Originally Posted by
Madnex
Many threads on it, many inaccuracies repeated over and over, much fuss being made. The cause of this? The "issue" that sorcerers cannot stand on their own as well as the other two classes. Which, as explained below, actually makes sense if you look at the bigger picture:
-The warrior, as tank, is designed to be able to sustain large amounts of damage, meant for the whole party not just himself. So of course, on a 1v1 scenario that amount seems like a lot to go through, especially if the warrior uses his skills efficiently. Plus, he's equipped with a very effective single-target feebling skill.
-The rogue, with the lack of an actual defense skill and invulnerability period like the other two classes, is solely focused on huge amounts of damage dealt through critical hits. Again, it's only natural that if you are going to face off 1v1 with a class whose damage skills are all meant for dealing with one opponent at a time (and yours aren't), you'll be at a disadvantage.
-And then there's the sorcerer, whose majority of damage skills are designed for mass control and thus their efficiency versus a single target is reasonably limited. But instead he performs much better in group fights through the use of his AoE stun, AoE debuff and AoE healing for the whole party. Equipped with a multitude of stun and root effects that if timed, they can completely disable an opponent and kill him without even a scratch (the majority of which is reasonably nerfed in PvP to prevent cheesing other players like PvE mobs). And lastly, a shield which temporarily gives them the survivability of a warrior and a lighting skill that allows for a portion of rogue's high crit damage to be available.
Overall, I do not understand why sorcerer users expect to win in 1v1 situations squaring off against a warrior or rogue, more often and easier than they already do. AL was designed as a multiplayer game in both PvE and PvP aspects so all three classes were made to complement each other and that cannot be achieved if you flatten out all three of them to achieve "balance" - there are situations where each of the three are best and worst at. And it's not even as if it's currently impossible to beat a rogue or warrior 1v1, at least at L41 (since warrior skills' STR amounts for whatever reason did not scale, making twink warriors overpowered and barely sustaining warriors at endgame, but that's another topic).
The point is, PvP not being played in the way that it was meant to be played --TEAM Deathmatch, Capture the Flag(traditionally a TEAM vs TEAM game)-- is not sufficient enough of a reason to demand a buff on the sorcerer class in order to perform better on situations that they were NATURALLY designed to be weak against.
This is not based on an opinion, it's based on facts of the current game design. Constructive comments are welcome but the primary reasoning of making this thread was to make a point. That's all.
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