So, Wizards provide their DOTs, their maintainable DPS and a invaluable int buff. They're also quite good at crowd control.
Sorcerers on the other hand provide burst damage and healing support as well as a rather nice defense buff.
On the PvE side of things, they both have their roles. On the PvP side of things, through learning one's class, either class can beat the other.
However, I believe the primary cause for concern is ultimate spells. These are spells such as the Wizard's Flame Explosion, and the Sorcerer's Varetyr Spear, as well as Jupitel Thunder. As a sorcerer, a player is able to wind proc, rely on a rather high crit chance if tuned right, and use memorize to instant cast spells such as Varetyr Spear or Jupitel Thunder that have the capability to both stun, and possibly one hit DPS classes.
As both classes are under the same class tree, they're often used to demonstrate why a Sorcerer may be "overpowered" in comparison to a Wizard. The Wizard is often represented as an underdog. This is not the case, however. It's a matter regarding their ultimate. The Wizard's ultimate, flame explosion, is only reachable through obtaining a certain amount of hits on players with firebolts or fireballs. This can be anything from 7 to 20 hits to build the pyromaniac points required to cast their ultimate, where as Sorcerers have two ultimates on demand every 30 seconds.
I'm certainly not suggesting that we nerf Sorcerers, as this would not benefit the game. Sorcerers, despite their overwhelming burst, are beatable. And without such burst, they'd be a gimped class. Burst is their niche. There's little they can do but support or turtle tank outside of this.
What I am suggesting is that Flame Explosion be tweaked. It is ultimately a skill which rarely sees usage in PvP as it takes much too long to build the pyromaniac points required to execute it. My suggestion is as follows:
- Cooldown changed to 20 seconds (from 10).
- Can be cast at any pyromaniac points level (1-100, not 0) as a emergency stun (comparable to Varetyr Spear). But the damage output is directly proportional to the amount of pyromaniac points built up. (e.g 50 points = 50% damage)
To match this, I would also suggest that Pyromaniac's build-up range be ramped from 5-15 to 10-20. This means that the maximum amount of hits would be halved. And it's minimum number would be 5, down from 7. A minor change on the upper side of things, but a much needed major change on the lower side of things.
This would mean that with the increased cooldown, a player would be well capable of reaching the maximum amount of pyromaniac points within their cooldown time. This means that players would not abuse it purely for its stuns, but rather, they would be encouraged to still try to get the most out of their Flame Explosion, whilst leaving open the option to stun their opponent (whilst locking themselves in animation, mind you). This would ensure that if it were used outside of maximum pyromaniac, it'd want to have been for an emergency.
Thanks for taking the time to read this. Thoughts? c: