FFXIV – So About The New Viper Changes (7.05)



Today i’m giving my points and opinions on the new viper change as of 7.05
What i say in this video does not mean that EVERYONE has to feel like me but tis just my opinions! love yall!

#ffxivmmorpg #gaming #ffxivgameplay #ffxiv #dawntrail

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44 thoughts on “FFXIV – So About The New Viper Changes (7.05)”

  1. I like the changes, swapping targets and transistions felt bad before. Given that Death's Design is the one reason I did not main RPR before I might be kind of biased though.

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  2. Let me preface by saying this – I don't think anyone is wrong in liking or disliking the changes, This was just my opinion, If you enjoyed the changes then more power to you wholeheartedly. As for me it just didn't feel fun and that's it – Also i know it's Cliché to say but don't forget to Subscribe! (It's free and i will give you Shadowbringer cookies) – New Vid Saturday -Love you all! Mwuah

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  3. "the remove the only thing that differentiate a good viper from bad viper" I mean its ONE way but its wasn't the only way, the positionals and how often you hit them correctly / true north was also a way to tell a good viper from bad viper and that is still prevelant.

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  4. I didn't even get enough time before the change, them changing the class with it being a week old seems to fast and I think they jumped the gun a bit to early. Plus why rename skills? we had cool skill names now we have generic dumb names. Honestly think them making a class purposely brain dead is bad for entire game.

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  5. I prefer how used to work before this patch, It made me paying attention to buffs and debuff on the boss and when you managed to that well, was quite satisfying… It wasn't that hard tho, but I enjoyed it enough to change from mch to vpr.

    Right now, I feel I can still having fun with it, but at the same time, the job got so simplified that I feel doesn't matter which buttons I press, that will works anyway

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  6. Do remember that devs consider japanese player's concerns first, then the international players.
    So even if international players are not fine with the changes, devs don't care as long as Japanese players are satisfied.

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  7. i loved gnash, was way better than rpr death design that just felt clunky awkward stopping combo flow to reapply it.
    1:18 "difficult"? the 'hardest' thing about viper starting out was remembering what attack turned into another attack with the same button, thats it lol

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  8. They broke viper…it was super fun and the buff is JUST LIKE REAPER why the fuck are people complaining…I might reroll reaper or go back to nin cause it's way to easy haha

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  9. Viper is even more playable and enjoyable. Coming from the FGC, the thought of having to manage a buff with a tiny timer mixed in with other timers on 3 different parts of your screen + keeping track of cd's and rotation is just nothing worth playing. I'd much more value muscle memory learning than this. Some issues remain with this job however – the fact that positionals still exist and that the "two swords" jobgauge is beyond useless and there's no way to remove it cause you need the dots below it for your ranged combo.

    It still just feels like a unfinished job too with the way animations are on /vpose and /bstance , the weapon vibrating and looking like a glitchy mess.. This job did not recieve the polish of previous jobs.

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  10. The game isn't about the combat system, the entire game is just 1-2-3 with ogcd woven in etc. The fights are all about the dance, they have to keep the combat simple etc. The removal of gnash doesn't make much sense as you keep it up automatically just by doing basic combo's. If anything they should've just simply removed the positionals, as that's what hampers your performance on bosses where you can't get to rear/flank.

    Regarding your reasons, they're your reasons, but I find it odd that you reroll to a different dps just because they take away a debuff to monitor when it literally doesn't change any actual gamplay.

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  11. Im kinda mixed about it. I didnt like how for your opener you were kinda just forced to do the first part of your combo for the debuff then you ignore it while you do dreadwinder combo(which refreshes it. It felt more like an inconvenience than anything. I also didnt like how both of your combo starters had different potencys making one clearly superior. I think it woulda been better to put the debuff on something else maybe. Cause i did like the debuff, just not how it was applied.

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  12. Honestly really the only hard job in the game is black mage. Let's be fucking real. Everything else is spam, cooldowns and run around lol. They' all are easy. Samurai is not complicated either. It takes about a couple hours of muscle memory going through dungeons to memorize the rotation and opener.

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  13. I'm still going to be a viper main through and through, no matter how 50/50 I feel about the changes they've made so soon. They've killed some of the job identity it had, but I just love the feel and aesthetic of the class too much to go back 😭 Also since I enjoy high apm, other classes now feel too slow for me so I've been ruined 😂

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  14. The changes makes the feel of the job overall so much better. Idk why the debuff is being treated as an actual interesting mechanic of the job. It was almost braindead to apply except for causing jank going into the burst phase if not planned for. That to me is more of a chore than an actual fun mechanic of the job.

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  15. Honestly VPR is the first time on all jobs I just feel it’s…a nothingburger.

