VPR not having a "shed skin" personal mit on release is wild

VPR not having a "shed skin" personal mit on release is wild


So this is about Frontline and not Crystalline Conflict?
Then why are you worrying about Viper when jobs like Dancer are a much bigger priority target?
In large scale group fights, the entire point is to reduce enemy numbers as quickly as possible by focusing weak links first.
That usually means targeting jobs like Bard or Machinist, jobs often played by PvE-oriented players or picking off a Dancer because they’re both threatening and relatively easy to kill.
So what’s the logic behind focus-firing a Viper that clearly isn’t outputting enough damage to justify being your primary target?


Let's be real here. Y'all never actually bothered to fight to capture nodes before any of this. VPR is just the new excuse.
I see how a majority of y'all play on Onsal, Worqor, and Seize, spending the entire match chasing rank B nodes and avoiding PvP when you can. Y'all definitely don't fight over nodes on Secure and run away to play ping-pong with uncontested nodes. Shatter.... lol.
Even then, how is VPR capturing any nodes that requires clicking when they're AFK channeling scales for 4 seconds? Even if it isn't the VPR, what are y'all doing while the BH0 bard behind them is capturing the node? Staring at the VPR for four seconds? DRK (and DNC) have better kits to stop you from advancing to block a capture than a VPR does.
thats literally my point. If the only counter to it is win the matchmaker lottery where you get a coordinated team of MLG pros bursting down 1 target at a time then staggering spawns etc like why am i wasting my time typing everyone with a brain knows a class is busted beyond belief if the only counters are play like its a money tournament or run away in fear itll go pentakill during a 30 second solo stall.. Why defend it when your only defense against its basic rotation is the same advice youd give to someone about a 2 minute cooldown ultimate combo move ffs
Remove or backtrack lifesteal and issue is fixed. Or you know what's better? How about we remove stupid role actions that made everything dumb and broken.


They already have relatively low damage when left unchecked, and unlike Samurai, they don’t have a one shot move to compensate.
Lowering their damage reduction to align more closely with other melee jobs would likely be sufficient.
What’s being proposed instead risks outright gutting the job rather than achieving balance.
And realistically, how difficult is it to swap targets when a Viper uses Snake Scale?
On role actions: it’s a polarizing topic.
While some like yourself may dislike it, I find it actually add variety to PvP by allowing different playstyles through flexible loadouts.
What you’re suggesting would push PvP back toward homogenized job design again, which removes depth rather than improving balance.
Hard pass.
Last edited by Divinemights; 05-22-2026 at 10:12 AM.

Decreasing VPRs lifesteal and removing the option to use scales twice in a row would probably make it more balanced


I love all the proposed nerfs that remove the only reason why VPR is the only melee job that isn't immediately sent back to respawn after engaging.
Let's go ahead and nerf VPRs lifesteal and its scales. Then lets also nerf every ranged jobs damage output by 50% so that the other melee jobs don't need to have the same kind of lifesteal buffs to be able to function in melee range.

I mean there are melee classes that can't engage like VPR a 1v5 without insta dying. A reaper can't do that, the only good thing about RPR is his LB. The only classes that can halfway withstand a 1v5 are GNB that barely survives it and VPR that can tank it with ease and VPR isn't even a tank class. If you allow a DPS class to engage a 1v5 you should change the other melee jobs as well, that they can withstand a 1v5 as well. It makes no sense to me that a WAR is super squishy even with its 66k HP, but a DPS class like VPR feels like some super tank with scalesI love all the proposed nerfs that remove the only reason why VPR is the only melee job that isn't immediately sent back to respawn after engaging.
Let's go ahead and nerf VPRs lifesteal and its scales. Then lets also nerf every ranged jobs damage output by 50% so that the other melee jobs don't need to have the same kind of lifesteal buffs to be able to function in melee range.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote






