Viper came out with the release of 7.0 and encourages a fast paced playstyle with quick on the fly reactions to get the most out of your toolkit. On the outset it looks incredible complex but once you fight a training dummy for you should understand what it does and how to achieve it simply.
The discussion of it being "busy" is technically correct. It is busy, but that shouldn't mean it should be dumbed down for the sake of it. It's satisfying to pull off its combos and getting the most out of your uptime on encounters as possible. There should just be some jobs that have some complexity and rigidness so that the satisfaction of executing your rotation properly is well earned and properly rewarded.
The only two changes I could realistically think of for Viper is that one, for an *incredibly* selfish DPS with no self mitigation tools and no party synergy to speak of, the damage numbers should be much higher, competing with Samurai and Black Mage. Both of which provide more damage and an option of self mitigation. If Viper is going to be the prime example of a glass cannon job, it should have much more punch behind it's firepower.
The second change is mostly a visual one. The job hud should make it more apparent whether your combo finisher is on the flank side or the rear side. Some people point out that the ability icons change from green to red as does the buffs they have as well. That's good for most people but for people that are Red/Green color blind, they would also have a rough time seeing what comes next in their rotation. So maybe more of a visual indicator would be helpful, maybe left blade could pulse more if a flank finisher is coming up and the right blade could pulse for a rear finisher, ect, ect.
Viper has been incredibly wonderful to play, I've been wanting a twinblade job added to the game for nearly a decade. I would hate to see that the job gets simplified just for the sake of a few people where the majority is happy where it is.
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The discussion of it being "busy" is technically correct. It is busy, but that shouldn't mean it should be dumbed down for the sake of it. It's satisfying to pull off its combos and getting the most out of your uptime on encounters as possible. There should just be some jobs that have some complexity and rigidness so that the satisfaction of executing your rotation properly is well earned and properly rewarded.
The only two changes I could realistically think of for Viper is that one, for an *incredibly* selfish DPS with no self mitigation tools and no party synergy to speak of, the damage numbers should be much higher, competing with Samurai and Black Mage. Both of which provide more damage and an option of self mitigation. If Viper is going to be the prime example of a glass cannon job, it should have much more punch behind it's firepower.
The second change is mostly a visual one. The job hud should make it more apparent whether your combo finisher is on the flank side or the rear side. Some people point out that the ability icons change from green to red as does the buffs they have as well. That's good for most people but for people that are Red/Green color blind, they would also have a rough time seeing what comes next in their rotation. So maybe more of a visual indicator would be helpful, maybe left blade could pulse more if a flank finisher is coming up and the right blade could pulse for a rear finisher, ect, ect.
Viper has been incredibly wonderful to play, I've been wanting a twinblade job added to the game for nearly a decade. I would hate to see that the job gets simplified just for the sake of a few people where the majority is happy where it is.
Continue reading...