a hotbar nightmare. Not enough agency and control on our buttons since everything turns into something else and feeds into other buttons, and it' s arbitrarily decided by the devs. The awaken burst is especially egregious with what buttons turn into what and I hate that I have no control over this. Hotbar setups and UI is a very personal and subjective thing, and I feel robbed of it with this job at times.
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