#Non-meta issues with lightbender

1 messages · Page 1 of 1 (latest)

toxic oriole
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Hello. No, this isn't a "Lightbender is too strong" post, its mostly my feedback on Lightbender's many aspects (not Aspects) in gameplay.
This might sound familiar if you've seen my forum, but here I want people to hear me out on what I see.

"Lightbender tree progression is too inconsistent in power level"
Lightbender progression (as in, levelling up as lightbender), is either strong or weak, at random points. This is fine for archetypes, but lightbender push it too far out.
You unlock Ophanim (the red node), with 2 orbs, at level 25. After that, you have to level up to lvl 50 to unlock "better ophanim", for 1 more. then 6 levels later, only 6, you unlock divination for +3 orbs ... its all over the place. I honestly think making another better ophanim node to even out the level cure is the way.
"Lightbender gets no important reskins from dark mage skin"
While I know the updated reskins are coming soon, there is no reason I, a casual player(mostly), would buy vip+ for darkmage, when one of the most popular (or at least most casual) archetypes has 0 effect on them. This isn't a "skins were before 2.0" thing, since hunter skin gets guardian angels with wings. I don't even know why the new reskins are taking this long (2 years since 2.0), but I do hope CT makes the new reskins sooner than later.
"(rift)Lightbender feel too synergistic with itself"
When most of the times mixing 2 of the same archetype in a raid/world event (thus overlapping buffs), lightbender benefits from too much, including: healing each other's ophanim, applying winded stacks together (mostly a rift issue, but still is important), activating ice sigil with 0 downtime (it already is 0 downtime, except you can just wait for another lightbender to activate ice sigil instead of timing it), you can heal other's ophanims. compared to other classes, who can maybe stack marked or chain buffs, lighbenders have a lot of stacking effects.

:D

stiff quest
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literally only difference between reskins is particles i believe at this point.
Except mage who gets a black ice snake and meteor.

supple hamlet
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and shaman totem

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or is that not a thing anymore idk

coarse patrol
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it is

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dark shaman with parasite evil fucked up totem when?

stiff quest
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i never take notice. Although i think i just never liked skyseer totem and now can't remember how it looks

toxic oriole
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why so scared? @tall harbor this is the post i was talking about earlier. i do agree that lbender should be nerfed but that point was already brought out so many times

tall harbor
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Let's see

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Yee am glad you finished writing

toxic oriole
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hi mocomochi

molten venture
toxic oriole
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what do you think of lightbenders

molten venture
gritty crest
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I do agree with some points with OP and disagree with some others.

The lightbender tree is indeed way too consistent, and playing without divination is basically impossible without a significant damage loss, even with the lightbender aspect. This feels more like a bug than a feature, and I am unsure why orbs were designed to be as vital as they are when it doesnt actually work in the intended way or any interesting way at all.

Reskins should also be a thing, at least the orbs.

The synergy I disagree with. Lightbender isnt all that synergistic with itself, and it looks like they are planning to make it even less synergistic in the future. Sunflare is essential for max dps, yet it becomes significantly harder to trigger the more players are healing.
The winded stacks dont benefit lightbender nearly as much as it benefits riftcanist, and 30 winded lightbender is pretty useless outside of TNA/old NoL due to how easy it is to kill most other bosses quickly.

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lightbender mostly just looks too strong because the skill floor is giga low, and the skill ceiling aint super high

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I dont believe it is op at all, and basically every update has nerfed it in some way while LB is simply the only archetype mage has that doesnt feel like you are chopping off a leg

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I dont even believe that the dmg is an issue of RW and arcanist. Arcanist is by most definitions too high dps, it just doesnt feel good to play so people dont bother

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So instead of nerfing LB for the 10th time, rework RW and make arcanist a bit more fluid. Idk how, ask the veteran arcanist players for their opinions on it

gritty crest
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But I feel like there are other issues as well

toxic oriole
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isnt the last red node like, bad for arca too?

gritty crest
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Like the movement speed from arcane transfer being useless and basically annoying

gritty crest
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sentient snake however....

