Well, my Viper friends, the rework came.
As a TL;DR if you don't wanna look through the patch notes, Noxious Gash was removed and now you just alternate between your combo starters, similar to Monk's Dragon Kick + Bootshine.
Positionals remain and didn't really receive potency changes that are significant in any way.
How are you feeling about this? Personally, I am disgusted. I can't believe they would rework a job so significantly and so fundamentally right out of the gate, right when savage is releasing. Especially after all of the outcry about keeping it the same. I loved optimizing around my timers, so the fact that the Combo Enders and Noxious Gash timers have been, effectively, removed (since Combo Ender timers are now 60s and barely matter anyway) is beyond depressing. I cannot imagine this change improves the feel of the job at all. Filler is now as simple as "alternate because you alternate," and the job has truly become the "flashing button" job. Whether or not to maintain Noxious Gash was the ONE decision you made during filler, apart from positionals. How could they think a boring alternation like this is superior to the buff management? Keeping up Noxious Gash was already extremely easy and just added some niche optimization. . .
It has barely been a month. Was a change of this size warranted? I don't know. Please share your thoughts, friends. I'd like to hear what others think.
Edit: I've also seen a few people mention that this makes Viper way less fun below level cap. Imagine picking this job up at level 80 today and having no mechanic except "Hit whatever button the Vipersight Gauge says to and lol don't overcap Dreadwinder I guess!" No more choosing when to use Dreadwinder -- sorry, VICEwinder -- for optimal Noxious Gash timing, no more nuanced and varied combo alternation, no more interesting multi-target or post-downtime optimization. The more I think about it, the more I think this change is utter garbage.
Revert it.
Continue reading...
As a TL;DR if you don't wanna look through the patch notes, Noxious Gash was removed and now you just alternate between your combo starters, similar to Monk's Dragon Kick + Bootshine.
Positionals remain and didn't really receive potency changes that are significant in any way.
How are you feeling about this? Personally, I am disgusted. I can't believe they would rework a job so significantly and so fundamentally right out of the gate, right when savage is releasing. Especially after all of the outcry about keeping it the same. I loved optimizing around my timers, so the fact that the Combo Enders and Noxious Gash timers have been, effectively, removed (since Combo Ender timers are now 60s and barely matter anyway) is beyond depressing. I cannot imagine this change improves the feel of the job at all. Filler is now as simple as "alternate because you alternate," and the job has truly become the "flashing button" job. Whether or not to maintain Noxious Gash was the ONE decision you made during filler, apart from positionals. How could they think a boring alternation like this is superior to the buff management? Keeping up Noxious Gash was already extremely easy and just added some niche optimization. . .
It has barely been a month. Was a change of this size warranted? I don't know. Please share your thoughts, friends. I'd like to hear what others think.
Edit: I've also seen a few people mention that this makes Viper way less fun below level cap. Imagine picking this job up at level 80 today and having no mechanic except "Hit whatever button the Vipersight Gauge says to and lol don't overcap Dreadwinder I guess!" No more choosing when to use Dreadwinder -- sorry, VICEwinder -- for optimal Noxious Gash timing, no more nuanced and varied combo alternation, no more interesting multi-target or post-downtime optimization. The more I think about it, the more I think this change is utter garbage.
Revert it.
Continue reading...