Balance update, please nerf infinite shield sorc

Imagine balancing for PvP in a PvE focused game :clown_face:

Agree, it is nonsense

you mean the boss that gets 1 shot with every other elite, and the events that no one does?

fields needs a complete rehaul

I’m not agreeing or disagreeing either way, I’m just the messenger here. Considering the fact the only time they touch PvP is due to a bug though, realistically speaking I don’t see much coming for PvP anytime soon. Hey maybe the expansion will add some goodies, who knows.

You want to kill Sorc with your confident damage…no way.
Let try to kill deep Pit mobs and boss instead… :smile:

While I understand the sentiment for PvP environments, nerfing it would simply make Sorc unplayable - yes, the class is that poorly balanced.

Sorcs need to have something in return if this is taken away.

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The fact that a barbarian can gain invulnerability against elite\players, and for this he will not have to do anything at all (not shoot or press buttons) is due to the lack of dimming on the passive skill “Martial Vigor” which can be obtained on things. Does this bother anyone?

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you think permanent immunity shouldnt be taken away? taking away permanent immunity to everything doesnt make the sorc unplayable. that is the most ridiculous statement i have ever seen on these forums. a character able to be immortal and completely immune to all damage and cc, forever is nothing that should ever be in the game. and no nothing needs to be given back if it is taken away. plenty of sorcs running pit100+ without being immortal.

Yes, I think permanent immunity in the context of Sorc’s current iteration (aka class mechanics) shouldn’t be taken away, without any form of compensation. Whatever your personal feelings about something, you need to look at it objectively. All Sorcs need to use the shield, at all levels, we can’t balance a class only around the few doing 100+ pits (to which congrats are in order by the way, as it is a severely underpowered class, I don’t know how they do it).

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Its too late in the season for immortal fix. The dedication required for immortal builds requires 100s of hrs of farming as well as RMT or expensive gold traded gears. However broken it is, sorcerer pit performances is tied to sorcerer only. PvP is a niche content that is not the focus of balancing. D2 in the last 2 decades never balanced PvP. Diablo isnt Street Fighter or Mortal Kombat.

Any broken mechanics needs to be fixed within 1st week or immediately after 1st weekend of every season.

Yea, but a sorc with zero defense investment, full glass canon, 10k hp, deals 5% of barb/necro dps. So a dps have to be boosted not by 100%, but by 3000% at least, so that we can spare points for hp/dr.

The whole sorc tree of paragon and skills have to be reworked entirely, because we dont have any defenses. A sorc will be murdered in T60-T80 pits, in fights where other classes can just go without any shields or defensive mechanics.

3000% baseline dmg increase, and 1000% increase in surviveability, that is a good trade off for sorc, otherwise you have a class that has no dps, no single target dps and zero defenses.

immortal flameshield is not that easy as people make it sound, you need 3-4 GA items with CDR which is the rarest affix in the game, 1GA CDR item costs 1.5bln at the trade market.

Then you need to masterwork crit on it atleast 2 times each, or better 3. You will still be close to dying at times.

This one is more than just a tad broken. Nothing can kill it. At all. Not even a bash barb. They’re literally invincible with a permanent shield and a DoT tick that’s so fast you can’t heal through it period. And the range on incinerate is nearly all the way across the screen (part of why the twirling is so obnoxious when other players are using it, especially multiple players at once). There’s a reason they’re called Invincerators.

That’s a class design issue and has been since day one. It primarily has to do with the fact a significant chunk of sorcerer damage comes from modifiers when shields/barriers are up and the requirement of multiple forms of unstoppable just to survive. Anyone who plays a sorcerer will tell you the same thing - having to have three defensives on your bar just to survive anything of even moderate difficulty sucks.

This only works if you see them before they attack you and can mount up or use an escape to force them to mount up. Once they’ve begun their attack you aren’t going to survive the DoT, especially with the potion lockout timer in the FoH areas.

Only if they get the jump on the sorcerer first. Once that shield is up, that’s it. Flame shield gives unstoppable and immunity and thorns doesn’t go through that. The frustrating part about this having to do with flame shield + burning is that the devs have a penchant for swinging the pendulum too far in the opposite direction when trying to fix something instead of taking the problem and approaching it piecemeal to find where the problematic interactions are and fix it surgically. This does need to be changed, and yes it needs to be changed before next season.

Of course, a lot of this could have been avoided had the devs not gone the Diablo 3 route and instead kept to a more linearly scaling set of mechanisms. All the multipliers just…well, multiply the problem we have here.

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why you dont complain about nerfing barb and sorc, doing hundreds billions of Damage per second, or about a barbarian having 500k HP

Like Infinite leap thorn barb who is on the top of leaderboard, by ignore all boss mechanic as it wont hit him while he is on the air 90% time is balance. So many cheesy builds from every class and no reason to single out sorc just because it is easier to understand flameshield than leap

www.youtube.com/watch?v=xSDB4TiR8e4