Viper Patch 7.05 REWORK SUMMARY | Dawntrail | FFXIV
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- เผยแพร่เมื่อ 19 ต.ค. 2024
- Viper got slightly reworked today! Let's look at the changes.
7.05 Complete Patch Notes: na.finalfantas...
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Swiftskin has been updated to say rear (probably was a mistake saying flank)
@@TwilightJericho yay! no positional changes after all then. surprised they went back on this but I'm happy personally
Nox being removed also removed some interesting optimizations you could do with Dreadwinder. Now Vicewinder just feels like a hollow, disconnected ability you hit whenever your feel like it as long as you aren't capping stacks. Seriously a bit of a bummer.
Fully agree. Only other use is to use the longer recast timer for brief disconnects, but other than that it's just a button now
@@VerraXIV think potency buffs to it might change the feel? Would at least be worth trying to align it with party buffs if that's the case. Something to do with it at least.
We already do in the opener, and our 2 minute bursts are better with Double Reawaken, which with the changes is even easier to pull off and set up.
Fair enough. RIP Nox, you were fun while we had you.
subbed. thank you man
I miss Noxious Gash already. Feel that was honestly a silly change. Honestly not a fan. Just kinda feels like u can hit whatever now whenever until it’s time to reawaken.
Vicewinder just kinda feels empty.
Double RA is substantially easier to set up.
Idk how to put it into words but viper feels the same as before but is just awkward?
Rip Nox you will be remembered
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.
So the main changes are, Interchangable starters instead of focusing on steelfang for more natural buff management, no noxious? Would that mean the twin blade rotation are more or less the exact same?
Pretty much yeah. We'll have more freedom using Dreadwinder - er Vicewinder - too since we don't have to use it as a higher potency debuff refresh anymore. Can save this for downtime/knockbacks/knockups or just use on cooldown
@@VerraXIV rad, thank you lol I was scared with what changes were actually being done when I saw all the week one craze, been playing Samurai as my primary melee dps since.. arr (jumped drk, grabbed sam.) and Viper finally got me to replace it, I was super paranoid the changes would scare me off... Thank you for responding and the video!
Noxious Gnash is no more...it has ceased to be...
It will no longer talk, no longer laugh, cry or get angry...
removing any semblance of optimization for VPR :/. Dual blade combo feels kinda tacked on
I think the heavy optimizations will be done with gauge management and downtime. Probably won't see much of that until the Eden ultimate
But yeah, full uptime kinda braindead now
You the goat fr
Let me see if I got this correct. The big change was removing Nox instead of upping it timer. Then a buff to all are abilities to make up for Nox. I mean I was hating how Nox was 20-40 meaning I have to keep spamming nox to keep it up. As a full rotation of viper is 15.3 seconds. I count a full rotation after using both the flank and rear finisher. Giving you both buffs but not enough time to get a half rotation with out reapply nox.
Yep I think these changes will be good for those having trouble keeping it up. The potency buffs end up being even more damage than it would be with Nox so now we're REALLY gonna pump
@@VerraXIV To me it was not trouble keeping up that was the problem. The debuff was to short and had to be applied almost all the time. Rarely did I ever find my self hitting the other starting skill.
Boss now have a lot of attacks that fills up the whole arena. As wells as a lot of push backs. Which some times are so often arms length is not up.
Find Nox falling off in middle of an Awake combo. It was just more annoying fighting the boss and my kit to keep this debuff on. While the other buffs started at 40 seconds. Giving them a better time staying on. Specially sense your combo had to refresh them every 15 seconds. This is 15 seconds with out skill speed and the speed buff. So even less timer in reality.
Though Nox never ones forced you to reply it as part of the kit. You just had to keep remembering to reply. 60 seconds or adding it to the end of the combo. Would have fix this.
Though at the end. This change was a big buff. As most skills got at 15% potency change. Some got 20% and I think there one or two 25% buff. Huge upgrade to viper damage. Already did this week raids and notice the lack of Nox was more fun to play.
Great video
I guess they decided to no touch positionals
:happies:
I don't think our damage will go up, the potency buffs were to counter balance us losing 10% at all times.
It's a ~2.3% overall increase. If you add 10% to the old potency values, the new values are slightly higher
o7
i stilled prefer it with nox. and double reawaken
You can still double reawaken - rotation hasn't changed at all except now you'll alternate combo starters
@@VerraXIV i see picto having more dmg then Vpr is it true?
too early to really tell. they're doing about the same on average right now - we'll see what happens when everyone gets best in slot and get better at the fights