05-14-2016, 04:35 AM
As of right now, no one actually bothers to use Lantern Bearer in a PVP (or even really PVE) meta. It's largely an unused class because of frequent nerfs to it, and there just being outright better options (See: Priest). With the advent of the main class skills, this became even MORE apparent and made less people actually want to play the class because.. you could get +5 to 2 stats.. or you could get 10% DR/10% Extra damage.. etc. This, while not being the only thing, quickly made it undesirable. To top it all off, the people that might want to use it after the inevitable Priest Sanctuary nerf... Simply.. won't. Why? Pacifist Boon is absolutely useless if you want to provide stat bonuses to your allies alongside rather supportive skills. It's to the point that even if I wanted to play LB, I still wouldn't because other classes got main class stuff (or sub class nerfs). The idea behind this is that it allows for Lantern Bearers to get a bit more sparing with their SPs (instead of going "I GOTTA SPEND 30 SP TO GET THESE GUYS TO MAX RANK AND THEN FIVE MORE TO GET ETERNAL FLAME AND... I can't get anything else..." which is what it currently is.)
This will make it more akin to a "Magic Gunner" in regards to their auras, and will revamp "Eternal Flame" into something different, but vastly better.
FLAME AURAS
ETERNAL FLAME
What both of these changes do is make it so you're not spending 35 Sp just to max stuff out, and get more 'choices' with the class as a whole. I hope you enjoy looking over these, thoughts and comments below.
This will make it more akin to a "Magic Gunner" in regards to their auras, and will revamp "Eternal Flame" into something different, but vastly better.
FLAME AURAS
Quote:As of current, the flames all pretty much break your pacifist boon should you use it. Which sucks, a lot. This change will have it interact with "ETERNAL FLAME" (now coined "INVOKE FLAME" or some such) in entirely different ways. Namely in that it will no longer have 5 SP to max out each flame. Each flame will be one sp each. That's it. On their own however, they are largely useless on their own, but spell thief could probably just use the old versions or some shit. Iunno. These "Auras" will cost 0M, 0FP, and might even just be classified as "SKILLS" or something. Who knows. I sure as hell don't, but they'd be useless on their own for a Spellthief to steal. So who knows. I sure as hell don't, specially since if they cost 0FP, they make it easy to give 3fp to errybody with capacity. SO WHO KNOWS. DEV CAN MAKE IT WORK
ETERNAL FLAME
Quote:Right now this is a 3m skill that makes your flames give +5 to all stats should you actually be capable of fitting LB as a main class into your repertoire(IE: Never). The planned change to this is a bit of a doozy, but one that will ultimately benefit this class as a whole during the rework. It will remain at 3M, and have set FP costs throughout that are inline with what the auras are now (rehash old code yo). It is also a "Shifting" spell. In that it's DOMAIN and "REPEAT ACTION" momentum are different based upon your aura, so you could do typhur eternal flame twice and it cost 7m. Or you could do Typhur Eternal Flame > Altera > Eternal Flame and it cost 6m. With this, you could balance them out to all have the same FP and POW, but if you want variation, just use the old code alongside the auras.
What both of these changes do is make it so you're not spending 35 Sp just to max stuff out, and get more 'choices' with the class as a whole. I hope you enjoy looking over these, thoughts and comments below.