I’ve read the changes coming to the Sorcerer class in the new season and on PTR 2.0. It seems like this class is winning the “worst DPS class” competition… How can they add affixes like +x% on double DPS multipliers for ice and fire, while leaving lightning with something like x% chance for an additional hit? To quote:
Pyromancy Augments
- +X% Chance for Fire Bolt Projectiles to Cast Twice
- +X% Chance for Fireball Projectiles to Cast Twice
- +X% Chance for Meteor to do Double Damage
Pyromancy Augments - Fiery
- +X% Chance for Incinerate to do Double Damage
- +X% Chance for Firewall to do Double Damage
- +X% Chance for Meteorites to do Double Damage
Frozen Augments - Frozen
- +X% Chance for Blizzard to do Double Damage
- +X% Chance for Ice Spike to do Double Damage
- +X% Chance for Deep Freeze to do Double Damage
And now for comparison, the lightning spells received:
Shock Augments - Discharge
- +X% Chance for Teleport to Hit Twice
- +X% Chance for Arc Lash to Swipe Twice
- +X% Chance for Charged Bolts Projectiles to Cast Twice
Shock Augments - Surge
- +X% Chance for Spark Projectiles to Cast Twice
- +X% Chance for Chain Lightning to Hit Twice
- +X% Chance for Ball Lightning Projectiles to Cast Twice
Thank you for showing such love for fire and ice sorcerers! Seriously, I won’t even mention that all the new changes are just DPS boosts for fire or ice. Removing the passive skill for burning as a “global multiple DPS” and replacing it with “fire DPS” is not only a blow to lightning but also to ice, although ice did get some other great changes and DPS multipliers… And lightning? It seems to be hated by whoever designs and balances these characters since Season 2! I’ll test my build on PTR, but if it drastically falls behind what we currently have, I’ll be applying for a refund on the DLC. Enough is enough! And let’s not even mention the whole slew of changes for aspects and uniques for fire and ice, while lightning remains unplayable and unchanged. Maybe just remove these spells altogether?
Dear designers… Please take a closer look at the aspects and unique items for lightning spells and tell me how they overlap with each other. How many of them provide multiple DPS, a DPS boost, and can any of them exist independently without, for example, a lucky hit or a combination with another element? The enchantment for lightning is practically the same for every build: “Fire arrow/armor” + “Frozen Orb” for two reasons: to get the full bonus from the unique ring Rasha and for the multiple bonus from burning (which is currently being changed to a fire-only bonus). After your changes, we’re getting about a -2.3x multiple DPS… So if currently (oh dear) my build hits 25 million with one hit (and that’s when I have crit + overwhelm), now it will hit 9 million :)…
I don’t know who came up with these changes, but they must have a phobia and be afraid of lightning since they seem to hate this type of sorcerer so much. But if my beliefs are confirmed on PTR, seriously… I’m applying for a refund because these are not the balance changes I want. Where two elements get a 2x multiple DPS + a ton of other combinations, ultimately getting 4.5-5x (550-600% more) multiple DPS, and the second already weak element gets -3x (400% less DPS) total multiple DPS less, but it can hit 2x xD… So tell me, is 2x9 better than 1x25???
Edit:Tell me, what’s the point of “+X% Chance for Charged Bolts Projectiles to Cast Twice”? Please, I would like the person who designed this, along with the person who designed the unique staff for this spell, to explain to me if it’s my logic that’s flawed or yours.
So, a staff with 4x Greater Affixes and maximum enhancement of 12/12 gives us around (on average, without the bonus every 4 temperings) 900+ Intelligence, 140+% chance for double cast bolts, 99+% cost reduction, and 10+ levels of the spell. Additionally, we only have a 40-80% chance to activate the unique ability that makes the spell follow a target and just 300% longer spell duration. The only affix that works here and gives us extra DPS is the affix that allows Charged Bolts to pierce targets (which is great) but… at the cost of multiple DPS, because the DPS is reduced by up to 30%. And this is the only option where this build gets DPS. However, with the spell enhancement of “if 3 charged bolts from the same spell cast hit the same enemy, causing an explosion that deals x DPS,” it only activates once per spell use (regardless of whether 2 or 100 enemies are hit by 3 different bolts, the DPS that would activate the enhancement only works on 1 enemy, and it doesn’t activate for the others).
Aside from that, the spell has built-in attack speed. For example, 1 bolt has 5 projectiles, and we have 5 enemies. Each bolt hits each of the 5 enemies once. If now bolt #1 hits enemy #1 and moves towards enemy #2, enemy #2 does not receive DPS from this bolt (because its attack is on cooldown). Bolt #1, moving to enemy #3, deals damage again, but not to enemy #4, but it does deal damage to enemy #5. Moreover, enemy #3 was the first to receive damage from 3 different bolts from the same spell cast, triggering the spell enhancement bonus. Enemies 1 and 5 also received damage from 3 bolts, but the game does not activate the enhanced ability for them.
Now, the enchantments: most lightning enchantments are not worth considering in a Charged Bolts build. With 99%+ cost reduction, our spell costs 0 mana, only activating passive abilities from the paragon board with each attack. However, an enchantment that requires x mana to activate is not reduced by cost reduction, and here’s where the cycle closes: your spell costs 0 mana, and you never activate the enchantment… The same goes for cooldown enchantments; with cooldown reduction, they activate less frequently…
That’s all from my observations. I hope someone from the design team reads this and draws some conclusions.