List your sorc suggestions here- create new aspects, unique items, ability changes- you name it
- I would like to see basic skills get some love especially the ranged lightning skill and firebolt.
- The fire skills need to get overhauled so that fire builds are just as effective as ice and lightning.
- Vulnerability needs to be more assessable to sorcerer instead of being tied to crowd control. Druid and assassin both have easy access to vulnerability and this needs to happen for sorc. Also the exploit glyph for sorc needs to give vulnerability like every other class does.
- Spark and the other lightning keystone need to be buffed significantly and damage reductin needs to be added to the melee sorc basic skill.
- Sorc defenses. sorcs should not have to invest in every single darned defensive skill. We need a barrier passive that doesnât involve using cooldowns. Preferably one that builds up every second which gives us decent defense and allows us to invest in one defensive skill as a oh crap button.
- Conjuration skills need to be overhauled. I think that the massive cooldown on the ice and lightning conjuration skills need to be removed entirely and their duration lengthened.
- 3rd enchantment slot.
- Lastly the sorc unique that came with this season needs to be made good. At a bare minimum it should add useful stats that sorcerers want on top of the non suck version of the teleport that includes a lightning nova at the source and destination
- remove restriction on aspects, uniques, enchantments and passives that skills must be âcastâ to get the bonus. This will add a lot more synergy for sorcerer builds.
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3rd enchantment slot
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Skill tree
1a. Crackling energy - the concept of picking it up needs to go away. Change it to automatic stacks of static buildup that can proc passives after X stacks
1b. Shocking impacts - this needs changed to apply the overcharge debuff like Druidâs aspect so it can do aoe damage. This also needs to proc on crit instead of stun.
1c. Lightning Nova - Why is this not a skill we have?
1d. Damage multiplier from lightning - this element doesnât have any damage multiplier like devouring blaze and hoarfrost
1e. Fire & Ice skills needed to apply their respective debuff (Why does fireball & incinerate not apply burning).
1f. All elements need a means of applying all 3 CC debuffs & vuln (if Druidâs storm strike can vuln and shocking impact can immobilize so can Sorc lightning)
1g. Give us back our lightning storm, and astrosphere based lightning skills that belonged to Sorc in D2 along with all aspects tied to it from druid. Donât care what they give druid to replace it.
- Paragon boards:
2a. Legendary nodes - every single one of these need changed. They are all far to situational and tied to specific elements yet the current skill tree does not allow for a mono element build (at least one that does not suffer in damage taken/received easily). Enchantment master needs to be more than 20% and also please make it not be 14 nodes into the board and next to useless nodes)
2b. Glyphs need to be more generalized - the buff to element specific & non physical nodes need changed to effecting any rare/magic node in range or give a +dmg% to the respective element based on stat increases. Really wants the point of having glyphs that work on 1 board or 0 in some cases when other classes can use any node on any board they like. (Play your own way am I right?)
2c. Defensive nodes - Remove all the DoT DR nodes and +potion% for something useful. Need more DR nodes that are not conditional on cc application (2/3 donât work for unstoppable)
2d. Static surge board needs changed to be generalized for any CC (is like this on Druid boards so canât say itâs unbalanced)
- Aspects/uniques: wonât say much here ahead of the campfire taking about what changes they have in store but may edit this depending on what they have to say.
Biggest ask that I know will not be addressed knowing Bliz is more synergy between elements, uniques that get +skill for entire element line, removal of all DR and cooldown increases when equip, and reduction of the chance on chance.
Donât wanna think too much because the buffs coming in 1.1.1 are already probably done. But in general there are a few things that come up to mind.
- Fix broken paragon nodes and glyphs(and useless ones)
- Remove barrier hard cap(max base HP)
- Fix Ball Lightning despawning when hitting a wall or object
- When fixing Hydra dot bug, buff it back to original damage
- Chain Lightning is lacking in end game, because of lack of AoE. Un-nerf it or bake AoE into it
- Give Arc Lash back itâs original lucky hit chance
- Make Protection last 5 or more seconds
- Bake 30% CDR as base line with the nerfs to CDR
- Make Mana Shield last 10 seconds
- Remove most + vulnerable damage related paragon nodes or remove vulnerable from Frost Nova. And give a reliable way to do Vulnerable for each build until you manage to fix the damage bucket system
- Most aspecs have a puzzling punishment on them for using. Fireball Bounces, but doesnât do any damage. Hydra can be cast twice, but has less duration. Etc. Remove the negative aspects of these, because it just adds too much complexity to figure out is something is truly good or not
- Teleport aspect is worse than Ghostwalker?
