It's essentially a much less interesting monk now, viper has a dragon kick starter and a bootshine starter that you alternate between. I believe we call this homogenization of the jobs. At least on Monk I get to throw a hadouken
It's essentially a much less interesting monk now, viper has a dragon kick starter and a bootshine starter that you alternate between. I believe we call this homogenization of the jobs. At least on Monk I get to throw a hadouken
I joked to a friend before that it was Monk with combo consolidation. Now all we need is to convince SE that it's too difficult to track which Blitz to execute and we'll have two almost perfectly homogenized job.
It's a melee summoner now
Lol some of you are out of your minds. Viper is not that much different, this does not have significant impact on how you play the class. The combo system was made very slightly easier (shocker they said they were going to do that) and they took out noxious hoo hah in favor of some potency increases so it balances out. It isn't really significantly easier to play, it wasn't hard to play before. Just now you use your #2 opener more often than you used to OH NO!!!!!
The removal of Noxious Gnash has removed a noticeable bit of gameplay of the class. Previously, you had to monitor your debuff and make a conscious decision whether to reapply it with Dreadwinder or Dread Fangs. Sure, it was not a super in depth gameplay mechanic, but it was something that kept your mind occupied, even just a little bit. Now the job is on autopilot, no thought required at all. Is that really the gameplay people want, classes that practically play themselves?Lol some of you are out of your minds. Viper is not that much different, this does not have significant impact on how you play the class. The combo system was made very slightly easier (shocker they said they were going to do that) and they took out noxious hoo hah in favor of some potency increases so it balances out. It isn't really significantly easier to play, it wasn't hard to play before. Just now you use your #2 opener more often than you used to OH NO!!!!!
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
The changes to Viper feel genuinely baffling. It hasn't even been a full patch and these level of changes are applied to a job that wasn't struggling... It feels hastily done, a revert would be nice and just add 5-10 more seconds on noxious gash if losing the debuff on enemies mid combo is truly such a huge concern.
Hey, just making a note in this forum as well.
To give context, I was actively running Viper in both EX Fights prior to Patch 7.05, and I am still presently running Viper in Savage content (M1S cleared, M2S almost cleared as of last night).
The changes made to Viper's kit are substantial, and I feel are a significant negative to the core of Viper's rotation, and I feel this needs to be stated as clear as possible as to why I feel this way.
The job was already very simple within Patch 7.01. Every weaponskill combo was effectively drawn out for you after the first weaponskill combo completed.
The Noxious Gnash debuff provided the job with a time-sensitive decision that needed to be made during the fight, between the rest of the monotony; a mental check that allowed players that actively and consciously choose between which weaponskill combo they wanted to open with.
Dreadwinder/Pit of Dread also applying Noxious Gnash provided additional routes of optimization that allowed VPR players to work on boss fights to minimize Dread Fang usage and maximize potency. It was a delicate dance, but it was a hint of complexity that allowed people who wanted to optimally play VPR to experiment .
Aligning your resources to maintain all of your buffs, Noxious Gnash, and have two Reawakenings within the game's own directed 2-minute window timers felt absolutely fantastic.
The complexity of the job was completely removed when Noxious Gnash was removed. Outside of the singular choice of Steel Fangs / Reaving Fangs when you open a fight, there is absolutely no choice made anymore. There is no reason not to use Vicewinder immediately on cooldown. There is no reason to ever deviate from the glowing buttons available on your hotbar. Outside of holding resources for 2 minute burst windows in harder fights or for pots, or perhaps using Uncoiled Fury stacks during forced downtime (which isn't even a major choice, since you can stock 3), literally every single weaponskill option is made for you.
And before someone brings up Triple Reawakening during pot window as a potential new burst, I don't feel like that is enough of a silver lining for this change.
I understand the necessity of making job classes more accessible, but I genuinely believe that this change goes too far and strips a portion of VPR's identity from it.
I'm open to having more discussions about it, of course. I loved this job when it released, and I want to see it better.
I am disheartened by the change this patch, but I am hopeful that the job can regain a bit of the identity it lost.
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