Can you fix the skill balance please? Meteor does 1/100th dmg of other people's skills lol?

I build my meteor sorcerer to have 1300+ mana and all the crit multi possible including all the crit multi from the skill tree itself. In the end I have 20k crits on a skill that has a huge opportunity cost (costs 100+ mana, long cast time, enemies can move out of it) and im struggling to do T4 julra for an item upgrade.

An erasing strike void knight came in and instakilled t4 julra before she could even phase. He said he doing around 900k crits. He is wearing mostly 1LP crafted gear (same as me).

After this I feel defeated and realize I am completely wasting my time and should just reroll.

Why am I playing sorc if my skill does 1/100th other classes’s skill damage lol? Its just a complete waste of time and joke. What is this crappy balance?

Not only I have to build specifically and play well to manage my huge mana costs to do 1/100th’s other people’s skills damage. On top of that he is 100x as tanky as me, while I try to micromange these crappy damage dealt to mana gearing while still being completely squishy and my ward retention is nothing since these previous patch changes.

The ward retention changes were a huge mistake too, it should have been reduced to 3% first, not straight to 2%.

I was looking at some guy’s sorc build on youtube who had 220 int and 260% cast speed, and he can barely maintain a 6k ward pool. I’m looking at that, and its like, that’s such a waste of time I don’t even want to bother to try make ward work either. Even with his extreme gearing it still sucks.

Why am I wasting my time? When can we have proper balance and buffs to underplayed skills?

State of balance is literally trash atm.

I guess I go plan my void knight reroll now. Or stop bothering to log in. 50/50 on which of these I do. Just going to abandon my sorc, completely inferior class that can’t even do 1/100th of other people’s damage

Having kind of the same issue with Upheaval on Primalist.I love how the skill feels and am trying desperately to make a cold melee only not relying on companions and idiotic totems but overall the kit is just nowhere near what an erasing strike / dive bomb / judgement can do even with mediocre gear.

Yeah that’s because upheaval has 2 base damage and no more multipliers in its tree

The balance has been crap for years and still seeing no buffs to these crappy skills nobody plays

The balance isn’t crappy, rather your build is.

For starters, you have to put your skill points into the nodes that say “more damage”. If you don’t do that, then it should be obvious why your meteor deals no damage.

If you don’t know how to improve your build yourself, make a topic in the Mage section, read a guide, watch a video, or hop on discord and ask people in the Mage chat.

Nope, he’s pretty much paper just as you are. The only difference is that he leeches a ton of Health back, so if something doesn’t oneshot him, he heals back. You can do that too if you fix your damage.

The erasing strike void knight that deleted your julra can, at most, have slightly over 5000 HP, so this random Sorc youtuber is still ahead.

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My build is crappy? I have every more damage skill point available and I have T7 crit multiplier everywhere. There is no possible way to make meteor deal comparable damage to erasing strike. You’re wrong

And my build isn’t crappy. I have literally played runemaster/sorc to 800+ waves in arena on multiple setups. If anything my build would be optimized in the top 1% of all sorc players and still does 1/100th’s an erasing strike vk’s damage

Nope, wrong again, sorc can’t do that, because even if sorc does build 4k-5k lifepool (while gimping its mana, damage and everything else) sorc has very little armour or DR, so it still gets oneshot, whereas sentinels have much more armour and DR and would survive

Wrong again, the sorc has 6k ward with low armour, low DR and near zero recovery when he gets hit. Whereas any sentinel with 5k life will have high armour, many sources of DR, and leech ticking for 10’'s of thousands of hp per second if not more.

Sentinel gets hit? DR soaks most of the damage, Leeches back to full immediately

Sorc gets hit? Very low DR so it takes huge damage to health and probably mana too (if using damage taken to mana), ward has very little if no recovery, and the sorc is crippled because he loses most of his mana pool.

You’re literally wrong on every point and have no clue what you’re talking about / have never played to high arena, so you don’t know what you’re talking about, at all.

The balance between the two archeotypes is so skewed to the point that sentinel actually almost gets all its resistances capped just from passives (whereas sorc needs to use equipment slots or blessings to fill them in) leaving sentinel with more mod slots to build more character power. On top of that, sentinel skills have a million things built in for free in its skills like free slow application, free frailty application etc, whereas sorc needs to use mod slots or blessings to get those things as well.

The balance is so completely skewed its not even close.

Sorcerer has one competitive build this patch, the one where it floats around channeling focus because people figured out that building 900% shock chance translates into 4500% more damage on brand of deception (more if you count the other tech). And even with 4500% more damage to even the scales, that build deals 1/10th the DPS that erasing strike does, while being far less durable.

So literally even taking advantage of a +4500% more damage multiplier is not enough to even the scale and show some semblance of class balance

THAT is a complete lack of balance whatsoever

While everything you said might be technically correct, let’s not gloss over sentinels being clearly overpowered this time around.

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The devs have said they are slightly out of the mark but not a lot.

So this expectation that “sentinel is gonna get crushed next season” isnt real.

90% of what sents are doing they could do last patch, the only difference is judgement/Erasing strike got some changes that set them apart.

“Sentinels” are not overpowered, Judgement and erasing strike are. its important to understand that.

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:smiley:

Top 1% sorc players. 20k crits. :rofl: Thanks, that was a good laugh.

Except when he doesn’t :smiley: Patch 1.0 - before Sorcerer buffs. No Ward.

Your example was erasing strike void knight, right? Feel free to demonstrate how does void knight cap his resistances just from passives.

So “free frailty application”, okay that’s one affix slot.
Sentinel cannot apply Chill, that’s also one affix slot.

Slow application is available to both classes. Frost Claw, Arcane Ascendance for example.

