My thoughts on Viper Changes… FFXIV Dawntrail 7.05



GOOD BYE NOXIOUS GNASH!

Patchnotes: https://na.finalfantasyxiv.com/lodestone/topics/detail/3a247a30e096e56b701157cd9fb903299a244c2f

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In today’s video, I talk about my impressions with Viper in Fantasy 14 Dawntrail !

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26 thoughts on “My thoughts on Viper Changes… FFXIV Dawntrail 7.05”

  1. Personally, I feel like they're making it so you have far less things to worry about when shit hits the fan. It's why they buffed the potencies to what the damage would have been when Noxious Gnash was applied. If they just made the buff to last for up to 60 seconds, that would have been fine only.

    I'm maining VPR as my DPS for Savage this tier and this is somewhat a neat change, lets me go into Reawaken far faster.

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  2. tbh i'm kinda sad… it was fun to have and the new combo starter systeme is not… it's change the flow of the job. Before each step of the combo had their own flow, now the first and second step have the same so it feel bad for me.
    I don't know why they made this change at all, i would have been hapier if they remove the positional of the double blade combo but no, they change the flow of the job and i realy don't like it

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  3. It confused me. They wanted to reduce "business" so they made a change that doesn't change the rotation, button order, or end result. I leveled viper to 100 but I doubt I'll touch it after that, it's just not for me. I might just move to picto since they are apparently happy with it doing more damage than God while black mage turns to dust in the corner.

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  4. This job was putting me to sleep already so I guess it's gonna put me to sleep a little bit harder lol. A waste of terrific animations on a sleep-inducing self-playing rotation.

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  5. I mean the central concept of viper, from a lore perspective, is that it uses uses quickness and a venomous "bite" to weaken a more physically imposing enemy, and then finishes it off. Granted, that's not really how it plays, because Yoshida and team don't believe in debuffs or DOTs as a playstyle, but still, without that ability, there's not even a nod to the lore.

    It seems to me like Yoshida is that guy who doesn't drink chocolate milk because it's "too spicy."

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  6. The damage up buff implementation really felt like just a less intrusive Dancing Edge/etc. Despite having removed it, it boggles the mind that they just keep adding it back in some form or fashion.

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  7. I think you're missing the point here. People aren't upset that they don't have a debuff to no longer manage it's more so that the job became more autopilot than ever. There isn't much agency in the rotation anymore and hardly if no decision making.

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  8. I liked noxious gnash now the difference between the two starter combos are literally pointless it was fun to keep tabs on it as someone who did countless extreme runs with it it was cool to play the game of “you can fit 3 buff your own damage starter combo before reapplying noxious” it was clutch but very fun to do so and seing that my dps kept getting better and better it was a silly mini game that was paying off.. oh well, I still love the job and will still main it probably all expac but sad to see this debuff go so soon

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  9. Man they need to get rid of the 2 min raid bullshit its causing jobs to play the same. What is it with these devs and removing rpg mechanics might as well make it just a hack and slach mmo like those shitty korean games. Give me poison dammit hell give us more status effects attacks. Why are bosses allowed to cause us paralyzes yet we can't I call bullshit smh.

    I watched Xeno say the changes are good for viper and im like mother fucker you main tank leave dps alone 😅.

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  10. What this change effectively did was make your combo 2,2,x, 1,1,x, where x is the appropriate finisher. While i didn't like noxious gnash i feel like this made a simple job even simpler, but not less busy. I don't think the devs know what busy means

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  11. EDIT: You really should be careful talking about Death's Design on Reaper. It is ABSOLUTELY 10000% INTEGRAL to Reaper. Without question. Apart from being built into their kit for an entire expansion now, Death's Design is also solely responsible for allowing Reaper's higher skill-ceiling burst options (Double Enshroud) to exist at all. Without it Reaper's current gameplay (especially their burst) falls apart completely. Arguing that it was more integral on Viper is objectively wrong, no room for interpretation.

    I'm happy it was changed because I felt the debuff really encroached on Reaper's territory. I don't think it's the perfect solution, personally I wish there was a bit more decision making in their first combo hit, but I'm happy it's further differentiated from Reaper because the classes had a lot of similarities.

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  12. i main dps and tend to gravitate to the jobs with the longer debuffs to maintain like samurai or reaper. i don't like to have to think about it. so i love ths change, but didnt mind how viper was before. just realized monk has no more debuff too and I love that

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  13. Actually my thinking is kind of the opposite. Noxious Gnash is always going to be maintained if you do your rotations correctly on Viper (even if you don't do it correctly, it still can be easily maintained), so there is really no real loss in removing it altogether. Death's Design though is a debuff you actively have to maintain because it's on separate buttons that's not part of your regular combo flow. There were a few times I got too excited and unleashed a Harvest Moon without the enemy being in DD. So yeah, IMO it matters much less in VPR's case to remove a selfish debuff and more so in RPR's case. And don't forget that Trick Attack still exists!

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  14. Its super obvious that youre not sure how to play this job.

    The reason nash being removed matters and buffs got extended is so that its not so incredibly tight to do back to back reawakens. Its so much easier now. That was the intention behind the changes.

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  15. Brainlets not really understanding the problem…

    THEY REMOVED BOOTSHINE FROM MONK.
    AND GAVE BOOTSHINE TO VIPER, 5 WEEKS LATER AS A NEW JOB.

    It's okay to like or dislike the change, but this change was made arbitrarily. They got feedback that people liked the positionals so they felt like they HAD to change SOMETHING. So instead of doing the correct thing (Increasing NG buff duration from 20-40 to 30-60) they just removed it and implemented Bootshine.

    They didn't like bootshine. Why did they put bootshine back in?

    The problem is the balance / job design team is the same 4 people, they don't play every job, they don't even play their mains at a high level, a lot of changes are in their own head or from very bad players who don't understand anything.

    That's it. That's the problem.

    Reply

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