- Base skills apart from Arc Lash are weak as hell, making us pretty much fully reliant on mana. Buff mana regen aspects again and make the gear rolls less strong. And make the CD gives mana aspect a common drop
- Sorc uniques? Enough said. Only Rainment can be argued to be good and even it has a drawback because you give up defence to run it
- Temporary -% damage buff till resistances are working properly
- A lot of stuff is cast to Core Skills or give Core skill only boost. It should be all damage.
Probably more stuff that Iâve missed, but it was just from the top of my head.
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a Affix that converts ALL Lightning/shock; Fire/burning; Frost/chill to ânon-physicalâ so we can open up a truely free non 1 element stat stacking build. so we can be a ice basic / fire core / mastery lighting wiz without 2 of the elements being wasteful.
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remove mana cost from mastery or add alot of the âcore skills do thisâ stuff to also include mastery (like the passive skill change)
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bring back Archon mode with a legendary item (from D3)
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let resists have NO REDUCED effect on WT4 to balance our defense out
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about a 50 % increase in power in all skills
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a viable way to play a mass conjure sorc (mostly limited by the element stacking, and also the BUTTON LIMIT set to not be able to use anything but 5 skills. hotkeys is needed, i figure this is a console problem due to 4 button limit, but not like they cant add a "combo button to use additional skills if wanted.
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a fortify buff added to ice armor/flame shield one or the other, or even teleport so we can overpower once in a while otherwise overpower is a dead stat for us still, (get sad at that unique ring that drops that really isnât viable)
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more DEX nodes on GLYPH boards, cant get enough dex to augment the 2nd effects on MOST dex focused boards, or just convert them all to INT (since we are a INT class) â then if you do that add a affix with a 50 % max int is added to DEX so we can still gain some static crit bonusesâŚ
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a channeling skill (incinerate) the truely ramps up damage while standing still ⌠as that is a way to kill yourself fast in a NM70+ . more of a risk vs reward power skill
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3rd Enchantment slot at level 45 unlocked (and maybe some side quest or something to unlock the level 30 one, its kinda lame how once we get the 15th level one, the 30th level one just turns on once we level⌠but other class skill âsâ trees have lore/quests
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make any enchant accessible without skill points allocated in it. it may not work or it may (fireball one in specific here where it would work but wouldnât cost us a armor with a +fire ball or a skill point into it to utilize this power)
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GLYPH enchantment bonus upgraded to maybe even add additional effects. also summoner one also. like enchantment one if using 3 types of elements every 10 seconds rotates to a randomly selected 4th enchantment from the un-selected ones but its locked without this GLYPH legendary power. and the summoner one adds the power if using all 3 summons, summon a âspark flint thingy like D3 hadâ that regens mana passively and when a summon âexpiresâ gives a % of mana back based on the dmg it did.
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some more static âarmorâ to GLYPH trees, replace resists even⌠or make a new board that has powers where the HIGHEST RESIST covers ALL resists so we can stack âlightning resistâ and get all of our resists from that (ONLY because there isnt enough Paragon points in current game to get every resist node) and make those resists add that % to armor aswell ( a 80 % resist in everything means 80 % bonus armor also, but since we only have like 5k armor at max that would put us to the equal or slightly bellow other classes )
Basic and Core skills must be all basic without mana consumption. The whole skill tree should be reworked.
There should be blizzard/nova/fireball/hydra spells for every elemental damage. Want poison hydra as in D3 - pick this type of dmg, thats all. What lightning storm? Pick lightning skill for blizzard.
So easy⌠Why devs are so bad?
Not sorry. This is the truth said clearly and plainly. So many missed opportunities.
They wanted many possible builds? Remove aspects and let us choose different working ways for skills, but all of them viable, doing damage. Being forced to specialise or else we donât do damage, and to synergize skills, paragons and items obviously leads to 1 or 2 meta builds that are superior, period. This does not open possibilities at all, but the opposite.
Ideas for altering the âgive-and-takeâ Legendary Aspects
These sorts of âgive-and-takeâ concepts would make the class that much more engaging while still not overcomplicating anything for the players that just want to grind. Additionally they offer the opportunity to update the phrasing so âtakeâ isnât a factor, only mechanical interaction and application. These modifications may be fairly intense from a developmental / implementation standpoint, but they would be completely worth it.
