I want to start off by saying that the Lantern Bearer mini-rework and the SP adjustment were imo very successful, but the class still has it's most glaring flaw present, one that I don't even consider a weakness, but just a broken leg, the Falloff Damage.
It existed to pull this class back to a reasonable level in pre-GR, after all it was the best Mage class in the game because it had better AoE and the same damage as everyone else, but this isn't pre-GR anymore, we have elemental ATK scalings.
As such I think it is primarily what is holding the class back, for the most part LB's mini rework as of recent was an exceptional direction to take the class in, now its time to address the nail holding down the coffin's lid.
Removing it altogether is bad,so instead here are the two most sensible ways to conduct it I believe (Using Miller's idea here for one of them.)
A) Eternal Flame removes the falloff damage of Lantern Flames while the buff is active, this would give much much more incentive to want to use the buff aside from the hit bonus, cohesively tying it into LB's kit, and actually structuring it's AoE damage spread similarly to Dark Bard's, where the large bulk of it is cooldown/buff dependent.
or
B) Reducing the falloff damage amount so it isn't quite as punishing, currently you can lose up to 40% damage and status LV/Duration at the maximum range of the Lantern's effects, I think this could stand to just be 10% beyond 3 range, and without affecting the statuses since having a 1 round Interference/Soaked on a slower character has 0 impact, literally.
It existed to pull this class back to a reasonable level in pre-GR, after all it was the best Mage class in the game because it had better AoE and the same damage as everyone else, but this isn't pre-GR anymore, we have elemental ATK scalings.
As such I think it is primarily what is holding the class back, for the most part LB's mini rework as of recent was an exceptional direction to take the class in, now its time to address the nail holding down the coffin's lid.
Removing it altogether is bad,so instead here are the two most sensible ways to conduct it I believe (Using Miller's idea here for one of them.)
A) Eternal Flame removes the falloff damage of Lantern Flames while the buff is active, this would give much much more incentive to want to use the buff aside from the hit bonus, cohesively tying it into LB's kit, and actually structuring it's AoE damage spread similarly to Dark Bard's, where the large bulk of it is cooldown/buff dependent.
or
B) Reducing the falloff damage amount so it isn't quite as punishing, currently you can lose up to 40% damage and status LV/Duration at the maximum range of the Lantern's effects, I think this could stand to just be 10% beyond 3 range, and without affecting the statuses since having a 1 round Interference/Soaked on a slower character has 0 impact, literally.