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Nerf Light. Its too strong.
#31
Adapt or Die, Light users can’t beat me cause I don’t verb. Maybe you can’t verb.
#32
Even I would like to add on, Cosmic and Light is super strong right now. Not mentioning names or anything of the users out there, but it really do not take effort. All it takes is a little kiting for cool downs, and just repeat the same combination of attack over and over again. Even upon blocking the balls it still does a ridiculous amount of damage. To me its kind of unfair, and the whole tree could use a turn down. Its not something that's fun to play against, perhaps it is to the player using it cause why not. There tearing through people without little effort. But, hey that's just my two cents. It could use a nerf, its not fair to others.
#33
so huh

when we adding burn to scorch?  Big Grin
#34
light is op

those defending it are monkeys
#35
Buff light
Why homing??
Insta hit all orbs.
Buff light
make it mega shonen
go beyond

That was sarcasm,

light tilts me.

People say its like RoM but I suck at dodging RoM too so maybe they r right
Donno if RoM can crit for as hard tho
and “just block it” blocks been nerfed remember
no more hold Z to win
good riddance u snorefest forest builds
[Image: a1c5821151379249915fc28ad734e73f.png]
#36
I haven't fought a light user myself, though I concur.

People have tried comparing it to jab in this thread, but there are two main differences that allow one to prepare to counter jab, compared to lightspeed:


1) Jab requires you to get close enough to attempt it, which can be punished with the right spells and/or kiting.


2) Most importantly, Jab has windup. I can not stress this enough. If someone uses a move that causes someone to dash towards you, a quick enough reaction time can let you use a spell to either counter it, or defend from it. You can see the attack coming, and defend.

As for lightspeed? It has a much higher range, though that can be credited to it having a much higher CD than Jab however.

The problem, if I understand the spell correctly, is that it is GCDE, with no wind up. I don't mind the GCDE- If any spell that was made for the purpose of getting close with no or absymal damage had GCD, it'll be useless to use.

The no wind up however, is what can make that spell heavily powerful- As someone already stated, utility spells can be more useful, and more game-changing than direct damage spells.
Since light speed has no wind up (or even an icon to signify one's use of that spell, if that's true), there is no way to tell on the spot that someone is about to use it.

Thus, lightspeed becomes one of, if not, the safest distance-closing moves, with no wind-up frames before use, can't be stopped during teleportation (it's instant after all), and the only feasible I can see to counter or at least trade against that move, is to try and cast a spell before them to hit before they do.

Such a counter/trade is unlikely, however. As people pointed out, the user of lightspeed teleports to the back. This leaves the defender having to rely on a step-cast ability in order to hit quick enough, while the light user does not.
As some might have noticed, step-cast abilities have longer windup times because they have to move first before activating the spell. Even if it is only a small amount of time, it puts such spells at a disatvantage against someone who uses a no step-cast ability at the same time.

Lastly, I should point that such a reaction, even while it is still in the light user's favor- Due to lightspeed's instant activation and teleportation time, the defender has to rely on prediction instead of reaction. Against a move that can be used at any time, from almost any range.

If my understanding of godspeed is correct, then it indeed sounds as a heavily powerful, and useful skill.
#37
Delete this post, it's bugged. Everytime I edit it, it gives me issues.
#38
(12-27-2019, 06:19 PM)Jetniss Wrote: Delete this, it's bugged.

Was that... Sarcasm, or being serious about godspeed being bugged?
#39
Lightspeed --
  • No windup. No counter-play.
  • Long-ranged.
  • Can be used during charges as displayed in this gif.
  • GCDE, can be used to combo.
  • Can be used to drop an entire spell bar of nukes from virtually any distance in the entire RPB.
  • Unhealthy/Toxic.
  • Teleports behind the opponent, which means skillshots and other aimed abilities will miss unless cast just after the teleport. This is enough time to be stunned and any counter-play option removed.
  • Can be countered by having a sense of your opponent's habits and using AoE's (I guess).

Scattered Lights --
  • No windup.
  • No drawback to the caster. They can still walk, block, cast, dash, whatever else.
  • Orbs are dealing in this picture 1.5k - 1.7k a tick (Rings, the closest ability, does not tick this high, crit or not). 
  • Fires at least 10 orbs. In this captured scenario, that's a floor damage of 15k unmitigated, 17k ceiling
  • Orbs seem to have a leeway of 1 or 2 tiles for hit registry (its a little hard to perceive due to the phantom strike happening at the same time. I experience the damage even if the orbs don't make contact with my character pretty often enough, can face it yourself or go on my word and the visual evidence of the slowmo).
  • Contrary tot the idea that they have leeway, that means that the person phantom striking is actually phantom striking onto newly spawned orbs of light, and immediately taking the damage-- which means at least 2 or 3 more shots that are hard to account for which adds another 4500-5100 to the prievous totals, getting close to 22k off of one spell cast.
  • Orbs go active immediately, meaning they proc for damage as soon as you can see them, unlike Rings that surround you and have a short delay before going active, meaning Rings has a windup, takes time to actually start applying damage, and offers counterplay. 
  • Scattered lights spawn ready to burn you alive and don't attack all at once, meaning the damage is staggered and the response to said damage needs to be staggered. This can be combo'd with lightspeed and a stun to guarantee full Scattered damage + AoE damage from holy or cosmic(cosmic being a worse offender cause of the slow), or a ifrit combo, or whatever else.
  • Random response to someone who will point out Holy AoE is stronger than Cosmic AoE: Cosmic AoE keeps you slowed to deal with more damage from the caster and to keep you on the AoE longer ticking for roughly the same if not more damage anyways. 

@Detective, it took me 5 tries to post this and the post kept ignoring my edits.
#40
Niggas recording fights instead of rping........ goodnight


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