to be fair, after the last updates players of all classes seem significantly tankier. I think a big part of it is the fact all dots do roughly half the damage they did before. You wanted to make oblivion damage the "giant slayer" but dots were the true giant slayers. Yeah, they seemed like a lot of damage but that was only if they could stay on long enough to do the full amount. If your target or yourself purged or died, the dots would only be worth a tick or two. So now if you use a dot, even for the full duration which is normally 10 seconds, it wouldn't be worth much more than a single spammable hit (that does all its damage at once). So now a whole category of skills has become worthless, again, in pvp. Not only all dots but the value of skills that helped with dots plummeted. It's fine though, I'm just bored of all the old meta burst skills. Not that dots were all that more exciting it just felt like something new to play an all dot build and watching your opponent melt gradually instead of in random chunks.
This last update has been a significant paradigm shift in class power. before classes that had a way to avoid that massive dot damage was king or queen but now those cleanse/dot avoidance skills are worth far less. Now we have sorc's who can not be killed by anyone other than they're own hubris or if they lag out or bug. I have three of every class because I like trying new builds. but lately my sorc's are a mile above all my other characters and it's one of the classes I play the least. I think this is mostly because we're back to the burst meta and they are the best at avoiding bursts AND really good at eating bursts with wards. Other classes are good at eating bursts too but they eventually can get overwhelmed by a large enough group. Sorcs can choose the size of groups they fight by simple running away until the only players following are a group small enough for the sorc to handle. After they all went "art of war" on your ass they are just as tanky as any other class while having the easiest burst to time in the game. To do that much damage, take a *** load of damage, and blink/expedition halfway to another keep must make it hard to manage recourses? lol nope. What kept them in check before was the dots, they had to really stay back in the distance because if enough players DOTed them up the sorc would be hard-pressed to keep his ward going burning up resources which made it significantly harder to run away and forced them to choose between blinking away from the charging group and getting melted by the dots or ward themselves and get run down. Every class can 1vX by LOSing around rocks/building/trees but sorc's expedition and BoL that can now remove snares, make them the king/queen of LOS play.
If they got stunned before they could still take on enough DOTs that would tick them down while they LOS'd. They would either die or stay forced on the defensive.
Now I'm not asking for sorc nerf's, because I'm having a blast playing one but I do recognize that there is no counter against a sorc while every other class has its weaknesses. Maybe make a DOT in the assault tree that does increase damage based on the distance the target has traveled. Since dots are pretty much worthless it wouldn't be that big of a deal if they just stood there and warded and burst you down, but if a couple of those get thrown on a sorc that wants to get away they have to think really carefully on how to go about that, unless they slot a purge.
If you add a skill like that sorcs would still be the same powerfull fun class but now I, as well as others, will have to pay closer attention to what our/your opponent is doing rather than just mindlessly Burst/ward/run repeat.
It also gives more value to purge and dot avoidance skills in PVP. And sorc's could use the skill too on players that are chasing them but if the chasing player a purge it wont help them much.
Basically what it comes down to is that sorcs only natural weakness was dots because they had no way to cheaply cleanse them and or null them like cloak. and now the sorcs main weakness just got nerfed into the dirt. Snares and roots used to help a lot too but now ball of lightning removes and grants immunity to snares. Other defensive/evasive skills can be countered but ball of lightning counters almost everything.
New meta immortal sorcs, you just got to be a little good and nothing can kill you. I'm a terrible sorc and I've got a bug that keeps locking me into sprint and I still do great.
This last update has been a significant paradigm shift in class power. before classes that had a way to avoid that massive dot damage was king or queen but now those cleanse/dot avoidance skills are worth far less. Now we have sorc's who can not be killed by anyone other than they're own hubris or if they lag out or bug. I have three of every class because I like trying new builds. but lately my sorc's are a mile above all my other characters and it's one of the classes I play the least. I think this is mostly because we're back to the burst meta and they are the best at avoiding bursts AND really good at eating bursts with wards. Other classes are good at eating bursts too but they eventually can get overwhelmed by a large enough group. Sorcs can choose the size of groups they fight by simple running away until the only players following are a group small enough for the sorc to handle. After they all went "art of war" on your ass they are just as tanky as any other class while having the easiest burst to time in the game. To do that much damage, take a *** load of damage, and blink/expedition halfway to another keep must make it hard to manage recourses? lol nope. What kept them in check before was the dots, they had to really stay back in the distance because if enough players DOTed them up the sorc would be hard-pressed to keep his ward going burning up resources which made it significantly harder to run away and forced them to choose between blinking away from the charging group and getting melted by the dots or ward themselves and get run down. Every class can 1vX by LOSing around rocks/building/trees but sorc's expedition and BoL that can now remove snares, make them the king/queen of LOS play.
If they got stunned before they could still take on enough DOTs that would tick them down while they LOS'd. They would either die or stay forced on the defensive.
Now I'm not asking for sorc nerf's, because I'm having a blast playing one but I do recognize that there is no counter against a sorc while every other class has its weaknesses. Maybe make a DOT in the assault tree that does increase damage based on the distance the target has traveled. Since dots are pretty much worthless it wouldn't be that big of a deal if they just stood there and warded and burst you down, but if a couple of those get thrown on a sorc that wants to get away they have to think really carefully on how to go about that, unless they slot a purge.
If you add a skill like that sorcs would still be the same powerfull fun class but now I, as well as others, will have to pay closer attention to what our/your opponent is doing rather than just mindlessly Burst/ward/run repeat.
It also gives more value to purge and dot avoidance skills in PVP. And sorc's could use the skill too on players that are chasing them but if the chasing player a purge it wont help them much.
Basically what it comes down to is that sorcs only natural weakness was dots because they had no way to cheaply cleanse them and or null them like cloak. and now the sorcs main weakness just got nerfed into the dirt. Snares and roots used to help a lot too but now ball of lightning removes and grants immunity to snares. Other defensive/evasive skills can be countered but ball of lightning counters almost everything.
New meta immortal sorcs, you just got to be a little good and nothing can kill you. I'm a terrible sorc and I've got a bug that keeps locking me into sprint and I still do great.