    PCT for instance is stupid easy but it feels satisfying. They also thought about it for lower level content. You can still play the lvl 50 dungeons and raids. VPR has 2 buttons….third on lvl 60. It’s just ugh.

    I can already forsee VPR being changed soon again. But this change I really don’t get.

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  16. I'm pretty neutral towards the changes. Viper's identity imo is "press a lot of buttons very fast" and that's still the case. The skill expression being purely in uptime and not missing any weaves is plenty, because there's a lot of potentially lost damage simply from faulty execution. It's a unique job identity in a game where everyone complains about homogenization. If anything, I have a slight preference towards the newer system because you actually change up your combo starter rather than pressing the debuff application once every minute.

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  17. at this point the combo timer takes more thought than any other part of the job, youll drop your combo if you dump coil after your first reawaken instead of finishing the first combo from your initial dread>hunters

    that said i have zero faith in the 8.0 reworks if this is the kind of feedback theyre working with

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  18. Ironically when I first tried Viper, I truly was totally confused by how it is supposed to do its Combos for like 2h so I can slightly empathize with people complaining. Only slightly though, because once I understood it, it made perfect sense and felt great and very fluid. So instead of agreeing with complaints, I am rather questioning how long those people even tried before giving up and start complaining >_>

    Here's hoping they change it back or find some other thing to be interesting. because that new first combo hit buff isn't that

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  19. Too many dps jobs have reduced to "press shiny, get shiny treat." I want BALANCE something. Lab things. Theory test rotations. Find dps sheningans. Thats what made monk so fun for me before. I don't have the herpaderp friends to shoot the crap with in this game. I need DEPTH. Even its only a foot deep.

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  20. These infinite chains keep distracting me from hitting Serpent’s Tail queue and GCDs, I prefer the combo trees keep rinse and repeat method.

    Just simply remove the positionals

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  21. I hate this change for the following reasons:
    1. They gave us no notice they'd remove Noxious Gnash and force you to start only following the glowing buttons making it more braindead autopilot, catering to the lowest common denominator of people who aren't willing to learn the job properly,
    2. Removing NG disconnects Dreadwinder- no, sorry, Vicewinder (eugh) and Vicepit from the rest of the kit and even to some degree Reawaken,
    3. Making it an endless combo changes it from 2 buttons to watch to now constantly watching the hotbar to make sure you don't misinput also getting you trapped in a neverending combo that also is easy to lose your place thanks to transforming buttons or shifting your mental focus elsewhere like Vicewinder or a boss encounter,
    4. There was expression on when and how you apply NG, like do you double up at the start or do you continue alternating? Do you start Reawaken or go for an Uncoiled Fury depending on your time? Did you set yourself up in advance with enough time and/or a Dreadwinder? That kinda stuff.
    5. It wasn't replaced with anything, it was just taken out and given a band-aid solution to keep the general rotation going without thinking about the ripple effect it would have,
    6. Noxious Gnash served as a better visual queue for whether you needed to start on 1 or not, and then you got to choose when to start on 2. That was fully in your control before, now it's not, which leads to my last point:
    7. A lot of the "free-flow" identity of the job got destroyed and replaced with something spammier and more monotonous and clunky to play. There was more emphasis on setup and payoff (properly managing NG timing) that required some actual skill that paid off in heavier-hitting Reawakens and Uncoiled Fury's if you knew what you were doing. The nuance was in the fine details and how controlling your NG buff and timing let you control that freeflow of your own accord, but now it's literally only follow-the-buttons. Dumbed down yet smaller margin of error. It sucks.

    Change it back to 7.01.

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  22. You guys are missing a new strategic option that this change opens. With the removal of the debuff and the extension of the buffs, it is now possible, and in fact optimal, to double reawaken in every 2 minute window except for the opener. It was technically possible in old VPR but very difficult to set up without intentionally over capping the debuff, which doesn’t feel great (the theory crafting had you start the burst window with the Death Rattle combo to refresh everything but doing so would likely push an Ouroboros out of the buff window if you double reawaken.). It still requires some foresight and careful resource management to ensure you have 50 on hand but don’t overcap when the window opens up. The class is easy in a vacuum but raiding is a team sport.

    And let’s be real, the fun part of the class fantasy of VPR is to reawaken as much as possible, which these changes enable. I didn’t hate managing the debuff much like I didn’t hate having to manage Huton, but I’m not sad to see either of them go.

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  23. I’m kind of mixed on it. I liked the feeling of properly prepping Noxious Gnash for double reawaken and getting punished for messing it up or potency loss for overcapping but at the same time, I like that Deaths Design isn’t on both enshroud jobs. I guess I can live with Noxious being gone since I was more worried about losing the positionals on the dreadwinder follow ups.

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