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Most useless spell ever, doesnt boost dps at all

toxic oriole
gritty crest
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And there are so few arcanist nodes that you are forced to take basically everything

toxic oriole
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it is a lvl 27 node so fair ig?

gritty crest
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3 larger manabank forced nodes pumpk

gritty crest
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20%, its a good start ig

delicate basin
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The big issue is lb doesnt even play like a support

gritty crest
delicate basin
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Well its denoted as a support

gritty crest
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I think support playstyles in minecraft are boring, just look at hypixel sb

delicate basin
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It doesnt have to be

gritty crest
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"support" basically just means AoE buff and healing

delicate basin
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Idk its listed as a support and barely plaus like a support

toxic oriole
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i do enjoy playing as support

delicate basin
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I do too

gritty crest
# delicate basin It doesnt have to be

It doesnt, but I dont think LB is inherently bad. I think the playstyle is cool, and the only issue it has is that it plays the same basically every time

delicate basin
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Lb is literally just left clicking

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The occasional heal

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Its like the low skill floor class which is fine ig

gritty crest
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You technically have 3 ways to play it, 3 different ability trees.

10 winded as a mini-arcanist
20 winded as a balanced build
30 winded as a heal- and winded slave

delicate basin
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The gameplay loop is the same

gritty crest
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exactly

delicate basin
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Left click heal boom theres absolutely nothing unique about it

gritty crest
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Those 3 play basically the same anyway

delicate basin
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I dont think it needs a nerf its just boring

toxic oriole
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make heal shorter for lbender so they cant heal each other unless they pay attention to position

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heal aoe shorter, including the node and aspect, by like 50%

gritty crest
delicate basin
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Might i say its the most bland archetype in the game

gritty crest
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I dont think that is the way to go about it. Maybe nerf healing of other lightbenders by 50%?

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That also fixes the issue of sunflare not charging

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Also, I worded that poorly. I meant: If you heal a lightbender, that heal is halved towards that player

toxic oriole
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currently mage has 5 base aoe +2 node +3 aspect

delicate basin
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Why would you nerf its support capabilities even more

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I dont think lb support is something that needs to be changed rn

gritty crest
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only for annie basically. And in 4lb raids

delicate basin
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Ideally you change its self sudtain no?

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Or do something to promote active support

gritty crest
delicate basin
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?

toxic oriole
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just halve self healing

gritty crest
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so the -50% should also apply I guess? I just feel like that would kill warp more though, it already only heals 4k, which is 1.5k per wave

toxic oriole
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and the range from 5+2+3 to 2.5+1+1.5

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or only one

delicate basin
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If they nerf self healing they should compensate with a better support capabiltiies

delicate basin
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Like in most game

gritty crest
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Might as well just go arcanist at that point

delicate basin
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You dont have to nuke it that hard

delicate basin
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Like warp doesnt really strike me as the weapon used in the support archetype

gritty crest
delicate basin
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And its still good

gritty crest
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its not

delicate basin
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Yes it is even outside of raids its good for lrs

toxic oriole
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warp has -heff and -hpr its really saying you should use it as riftwalker, but we keep not doing it

delicate basin
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Mage as whole is flawed

gritty crest
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RW needs a full rework

delicate basin
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acc arcanist is fine

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Lb and rift are questionably designed

gritty crest
# delicate basin acc arcanist is fine

Tp being included in arcane explosion is a pain in the ass

The random movement speed bursts from arcane explosion dont feel great. I could be wrong on this one, but Id rather have it give speed I for 10sec than it giving +50 speed for 2sec or whatever it is rn.

Riftcanist scales too hard from winded, it should probably be locked at 10 winded for balancing purposes.

Arcanist has too few nodes in general, and most of the nodes are just "+ manabank". Make the nodes more interesting and give more options.

keen wren
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Imo the riftbender hybrid synergizes together too good because of the tree:
Lightbender: is mainly supportive, can purify, heal, and protect with it's immese healing abilities and fortitude.
Riftwalker: is mainly a debuffer, can debuff enemies by making enemies weaker and more susceptible to the rift's damage with winded, breathless, and devitalize.
Lightbender's abilities make them and allies more tanky in general. Riftwalker can themselves and allies take less damage in general. Both of them are pretty fine and balanced on their own but then there's the hybrid "Riftbender".

The hybrid "Riftbender" gets the best of both worlds with pretty small drawbacks, mainly sacrificing things like timelock and sunflare. Like literally the hybrid can get both Lightbender's max healing and fortitude, defensive boosting capabilities AND Riftwalker's max winded and devitalizing, damage reduction capabilities. It just has immense synergy in general for surviving situations.

