Like many users out their I've had mixed feelings about some of the recent changes made to Light. I understand that standardization came about and swept through all powers. I am not going to ask for things like speed changes. I'm not going to get into the damage numbers for attacks. Those seem to be firm stance's by the Dev's. Any change done to light on those topics would require them to do the same to all power sets. What I am getting at is that their have been significant alteration to the power set and its functionality with its AM. It also has some issue's with being in a similar range of other controller type powers within its tree's. This also plays some part into problems for users such as power point spec. Then theirs the overall balance. The goal of this thread is to get everyone on the same page. The intention is to gain enough likes to show the dev's their is a clear demand from the user base on this. And that we have agreed these are problems and possible solutions. In the end its up to the Dev team to decide how they want to move forward but they will have to acknowledge that the user base has taken issue to these things in particular. Please do not comment rudely to any other players. The whole purpose is to show unification. If you disagree and feel you have to show that please do so thoughtfully and respectfully. Not everyone is going to want these changes to occur. But that is why I'm sticking to things changed by the recent updates. I intend to go into these issue's below and break down these issue's into differing categories. I'll explain as shortly as I can why this is an issue and give possible answers. Holdovers from GU's (36/38) * Light Blast - Light Blast was supposed to have its cast time reduced in GU 38. It would've been changed to single target effectively nerfing controllers. The support tree has 2 total group stuns in its tree(where LB is located). This was a bad change for controllers however doing nothing wasn't much better. Currently most controllers who use this power bypass most or all damage in order to do controller duties. DPS are recommended against using it in general. Ideally Light Blast would work differently depending on stance. DPS- - single target, two tick finisher 1.5 second cast as was on test Troller - multi target, two tick finisher/debuff 1.5 second cast. * Chompers and Spike Quake overwriting - Again this was to be a part of the GU 38 changes but players didn't like that it was Chompers that was to be made the full strength DoT. Chompers being one of if not the best power attack to use with WM. Players suggest making Spike Quake the FS DoT. Currently these are the only two super power type attacks Light has that can apply Dazed. Two Light Players have no way of using super power type attacks within their tree's to avoid overwriting while applying their PI. That is a major over sight. Spike Quake should be made the FS DoT. It already last the duration Chompers was to made. This would end the overwriting. * GU 36 introduced the Dazed PI to several powers for Light. The attacks that capitalize are sprinkled throughout both tree's. However only in the Assault tree can a player find the PI applicators. This is especially a hindrance for controllers who spend most of their points in the support tree. Aside from that it hurts the overall use of the infinite loop mechanic(our AM). Most loops will likely never get past 3 or 4 by either DPS or Trollers. However having only might type attacks for PI applicators forces loadouts(hurting the play your way motto) and playstyle's. I suggest making Impact, Light Blast, Ram, Mini Guns, and Inspiration all apply the Dazed PI. Players would still use Chompers/SQ in use with WM. The combo type abilities would work like PoT or Debuffs and only apply the PI from the power tray cast. Inspiration could be set up to empower precision type damage attacks to apply the Dazed PI. This will improve fluidity of our powerset and give players more reason to use other powers to start their combo chain. * GU 38 added the PoT function to Impact - Light now has 3 PoT type powers. This is a problem because it causes balance issue's among the other sets. All other Controller powers have 2 PoT type powers. A multi target and single target PoT. I propose that Impact move up in the tree and Gloves move down. Gloves would have its PoT function removed. GU 38 also removed shielding from the game. Light has one shield. The set was originally designed to have 2 shields. Gloves is the most expendable at this point(aside from triage but the dev's seem adament that this stay in the power set). I propose that Gloves be removed and an aggro drop shield drop into its place(impact's current placement). That would fix the loss of shielding giving Light a similar range of shields as other controller powers and abilities. This would also cause the need for additional combo's to be added to certain powers. Impact>Hand Clap and Light Blast> Impact. Debuff issues * Light is extremely vulnerable to the counter system. Our defense debuffs in particular. Whip Thrash is vulnerable to block and Light Blast is vulnerable to interrupt. The HT mod can be worn but with future changes in mind for PvP that may not be the case. I propose either WT work similar to Gloves/Claws and no longer be vulnerable from the power tray cast. Or Chompers be given the defense debuff for the assault tree. Light Weight and Entrap are both also vulnerable to counter mechanics. That gives Light 4 total debuffs that can be countered. At the minimum WT should be adjusted. Entrap's a quicker cast and is less frequently an issue. If Light Blast cast time is reduced the issue would be less prevelant. Wants * Fan has had many changes. In GU 36 it was changed from a channel type attack. This was great but due to the multiple changes it's received since its inception players would like to see the horizontal width of the cone increased. * Full range AoE to AoE combo's. With the advent of WM players have vocalized wanting AoE to AoE combo's. Light Blast to Impact(if gloves is removed) would due that for controllers in the support tree. Fan>Ram could also due the same thing for the Assault tree. While keeping true to the original design scheme of the set as a melee based set. Ram/Impact does more damage at melee range. The alternative would be to make Snap Trap an AoE. Bugs * Post GU 38 we have several powers missing text. Light Blast should read: Does additional damage to enemies under 35% health. Chompers should read: Does additional damage to Dazed enemies. Hand Clap should read: Stuns in controller stance. * As of this time Fan's CC effects are not functioning properly in controller stance all throughout content. The stun and knockdown in particular. * Lunging Swing is cancelling damage when clipped and has been post GU 36. I fully understand that some players may not want to see much changes. As of now the revamp(improvements) have been met with mixed feelings. This thread is meant to show consensus and give the Dev team our thoughts on where to go with the set without major overhaul. The team could start with Bug issue's in one update, move onto holdovers, then debuffs and wants. It could be sprinkled in throughout future updates. It'd be nice to see it done at once but I understand how busy they can get. Thank you all for your time. Please Like if you agree with these. Please keep comments constructive.