Existing Aspects:
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Piercing Cold: Instead of taking away damage make it so Ice Shards fires in a cone or arc. Not only does that change the skill in an interesting way it doesnât have to be phrased as a âtakeâ even though it effectively reduces ranged single-target damage at a distance.
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Gravitational: Instead of reducing damage outright make it so Ball Lightning canât crit but while at least one is orbiting it gives a crit chance buff for your other skills. Simple synergy for any lightning Sorc and a reason to use that aspect and Ball Lightning with other elements! If you want to be particularly generous make the buff stackable. To avoid gripes about losing the crit strike chance on the skill position it as a buff that consumes Lightning Orbâs critical strike chance. Something along the lines of âLightning Orbâs Critical Strike Chance now applies to other skills instead.â Modify per how the buff actually works.
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Serpentine: Instead of reducing the duration, because that really doesnât do anything interesting, give the skill a fair sized zone around each Hydra where casting another Hydra causes both to detonate and do AOE fire damage or add a burn to everything in the area. Now you have to space them apart and use a third cast to blow them up intentionally (if you want). If you arenât paying attention you might end up Hydraless for a bit when you donât mean to be.
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Frostblitz: I actually believe this one is pretty fair, but in the spirit of theorizing and to give another example of interesting âgive-and-takeâ instead of increasing CDR incentivize delays between casts by giving a timed stacking buff to the duration of the freeze effect.
Theoretical Aspect Examples:
I tried to hold these to existing examples to ensure they would need as little rebalancing as possible.
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The concept of element swapping is already active in the Druid so these arenât completely out of scope I believe. This can be applied to literally any skill, Sorc or otherwise, and would lend Legendary Aspects a whole new layer of customization. I piggybacked on the concept of the Frostblitz aspect because Frost Nova is a simple concept to manipulate.
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- Flameblitz: Frost Nova no longer freezes enemies, instead unleashing a torrent of fire that burns enemies over 6 seconds and immobilizes them for 2 seconds.
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- Shockblitz: Frost Nova no longer freezes enemies, instead unleashing a torrent of lightning that stuns enemies for 2 seconds and increases mana regen by 5% per enemy hit for 15 seconds.
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The following is for Ice Blades, a skill I havenât seen get any love from aspects directly and I think it could use some. Itâs a bit of a spin on the Ice Blades enchantment effect combined with Elemental Attunement (Reset Defensive Skill Cooldown passive). Itâs also a vague mirror of Splintering Energy which grants a chance to double-cast Lightning Spear.
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- Fractured Blades: Ice Blades has a 10% chance on hit to spawn an Ice Blades on a random enemy. Can only happen once every 5 seconds.
Please say more. RoI is nice, though. Youâre right.
Or give Crackling Energy an aspect that gives it some stackable offensive/defensive buff when it hits and Crackling Energy with Unstable Currents becomes Archon 2.0, now with more customization!
Ideas for Core Class Updates:
I absolutely love playing Sorc and chasing that power fantasy. Obviously resistances are janked so Iâm not even going to list them because I know itâs already being worked on and this means I wonât add any defense changes because I donât know whatâs already coming down the line. Yet. Iâm also gonna snag some from earlier posts I think are just absolutely great and to show that a lot of us want the same sort of stuff.
Yes, please. Just in general, not even one specifically. I donât use any of these in my build because they just kinda waste space. Even their Enchantment effects arenât worth it. The only exception there might be Fire Boltâs Enchantment effect.
I will never have enough Enchantment slots, but one more would be nice.
The pickup is a pain. Same should be applied to Blood Orbs for Necro. I rather like the way the rest of the skill works right now, though. Interested to see thoughts on an overhaul and how it might work with the Overflowing Energy key passive.
I donât think Ice Blades applies Chill, either.
In order discussed: Love synergy, not a huge fan of restricting element-line buffs to Uniques but I get it, discussed the âgive-and-takeâ above in this post, not sure what you mean by âchance on chanceâ. Lucky hit stuff?
Yes, please. Very annoying when a dungeon or stronghold has an obstacle and you donât have a basic equipped.
I donât think this applies to just Sorc but I still agree. Additionally revert the Beta nerfs to Ice Blades at least to some extent and at put it back on the table for use in builds.