So in total we have 1 affix slot cost on each side. Sounds balanced :slight_smile:

Ah, the one competitive SORCERER build uses an ailment that’s only available to RUNEMASTERS.
Yeah I think we all know you have no clue what you’re talking about :wink:

Feel free to elaborate.

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https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fall-classes-ranked-by-available-resistances-from-passive-v0-oxbtnyqcdfwe1.png%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3De2efb5d45f7507de8f3ce8152fe8393fc7029549

From the table, sorcerer gets a total of 184% resistances from passives (its even lower for runemaster or spellblade)
Void knight gets a total of 361% resistances from passives

More resistances covered from passives = more mod slots used for character power instead of covering resistances

Wrong again I guess.

So you linked some outdated year old sorc video where he tanks T4 julra slam with flame ward up and barely survives while taking 2 minutes to kill it, cool, Void knight can do that while not needing to use a guard skill and probably doesn’t even take any damage, also instakills the boss instead of taking 2 minutes, don’t know what that video proves other than proving my point

The rest of your post wasn’t even worth replying to.

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Current balance changing tempo “2-3 times a year” along with big update doesn’t leave much hope.

I understand why they don’t want to nerf mid-season, a lot of players are too personal with their broken meta builds. We let them enjoy easy mode.

But not changing some values for a weak skills/masteries with small fix-patches, like 10->12 for a random nodes just feels bad. Probably gatekeeping for hyping season starts, or whatever. You can’t balance if you do it very seldom along with big gameplay changes.

So I just excepted that this game will always be with hilariously broken balance and I am trying to enjoy it for other good qualities which it has enough of. But I would definitely love it much more if it would have more striving for balance, not even a good balance which is hard, just some small changes every few weeks or so. Now we are stuck for several months until the next meaningful balance changes.

And that’s a good thing. They need time to find the broken skills and the under preforming skills so that they can do proper adjustments in the next cycle. There will always be a “better” skill, and people will find them and use them… because that’s what some people enjoy doing.

That doesn’t mean they can’t adjust skills to try to balance them out, but with the interactions between skills, gear, and passives, that’s alot of different variables to account for.

So they don’t make changes outside of emergency ones except for at set times (season start)… gives them time to fix issues and create more content, and it give players a chance to play a different spec. Even crappy specs can do most of the content… will you be crushing 1K corruption in a week? No… but are you having fun? That’s up to you… but if you don’t enjoy what you’re playing, you can always play another toon, respec, or just take a break.

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What do you mean they need time to find the underperforming skills?

Last time I checked upheaval had a 0.01% playrate for the past 4 years and it didn’t get any meaningful changes, not even once

Other skills with non existent playrate for multiple years which recieved zero tweaks: Glacier (post crit multi change), Volcanic orb (since forever), earthquake (post EQ mace nerf), cinder strike, acid flask, meteor,

Im not asking for major reworks or time consuming overhauls. I’m just asking that between 3-4month major content patches, they review the 10 last played skills in the game and maybe adjust their base damage, effectiveness or value of more multipliers in their skill trees somewhat. Eventually if this was done regularly enough we might arrive at some semblance of balance one day

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Oh look, void knight cannot cap resistances from passives. Thanks for proving my point.

Also, from the author of the table from reddit:

So this table is basically me searching for resist, and maxing each of the highlighted nodes (so this is not really viable build options).

If you want something to change, try using real values and doing proper research instead of parroting whatever you find on reddit :wink:

That wasn’t what the linked video was about, but I guess it was too complicated for you to get that.

Sorcerer can instakill the boss too :wink: Since you don’t like what videos I choose, feel free to look it up yourself this time.

The point is that the sentinel gets most of its passives covered from passives without trying, whereas mage does not. Yes they are viable builds, most of the sentinel passives that give resistances also give health, strength or other useful stats that you would almost always take in almost any sentinel build.

No. No it cannot.

Can you tell me what the video was about, since it flew over my head? Was the build about standing there agonizingly for 2 minutes while doing 10k damage per tick?

Unforunately no, you wouldn’t almost always take them.

For example, Holy Icon is almost never taken on a Void Knight. Some VK builds even skip the Defiance node. Same with the Battle Hardened node in Forge Guard tree, again most VKs don’t take that one.

The passive points you spend in resistance nodes are an opportunity cost, and as shown by Void Knight builds, they are often not worth taking over something else in the VK tree.

Finally, think about what benefits Mages do get for their passive points. Hints: Spell Crit, Ward per Second, Spell Damage, and so on… Y’know, the things where Sentinel needs to spend affix slots to have them.

I already posted a video from the youtuber Bigdaddy, so let’s post another one of his :slight_smile:

You said Sorc gets oneshot, so I’ve shown you that Sorc doesn’t get oneshot, even when tanking T4 Julra’s Catastrophic Implosion.

The actual hit of the explosion only took away 1/4 of his health and 1/4 of his mana, so he still had plenty of survivability for other things. You’ll have to ask him why he didn’t cleanse away the DoT and almost died tanking it - my guess is it was on purpose :slight_smile:

Since then, that build has been BUFFED. You now have nodes in the sorcerer tree, and you can equip Seed of Ekki helmet, so you can have both Damage to Mana before Health setup and also have Ward.

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Gosh, you mean people are being hyperbolic &/or clickbaity? Colour me shocked!!

Yeah & given that, I’m sure as the devs go through the older masteries they’ll be brought up into line.

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Post your build so we can see what’s actually wrong with it. I played meteor sorc last season and loved it - I was one-shotting almost every enemy.

Probably this one, at a guess.

https://www.lastepochtools.com/profile/TrundleGod/character/TrundleImTheBestBtw