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Put very simply, Viper essentially has two single-target combos that result in four available finishers. If the second hit of your combo is Hunter's Sting, then the two buttons become Flanksting Strike and Flanksbane Strike. If the second hit of your combo is Swiftskin's Sting, then the two buttons become Hindsting Strike and Hindsbane Strike. In the first combo you do, all of these finishers do the same damage assuming the positional is executed correctly, and each finisher grants a buff that ups the damage on a different finisher - Hindsbane buffs Flanksting, Flanksting buffs Hindsting, Hindsting buffs Flanksbane, Flanksbane buffs Hindsbane, and so it goes in a circle.
The thing is, when you have that buff - say, if you have the Hindstung Venom buff to increase the damage on Hindsting Strike - and you do Swiftskin's Sting to make Hindsting and Hindsbane available, both are still available. Hindsting will have glowing lines around it on the bar, to indicate that it's the correct one to hit, but Hindsbane will still be there if you want to hit that for 100 less potency and no other change.
My suggestion is simply, if you have one of these four Venoms up, the combo finishers should both reflect that. Hindsbane should be replaced with Hindstung if you have Hindstung Venom, and so on through the rest of the options. You could still hit the wrong second-hit and end up with a pair of moves that have no Venom to buff either of them, and in that case you're just gonna do the wrong combo, but having to take your eyes off the action to check your bar, to remember which of two identical GCDs is buffed, is just ... silly.
Are abilities in question must be truly mutually exclusive?
Technically, no. Practically, yes. If played correctly, the only reason you might ever break the sequence of finishers is either by the buff timing out, or because you did a different second hit of your combo, but you'd never have Hindstung Venom and ever want to hit anything except Hindsting Strike to finish your filler combo.
Does this actually saves you button space?
It does not save button space, because the combos all happen on the same two buttons, but it does save on complexity and unforced error. For that reason I think it's a good change.
Is it wild and wacky?
I don't think so.
Is the overall level of intelligence required to execute is about as low as the floor?
I think the design of this job, as implemented, provides opportunity for error without adding complexity or benefit to the availability of choice. I don't think the job is better, more flexible, or more playable for having both finishers available all the time.
The text was updated successfully, but these errors were encountered:
Put very simply, Viper essentially has two single-target combos that result in four available finishers. If the second hit of your combo is Hunter's Sting, then the two buttons become Flanksting Strike and Flanksbane Strike. If the second hit of your combo is Swiftskin's Sting, then the two buttons become Hindsting Strike and Hindsbane Strike. In the first combo you do, all of these finishers do the same damage assuming the positional is executed correctly, and each finisher grants a buff that ups the damage on a different finisher - Hindsbane buffs Flanksting, Flanksting buffs Hindsting, Hindsting buffs Flanksbane, Flanksbane buffs Hindsbane, and so it goes in a circle.
The thing is, when you have that buff - say, if you have the Hindstung Venom buff to increase the damage on Hindsting Strike - and you do Swiftskin's Sting to make Hindsting and Hindsbane available, both are still available. Hindsting will have glowing lines around it on the bar, to indicate that it's the correct one to hit, but Hindsbane will still be there if you want to hit that for 100 less potency and no other change.
My suggestion is simply, if you have one of these four Venoms up, the combo finishers should both reflect that. Hindsbane should be replaced with Hindstung if you have Hindstung Venom, and so on through the rest of the options. You could still hit the wrong second-hit and end up with a pair of moves that have no Venom to buff either of them, and in that case you're just gonna do the wrong combo, but having to take your eyes off the action to check your bar, to remember which of two identical GCDs is buffed, is just ... silly.
Are abilities in question must be truly mutually exclusive?
Technically, no. Practically, yes. If played correctly, the only reason you might ever break the sequence of finishers is either by the buff timing out, or because you did a different second hit of your combo, but you'd never have Hindstung Venom and ever want to hit anything except Hindsting Strike to finish your filler combo.
Does this actually saves you button space?
It does not save button space, because the combos all happen on the same two buttons, but it does save on complexity and unforced error. For that reason I think it's a good change.
Is it wild and wacky?
I don't think so.
Is the overall level of intelligence required to execute is about as low as the floor?
I think the design of this job, as implemented, provides opportunity for error without adding complexity or benefit to the availability of choice. I don't think the job is better, more flexible, or more playable for having both finishers available all the time.
The text was updated successfully, but these errors were encountered: