Sorcerer - What Needs to Change

Sorcerer changes that need to happen to make the class shine.

  1. Key passive need massive multiplier buffs and the key passives need to not be based on things like lucky hit or conditional situations. It needs to be flat damage that can be applied to both trash mobs and bosses. The key passives should only be applicable to that element as well.
  2. Paragon boards need to have legendary nodes uncapped to allow for more damage scaling.
  3. Paragon glyphs should support elemental specialization better.
  4. Legendary aspects need to be less conditional and have larger multipliers. No X damage when having a barrier.

The original design philosophy for the sorcerer was an elemental specialist then after the game was launched its morphed into master of elements. Problem here is now the class doesn’t have a clear path forward and it shows as the Blizzard dev team doesn’t seem to have a clue how to bring the class forward.

Personally I think the class should remain a elemental specialist. I also think this would help with a clearer path for the class design.

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It never had a real identity one way or the other.

Truly it has no synergy to only have one element type only and it doesn’t have true synergy to have multiple elements. The class has grown to have only a set of enchants that produce anything resembling synergy.

As a class it has no true identity one way or the other.

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In order.
The base of the class is built askew. The sorcerer has 3 specializations: fire, ice and lightning. Each specialization involves the use of only one element.
Fire is supposedly the heaviest damage in the class. Intermittent damage, explosions and ignitions. By the way, burning should also be a status effect, although for some reason it is not.
Ice is medium mobility and crowd control (chill/slow and freeze/stun).
Lightning, mobility and speed.
In principle, if you study passive skills (not ults), then it was originally intended to be that way. Then the player himself decided how he could combine these possibilities and in what direction to develop. But some change in the team simply canceled out these developments.
Some of the effects were changed, some were left in place, which is why a pun in skills appeared. In addition, the development team is pushing players to choose skills that are generally useless due to the fact that they were nerfed or the principle of operation was distorted.
In addition, the game itself is made with an emphasis on 1 skill, since you have a constant choice between the characteristics of equipment to increase the damage of a specific skill and utilitarian characteristics.
There is also a lack of skill points to obtain all the skills used and the accompanying passive skills. You can only get 2 level 5 skills and 1 maximum level 4, while you won’t get even half of the necessary passive skills.
The design was really either flawed or changed without understanding

3 Likes

There’s only 1 thing that has to change about sorc - everyone that selects sorc in the character selection screen is allowed to spend their time customizing the character and starting the game after the whole customization process. Once the loading screen is over and you start the game, you will be playing a barb! That’s the only thing that has to change for every sorc player.

The game needs a new team that will truly improve the game, otherwise we will reach season 30 with the same unresolved problems. We’re already heading to s5.

The people who take care of the game today should think about whether they will really be able to give the game what it needs.

Simple things like a ranking don’t exist, in fact they exist in an event that nobody cares about. They should have made one like this for Pit

Another point, the lag in the higher pits is pathetic, this has been going on since S2 in AOZ when higher levels also became slow when there were many mobs on the screen.

Class is fine, in fact if anything is fine in the game is the Sorc

The crazy multipliers of damage and HP must go down… Find a way the game is less about multiplying crazy multipliers and make it so that the game is more about execution and setup

Don’t accept the rotten and then find a way to rot everything, instead do a proper cleanup

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I completely agree. These crazy x25% multipliers on the sorc need to be hammered down to ~x5%. I also agree that the sorc has crazy HP scaling, barely reaching 19k! Who the heck has 19k of HP in S4? No one indeed. This has to brought down to maybe 5k. Yeah, 5k sounds reasonable. Still OP, but in the realm of reasonable.

3 Likes

Did you read what I wrote or just replying for the sake of replying ? :person_shrugging: :slight_smile: (Hint: don’t change Sorc and nerf other classes)

Everythang…

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i totally agree.

nerf sorcs and then buff barbs more!

it’s the only way.

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I’d like to see :

  1. 3rd enchantment slot and rework enchantments completely
  2. Better synergy between skills/powers
  3. Better single target, i.e. skill does x but if elite/boss does X instead.
  4. Interaction between the types of damage, i.e. lightning/cold/fire in really cool and fun combos
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I did, only problem here is the rest of the D4 community would flip out.

Why ?, because quadrillions become millions again ?, and millions become 10k-s ? :person_shrugging:

What’s this obsession about higher number when nothing changes ?, hey, what I did vs monsters lvl 170 awhile ago now I’m doing the same thing against monsters of lvl 212

Ok, congrats, meanwhile let’s do a little survey, did you enjoy it ?, did something feel better/different/easier/harder ? :person_shrugging:

Did you struggle ?, sadly yes

Ok, sorry to ask… but we need to know => how did that struggle feel at lvl 212 compared to at lvl170 ones ?, SAME ?, aha, are you sure ?, yes… :thinking:

Alright, thanks for your cooperation and your ride :stuck_out_tongue:


I mean, isn’t that tard ?, what’s the point in having higher and longer marathon than a regular one if it never changes it’s tempo, foliage, weather ? :stuck_out_tongue:

What’s the point in higher number of repetition of the SAME THING feeling EXACTLY THE SAME all the time ?

Just in the case of latter ? - doing it more 42 times

Meanwhile => all the sense of completion being sucked out of the game, as well as the very small chance of some sense of completion (if there was a one to begin with) being completely taken away from the non-rift-rats that don’t have thousands of hours…

If blizzard feels scaling back the rest of the classes then so be it. Regardless the Sorcerer still needs some help. Still has way too much damage on Tuesdays scenarios with aspects and key passives.

Doesn’t this feel great when you finally nail ?, like, determined, point of impact of a build, you know what hit or combo you want, plan it, set it up, execute, feels great right ? :slight_smile:

Compared to if it just “farting” maximum possible damage with every slightest swipe all the time

Diablo 2 “farts” out damage with a single skill and people want the game to be more like Diablo 2. Diablo 3 already does that whole use this skill, get this trigger then your main skill does damage and no one wants Diablo 3.

Well, the thing about the “fart” in D2 is that it’s engrained in economy as well (i.e. they cost some gold there :P)

I’m so sick of the extra amount of conditional crap piled on to sorcerers.

Sorcerer:
Burning instinct: x% burning damage scaled off Int and crit damage. Useful for builds that are DOT based and can’t crit, and now capped at 40% in S5.

Necro:
Hulking Monstrosity: x100% golem damage and x40% golem max life… just because you put a point in the node.

I have zero confidence in their ability to tune 5 classes, and now we get a 6th.

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The fact the original post doesn’t even mention Echantments, which is the class ability, worries me. Enchantments are so bad in current state of the game. Rework them completely at this point. They need to be as powerful if not slight more than aspects.

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I would like to play as just an ice mage. Maybe a ring to compete with such a rasha, for example 10% multiplicative damage for each skill of the same active element. It would be interesting to have more synergy of the same element. Fire mage attacks with fire.

  • I don’t know why elemental damage is so low and we end up using damage close to critical damage.

-The caps on legendary nodes are the death of the class. It’s the only place where we can scale the damage.

-I hate not having resistance to ranged damage and having close range. I’m a wizard, I should attack from afar, if I die to a projectile I have no way to attack.

1 Like