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All pyromancy skills should apply brun and all frost skills should apply chill if they affect your opponent in any way, shape or form (ofc. some more than others depending on the amount of direct damage focus the skill has).
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Add at least four more enchantment slots.
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Buff legendary paragon nodes, either by significantly turning up their values (e.g. the enchantment master one) or by making them more generally applicable (e.g. by changing the activation condition of the legendary icefall node from âkilling a frozen enemyâ to âusing a frost skillâ).
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Buff sorc uniques, either by removing their downsides (e.g. the +20% cast time for teleport on Raiment of the Infinite) or by making them more generally applicable (e.g. by changing the activation condition of Iceheart Brais unique ability from âkilling a frozen enemyâ to âdoing cold damage to a chilled enemyâ).
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Remove downsides from legendary aspects (e.g. the limit on how many times the piercing cold aspect can make the shards pierce as well as the damage reduction for subsequent hits.)
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Reduce the CD of all sorc skills by 50%.
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Buff the damage of all sorc skills by at least 100%.
For me, this is what I would change though there are good ideas listed above.
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Third Enchantment slot. I think this would open up a lot of build variation and would allow for customization of your build (high nm pushing vs. speed farming vs. generalist, etc.)
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Fix Frozen Orb to work like how the enchantment works. Also consider making it work more like Diablo 2.
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More options to apply vulnerable from the skill tree. Sorc class doesnât get a lot of equipment slots so needs easier access to get those multipliers.
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Buff Paragon legendary nodes. Most of them are 50%+ weaker compared to other classes.
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Completely redesign Incinerate. Iâm sure there are people whoâd love to make this work, but a stand and channel playstyle doesnât work in this type of game.
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Complete overhaul of conjuration spells. If they are going to be utility, then they need a compelling reason to select one over a defensive spell.
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Make fireball good
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Fix glyphs that donât work (winter). Buff regen bonus on unleash by 400%. This could make it a way to help solve mana issues through glyphs by sacrificing a bit of damage
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Have some compensation in damage for bosses/obstacles immune to cc. Maybe in the control glyph, offer reduced bonus to unstoppable/bosses.
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Unnerf stat reduction to resource. This was not needed. Triple the mana bonus to devastation or add regen along with the higher mana.
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Completely rebalance uniques, especially weapons and amulets. They should be a compelling option for a build that uses those spells, and right now they are trash.
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Lean more into the enchant system that offer build defining synergies. Fire bolt is good because it offers burning synergy that has many uses. Do that for everything. Make the choices difficult because there are so many good options. I feel like the builds should really sing with the right enchantments and right now, most of the enchantments are weak.
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Mastery spells need to be buffed or need more aspects that make them strong. Blizzard kind has it, but I also think itâs lame that blizzard on its own is weak. Would like a way for blizzard to be good without ice spikes, but itâs not possible because ice spikes is so strong for blizzard builds.
Frozen Orb should instead explode at the point where you click your cursor. I understand that some are asking for this to behave like the enchantment version where it explodes on impact, but that will diminish its use to chill enemies it passes through and also render the piercing shards irrelevant. If it explodes at the point where you click your cursor then you can use it multiple ways. It can even be used as a viable alternative to Frost Nova for applying Vulnerable if you can choose where the orb explodes.
Without getting into details, otherwise this will take all day:
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Create better division between Base, Core and Mastery skills. Having 3 tiers competing for primary attack limits build variety more than anything else. Introduce some interaction between those tiers so we have something like combos/rotations. The reason why Rogue gameplay feels so smooth is because their abilities mesh together so well. In Sorcerer case you get single ability to spam and thatâs it.
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Make Defensive spells actually defensive. Survivability part is barely noticable and whole tier is packed with utility. Cooldowns restore mana, CC on demand, Vulnerability, on top of other effects that are desirable for every spec.
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Give us one Enchantment per Skill Tier. Current system creates more limitations than possibilites. Gives us more options but limit interactions to specific tiers just like Frost Nova get procced only with Conjuration spells.
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Rework Unique Items. Make Uniques produce unique builds. Generic stuff like Fireball produce more Fireball is an Aspect thing. For reference look at Druid items.
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Decide where you want to go with Vulnerability. Some classes were designed with Vulnerability as path specific gimmick, while others as it was meant to be widely avaiable effect. i.e. Sorcerer gets its only from Frost, while Barb gets it from simply equiping Exploit glyph. Second stat weights are still skewed for occasional modifier but we get 100% uptime on it.
Frost.
- They need to fix aspects so that Sorcs have a viable benchmark at 2 behavioral aspects and 2 damage aspects, or roll the current offhands into a class slot, and make dual wield be dagger and wand.
- Bosses and unstoppable enemies must allow the label of frozen and chill.
- Also: Icy Veil (5% barrier duration) is doing nothing. Any skill point should result in whole values, either make it 1 second per point, or change it to CC duration.
If sorc is going to live and die by CC, then change game mechanics to CC faster, have unlimited times to CC or even a way to pierce unstoppable. Currently, freezing takes like 5s and u can only freeze twice then mob goes full hulk on u.
They see data: every sorc using this aspect.
What smart people should do? Understand, why it happens, get some thoughts about this, find game design mistakes and fix it.
What blizzard did? Just nerfed this aspect.
for sure game directors are min/maxing their KPI lol⌠itâs kinda obvious. Management gave them a target, they will ok screw it we want fat bonus.
I would like a few of those modifier to happen to Incinerate:
Rework Incinerate to make it deal direct damage but cannot crit.
Rework Flamescar to make critical strike damage gives Incinerate more burning damage at maybe 50% of the critical strike damage we have.
Rework Incinerate to allow us to cast Frozen Orb as enchantment when we are channeling instead of recasting to make it happen.
Make Incinerate enemies hit by Incinerate became Vulnerable for 1-2 second.
Rework Flamescar unique ability to make it deal fire damage but also deal burning damage AND FOCUS MONSTER and not Object.
Upgrade the lucky hit chance of Incinerate to have a greater chance of casting Flamewall as enchantment.
Hey, donât create concessions for incinerate. You have to STAND STILL for this, and the channeling bonus is far more ludicrous of a requirement. The risk should be an excuse to make the ability extremely powerful.
So first off- channeling bonus effect should be more than just more damage, it should do something else as well. Perhaps the first upgrade to the skill could be 25%-100% of the damage increasing while itâs channeled for up to 4 seconds, helping you deal with the annoying mob swarm after you stand around.
Rework Incinerate to make it deal direct damage but cannot crit.
Make it deal direct damage so it light things on fire with fire bolt. Yes. I believe all fire damage should burn for a percentage of direct damage dealt, so this would go hand-in-hand.
Rework Flamescar to make critical strike damage gives Incinerate more burning damage at maybe 50% of the critical strike damage we have.
Burning instinct already does this, so maybe some other bonus. I would like to see flamescar maintain the channeling bonus of the spell for 4-5 seconds after you stop channeling, so that incinerate always does its max damage given youâre still in combat.
Rework Incinerate to allow us to cast Frozen Orb as enchantment when we are channeling instead of recasting to make it happen.
Incinerate should recast the ability every time is calls mana - not just any time you start the channel. This would prevent snapshotting, but would allow for many interactions, frozen orb as the most obvious example.
Make Incinerate enemies hit by Incinerate became Vulnerable for 1-2 second.
I wouldnât mind seeing a damage bonus on incinerate to immobilized enemies to compensate for its lack of critical hits. Iâd actually like to see vulnerable added to combustion as a passive, after burning from 3 separate sources, the target becomes vulnerable for 3 seconds, not applying to the same target more than once every 10 seconds. (Reminder the exploit glyph on other classes is once every 20.)
Rework Flamescar unique ability to make it deal fire damage but also deal burning damage AND FOCUS MONSTERS and not objects.
Lightning spear, frozen orb enchantment, AND flamescar need to prioritize nearest enemies. Period. I want DoT damage to be added to the cinders as well.
Upgrade the lucky hit chance of Incinerate to have a greater chance of casting Flamewall as enchantment.
25% lucky hit for firewalls is actually already quite high, and presumably, with flamescar, youâre going to be dropping fire like crazy - as it is a wand that has fire lucky hit on it for a total of 30% bonus lucky hit. Increasing its lucky hit chance a smidge wouldnât be bad, say 20% > 25% would likely give it all it needs.
I honestly believe all it needs is to extend duration of Pyromancy effects. That would be huge buff to dps, survivability and utility. Iâm currently doing HC run with Incinerate, lvl 72 atm. The primary use of it, is triggering other effects and actively mitigate damage.