Like what's the point of Pure Riftwalker if you can get the best part of it's main kit in a hybrid, making the pure archetype itself somewhat useless or at least less worth while compared to the hybrid. Pure Lightbender on the other hand does not have it as bad as rift since it's sunflare is somewhat useful and it's actually used more than Pure Riftwalker by some people, but in the end the "Riftbender" hybrid is so much more prevalent than both of the pure archetypes because of the sheer immense benefit of getting both of the best parts of each of the parent archetype's kits.

gritty crest
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I agree, but lightbender has gotten nerfed time and time again because riftbender is pretty solid. I fear that if winded gets removed from lightbender (and arcanist too tbh), they are gonna be straight up garbage

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Too many band aid nerfs have been done, to the point where the non-winded archetypes are pitiful compared to all other classes

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If it was up to me, Id probably make winded not be leechable. So if your max winded is 10, that is also the max winded you can benefit from. Hence making riftcanist still benefit from winded, but not making it mandatory.
Lightbender would then need to choose between 20 and 30 winded. 30 winded on lightbender is not really all that popular, so it would definitely be a pretty significant nerf without harming solo lightbenders

delicate basin
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There substance to it

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Theres flaws but like theres something unique about it

gritty crest
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Id also move the orbs to become more like arcanist, where you get 1 orb from minor nodes instead of +2 or +3 orbs from major nodes. Also Id buff the baseline orbs to 3 so you dont get punished that much if you dont wanna pick up that many orb nodes

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Also the orb nodes shouldnt just be "gain +1 orb", but rather "gain +1 orb and increase damage by x", "gain +1 orb and increase healing by x", that way you can choose which nodes you pick into a more offensive or supportive playstyle

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or you can choose to pick all orbs and go for 10 orbs to abuse superslow attack speed for max manasteal/least wasted cps, etc

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The winded part is probably the most important one though, but I still feel like LB would need a buff to make up for it no longer being able to have a winded slave

tall harbor
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i'm back from my busy stuff now i can actually read this

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"lightbender too inconsistent in leveling" very hard agree, it should be +2 +2 +2 per node, with divination giving something more interesting than just "hey more orbs"

class skins died in 2.0, so yeah not much to say there, they need to make a comeback and be properly designed once spells get models

remove riftbender, riftwalker fundamentally does not mix with lightbender

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riftwalker is a burst ultimate attack archetype, and ophanim directly goes against that

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oh and yeah parties full of lightbenders are too OP there sohuld be a hard cap as to how much healing ophanim can recieve at a given time

toxic oriole
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Another thing i forgot: Ophanim hp doesnt scale correctly, so having low hp builds procs health% healed faster. so less hp better (??)

gritty crest
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But only if you have allies, if you are solo it will be the same

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unless it is bugged, in which case: wonncraft

toxic oriole
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If i run statue lbender, proccing sunflare is very hard, if i run morphbender, proccing sunflare is very easy. even if heals increase, you would need equaly tanky heal targets, mainly ophanim, to get sunflare

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10000 hp lbender has to heal 25000, while a 20000 hp lbender has to heal 50000, yet both have the same ophanim max health, and allies dont really have that much high hp anyway

gritty crest
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But they do on yourself.,.... Idk, I dont understand it either

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So if you have 20k hp and your allies have 10k hp and are missing 100hp, you are better off having lower hp because you are getting less % healing even though you are overhealing more

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Overheals not working on allies is just silly, same with fortitude. My guildmates jump off the platforms to get fortitude + give me sunflare faster when we play together, because its gonna take me like 10+sec to hit sunflare if they dont

hazy crypt
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tbh can we colour ophiam orbs black surrounded by purple and then show the hp the same way but with black inside

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It would look really nice tbh

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And it fits in with the black/purple theme dark mage is going for

hollow basalt
hot python
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just delete lightbender 🙂 too many bugs for a trash archetype that can only heal

toxic oriole
coarse patrol
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nature is healing

latent warren
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💀

toxic oriole
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btw lbender post getting 25 agrees to 0

tall harbor
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The worst part is that it's probably my fault lmao

coarse patrol
bright torrent
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Dark mage orbs
🔵 -> ⚫
🟡 -> 🟣
🔴 -> 🔴