Blizzard, revert the changes (nerfs) for Sorcerers that were introduced after the PTR ended!

The forum for this class is dead; everyone is playing Druid, Barb, or Necromancer! There’s no comparison to other classes; it has ended up as the weakest class! Why does one class get hit so hard every season that it can’t do what the rest can, or even half of it! You promised not to nerf classes and that if some are strong, they will stay that way… But what about the classes that don’t stand a chance!?

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Agreed. Everyone season I start as a sorcerer, because I WANT to play sorcerer, but end up making something else. It’s also pretty funny when Frozen Orb, a very fun build, gets nerfed while other classes do millions of damage and still people pretty much 1 shot bosses. One shotting bosses should not even be in the game.

I feel the same way. Trying to play Frozen Orb for a second time since launch but it’s like bashing my head against a concrete wall.
So much work compared to other classes. How much you ask? Swapped my mouse for a new one last week. This week on Thursday my keyboard failed too. That’s how much button mashing FO requires. You’re constantly living on the edge, holding on to dear life, praying for cooldowns to end or for specific mob types to not show up because otherwise you’re done for.
And the build is non-existent unless you have a specific unique item equipped. Tragic…

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They don’t do anything before next Expansion. And if the treatment is the same this game is done. Blizzard prints money not good games anymore.

I got 2 sorcs to level 100 and after trying and trying and failing I had to create a necro. It deals insane damage but I don’t like necros. So, I’m playing a season with a character I don’t like and doing boring and frustrating pits where bosses kill you in just one shot.

I think it is time to end this season…

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I’ve been a long-time fan of the Diablo series, and I was really looking forward to diving into Season 4 of Diablo 4. However, after spending a significant amount of time playing as a Sorcerer, I’ve come to the conclusion that it’s simply not worth it.

The Glass Cannon Dilemma

One of the core skills for Sorcerers is aptly named “Glass Cannon.” By their own admission, this skill emphasizes high damage output at the cost of reduced defenses. But where exactly is the “cannon” part? As it stands, the Sorcerer feels more like a “Glass Peashooter.” The damage output just doesn’t match up to the sacrifices made in survivability. We’re expected to have lower defenses, yet the damage we deal doesn’t justify this trade-off.

Compared to other classes, the Sorcerer feels underpowered and extremely fragile. While every class should have its strengths and weaknesses, the Sorcerer’s weaknesses are glaring and its strengths are barely noticeable. This imbalance makes playing a Sorcerer more frustrating than fun. The gameplay loop is supposed to be rewarding, but instead, it feels punishing.

The imbalance in the Sorcerer’s design has significantly impacted my enjoyment of the game. I’ve tried various builds and strategies, but nothing seems to make the Sorcerer competitive or enjoyable. It feels like I’m constantly banging my head against a wall, trying to make a flawed class work in a game where it simply doesn’t.

Due to these issues, I’ve decided not to purchase the Battle Pass for Season 4. I can’t justify lining the pockets of a company that has overlooked such critical balance issues. Investing in a Battle Pass should enhance my gaming experience, but with the Sorcerer in its current state, it feels like throwing money away.

Blizzard, if you’re listening, please address these issues. The Sorcerer class needs a significant overhaul to make it viable and enjoyable. Until then, I’ll be sitting this one out. To my fellow players, I’d love to hear your thoughts and experiences. Has anyone found a way to make the Sorcerer work, or are you as frustrated as I am?

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I’m done. Blizzard has wasted my time yet again. It’s not even that I really care about class balance, its that speed clearing 110s on a barb makes the grind 300% faster. It’s literally a waste of time playing a sorc. Balance issues that cause gaps like this should be addressed in HOURS, not even days.

I rolled and geared a barb just so I could farm mats for my sorc… how sad is that? So I have both equally geared, 12/12, really good items on both (I’ve bought and sold some really good items) and it feels like I’m not even playing the same game.

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The problem with the Sorcerer is that the mechanics he has contradict themselves… You have cooldown reduction → passive skills or items that have a unique cooldown activation assigned to the item don’t work, so they’re out. The same goes for enchantments—Frost Blades have a 40-second cooldown to auto cast, but even with cooldown reduction, it’s still 40 seconds… Moving on, the biggest issue is with enchantments. If you need X mana to trigger an enchantment and have 100% mana cost reduction, unfortunately, you can’t use that enchantment. Spells that cost 0 mana don’t activate enchantments that require 100 mana. Additionally, there’s the lucky hit chance—3 points to get a 15% bonus… Seriously? Druids have a built-in Overpower option, Necromancers get a huge DPS boost… I don’t know about Barbarians and Rogues because I haven’t played them, but most classes either have strong defensive passive skills or powerful offensive ones that complement each other. The Sorcerer’s character design is poorly thought out. It’s supposed to be a character that shoots crazy amounts of projectiles, a character for whom a unique trait should be lucky hit chance, yet… there’s no related paragon board, no option to activate 2-3 extra effects on one lucky hit. It’s a character with potential, but someone was too lazy to plan it properly… So what do we get? Stronger weapons, so players are happy they can at least kill torment bosses
… And while we have one solid build in Season 5, that’s it. Everything else “works” up to a point, thanks only to stronger uniques. And that’s it. This only shows how poorly planned this character is and how many things inherently conflict within it. It’s either going to get a rework, or people will play it only out of sentiment, while their first character will be focused on farming. Paragons are already so outdated that everyone copies the same pattern, basing everything on maximizing the efficiency of rare glyphs. We’ve had reworks of crafting, weapons, and uniques. Now, to keep the game meaningful, we need a rework of paragons, glyphs, the Sorcerer, nightmare dungeons, bosses, and the “open” world. Let’s not kid ourselves, but the “open world” only makes sense for Helltides right now. Oh, and reputation should be removed… Character progression and gaining extra paragon points being dependent on map progression might have been cool at the start, but I suspect it could discourage new players (not to mention unlocking Lilith’s altars). Without changes to what I’ve listed, the game will be boring… There are few options for modifying builds, and there’s a lack of affixes on items that depend on our stats (intelligence, agility, strength, willpower). How many people choose the base stat on a weapon? In the end game, it’s better to switch that to HP/crit DPS or any other DPS. Moreover, the powerful passive skills in the Sorcerer’s skill tree aren’t powerful and are bugged…

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