You said, Seal Explosion will be like Asperio, correct? But it gives 3x damage boost to spells depending on the element exploded. Well, Seal Explosion won't last long because it is a self buff that powers up your attack. So that means, when Seal Explosion is off, and on cooldown, Sorcerers will damage for 1/3 of their potential. This is what I saw as a nerf.
First of all, you're correct about Aspersio = Seal Explosion. To make things easy, I make a simple comarison:
Priest Aspersio on Holy Light: Next 3 Holy Lights will deal 1098% damage (twice as much) => cooldown Aspersio = 10sec
Seal Expl. on Lightning Bolt: Next Lightning Bolt would deal 900% damage (tripple damage) => cooldown Seal Explosion = 30sec
So you honestly believe that a Priest got a nerf, because when his Aspersio is on cooldown, he only deals 1/2 the damage?
And to compare the changes to Seal Explosion and zero Vigor (to keep things easy), it would be:
Before the Changes: 29x Lightning Bolt for ~300% damage, 1x Varetyr Spear for 800% damage
After the Changes: 28x Lightning Bolt for ~300% damage, 1x Seal Explosion, 1x Lightning Bolt for 900% damage
So where should there be a DPS discrepancy, nerf or as you called it later - a rocket launcher without reload?
And if you would really mind the small extra effort to explode the seal, you could still alter the damage increase.
I said this in the previous post. I prefer a skill that guarantees a stun to succeed if the skill hits, but has a restriction. I also don't prefer a skill that will be the basic attack spell of a sorcerer (if you idea was implemented) to have a stun, because Lightning Bolt is easily spamable. It is like a Judex that does not require Asperio. I understand the 10% chance of causing stun, on paper it may seem minor, but I think it'll be abused because again Lightning Bolt is easily spamable.
Edit: Correct me if I'm wrong, but with Seal Explosion, Lightning Bolt grants 100% stun chance? That's a little too overwhelming for a skill with no cooldown.
Well, the lightning Bolt is spammable, but not the Seal Explosion a.k.a. the Aspersio.
So you have a 100% stun chance that can't be triggered faster than the cooldown of the Seal Explosion => 30sec. So it's basically similar to a Knight's Shield Bash.
The 10% proc chance for the normal stun is also just a random number. I wouldn't mind if it would be 5% instead (I've said that this isn't a balance discussion).
I actually oriented myself on the the Shock seedrune and the Soulmaker Soul Extinction with Soul Extinction Mastery (a 5sec cooldown skill that could stun)
It's also not comparable to the stun lock of the Priests, because it's not plannable. What the Priests have is a 5sec AoE stun on a skill with 3sec cooldown and an Aspersio that can be casted every 10sec (not the 30sec I've mentioned for the Seal Explosion).
I'm not blaming you. I am giving you a senario. Land of Recovery is stationary. Teleport is mobile. I find it contradicting because one spell requires you to stand your ground, while the other requires you to flee. I like to be able to use all my utilities. It would seem a waste to me, but whatever, you'll continue to argue that you don't have to take both.
All I can answer is that as a Priest, I also have Oratio, Credo and Lex Divina that I can use on the run and I can use Increased Agility, but have to stay still, if I want to cast Sanctuary, Heal, Holy Light or Adoramus. Demanding that all skills should be mobile, just because you have Teleport doesn't make sense at all. Even the Wizard - where the skill comes from - has nearly no skill without a casting time... or does Teleport makes no sense for him as well?
Now on the wizard side, I feel they will be the most fragile glass cannon. No Teleport to escape, no Seal Explosion to heal. Ice Wall is their only self defense.
First of all, they still have Frost Diver and Frost Nova to immobilize their opponents, they would also get the normal stun effect on Lightning Bolt and I've suggested another utility effect for the fire-tree as well. So they are basically quite similar to the current Ranger and I guess you wouldn't call him underpowered either.
I compared a Sorcerer to a Ranger because spamming strong Lightning Bolt will make us the same as Rangers rotating charge arrow and double strafing. There should be a boundary between a Mage and a Ranger, and it should't just be heals. I mention before about cast time. Jupiter Thunder takes 2~3s to cast because it delivers an intense amount of damage. Lightning Bolt + Seal Explosion would be a rocket launcher without reloading, the only restriction it'll have is when the Seal Explosion is off.
A Ranger has Charge Arrow that starts with a 1.6sec casting time. So that's more or less your Jupitel Thunder alternative. Wheras a Ranger could use Charge Arrow Mastery to decrease the casting time by 0.6sec, the Sorcerer has Jupitel Thunder Mastery that doesn't grant a static casting time decrease, but impose a chance for no casting time at all. So I doubt that this is the defining boundary between mages and rangers. In fact, right now you can compare the Ranger and Wizard very easily
- Charge Arrow vs. Firebolt / Fireball
- Impact Arrow vs. Cold Bolt / Lightning Bolt
- Ankle Snare vs. Frost Diver
- Arrow Shower vs. Thunderbolt or Meteor Swarm
- Double Strafing vs. Instantly casted Fire spells thanks to Fire Emblem
- Fear Breeze vs. Pyromaniac
- Vulcan Arrow vs. Fire Explosion
- Poison Arrow vs, Firestarter
- Acrobatics vs, Teleport
- Freezing Trap vs. Frost Nova
But that's not the discusison here.
It's still kinda sad that we don't understand each other.... and maybe it would better to stop the discussion here, but I honestly beleve that my idea wouldn't make the sorcerer weaker in any point, except that you wouldn't have a separate ultimate skill. But I wouldn't miss it. Like three Aspersio-boosted Holy Lights already deal an increadibly high amount of damage, there is no necessity for an ultimate... and all I wanted was to make the Sorcerer as awesome as the Priest is right now (without the DoT stupidness of course).... sad... sad.