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Comments
Sorc perspective!
It looks like Lightning Strike was used in place of Magma in the usual sleep combo, but it didn't hit. But I'm still watching so idk.
It might actually be a decent replacement.
If us Sorcs did the damage you claim we do so effortlessly, you would see more people playing the class. That isn't the case. Our skills take quite a bit of time to cast and is only best effective after a set up. Even after getting through the cast time and set up process, the low innate crit rate on our skills against the easily high crit resist obtainable in game is another factor that we have to get through.
I assume the damage you claim we have(or supposed to have), and the vulnerability we DO have, would be better put in the pve perspective.
Thus, Sorc revamp and tweaks.
I can totally tell they have been gutted, seeing as there are 3 sorcs in the top 12 of skyring atm. And the only class in that 12 that isn't a new class besides a lone lancer.
No one said it is easy to play sorc, but knowing how bad the new sorc CC is I can see why they reverted some changes.
Hopefully it won't be handicapped because of the distance any longer o/
To each their own, but to me, the learning curve and skill cap challenge of Sorc is what makes the class totally fun. I have played every class to 65, and geared them all enough to PvPvE to know how each class works. I have mained the following classes for almost a year: Warrior, Slayer, Zerker, and now Sorc. My favorites by class complexity rank(DPS) would be as follow, IMO: Sorc, Zerker, Archer, Lancer, Slayer.
All of the new classes have quite the lower skill cap ceiling, which is fine, but bores me to play. I'm not dogging on anyone who plays and main any of the non vanillas classes. Simply put: I just love the underdog challenge.
I'm not sure how far you've played Sorc, or if you have geared it enough, but by no means does it feel clunky with the right gear and rolls. Either way, as I've said, to each their own, but Sorc feels fluid enough...more so when BoC is active. xD
I'd say the newer classes have a low skill floor as opposed to low skill ceiling. They all have reasonably high skill ceilings. And the old classes are not that weak, it's hardly an underdog challenge when warrior 100-0s anyone off of 1 backstab in equalized. Or lancer being god tier since the beginning of time. I could go on and on but every vanilla class outside of slayers are plenty potent.
I'd say they have a low skill floor and a low skill ceiling. Everything about the newer classes is easier than the older classes. CC are plenty, I-Frames are much more efficient. The damage and pressure newer classes can put on is far superior to that of the older classes.
100-0 people in equalized... Yeah that's where balance should come from the low end of PvP. Nobody cares about Corsairs and equalized 3s is so out of balance between classes because damage is so high you cant even consider it. There are things you can do in equalized that you couldn't do in the top end because damage is so out of control in equalized. You aren't going to see a Sorcerer solo a healer in TeamQ, but in equalized I do it all the time.
Lancers are strong, but they aren't god-tier, unless the person has been playing the class forever and knows what they are doing. That's why there is only one Lancer in the top right now and he plays with a, you guessed it, newer class as his partner. Giga into Reaper combo, it hurts. A lot. I've felt it first hand.
That's why when you go look at the top for FWC as well you see nothing but reapers and brawlers really.
True, a warrior "could" 100-0 in equalized gear, if the warrior knows what he/she is doing, Also, it depends if the opponent knows how to counter back or not. Properly utilizing skills and chaining combos to maximize stun duration to its max to gain enough edge for a bursty scythe. Learning the other vast amount of skills and its uses is something that takes time to learn. For example, Smoke Flanker to negate traps, Binding Swords on a KD'd opponent and using a stun skill, using a different KD skill if rising fury is on CD, knowing what skills build the most edge, and simply not just relying on backstab as your only trump card.
Slayer is the same as warrior, but a bit harder because of the lower speed casting and "clunky" feel that skills have at lower and max levels without the proper glyphs and attack speed. There are certain things that you need to learn as a Slayer, whether it be knowing the proper distance to ensure heart thrust lands(8m), or knowing that you need to use auto/fury after backstab to actually get close enough to hit the target, knowing certain skills have stagger/kd immunity, or utilizing your skills more efficiently than to rely on what can cast overhand strike again after reset.
The same goes for Lancer and Archer. Timing barrages and rapid fire/salvo to stagger chain into different skills is something one does not learn within a short amount of time. As an Archer, you can't just charge and shoot and expect to win. Ranged stagger timing, slowing skills, strategically setting up traps, and pressuring the opponent to make mistakes is what makes Archer quite hard to play effectively. The same goes for Lancer. There is no point in having a god tier damage, damage absorbing skill, self heal, utilities, and self buffs if you don't know how to effectively use and time your main bread and butter skills.
Newer classes have a much easier time tackling everything Tera has to offer ATM, which is why most question if its worth playing vanilla classes in the beginning, have hasted judgement before max level, and why you see fairly more of the newer classes being played. All new classes are quite straight forward in terms of both pvp and pve because of their powerful skills and glyphs, lower amount of skills learned, more user friendly playstyle, and much better re-positioning abilities. Oh, and "Elins." Ew. (except Brawler, huehue)
Newer classes have a low floor skill, AND a low skill ceiling, I'm not saying its a bad thing. The newer classes are mostly aimed to entice new people to the game, whilst giving veterans a new "flavor" to choose from, and "other" reasons that I won't mentioned because "derailment."
Slayer, and all the vanilla classes are plenty potent, yes, but there is a difference in tackling the complexity in order to achieve maximum potency compared to the new classes.
Tl;DR
You can't expect to win all the time with the vanilla classes by backstab2win, pewpew2win, spin2win, sleep2Fireblast2win, etc.
One of the many reasons why the newer classes have a low skill floor AND ceiling compared to vanilla classes:
Complexity. Underdog Challenge.
I believe you misinterpreted what I mean about (insertXhere)2win from (X)vanilla classes.
What I meant is that most beginning to intermediate players that choose (x)vanilla class comes under the assumption that (X)skill is the sole winning trump card of the class, in which then they heavily rely on entirely, and in most cases might fail.
So yes, the new classes don't necessarily have a (insertXskill)2win because their kits and CCs are spread out into their handful worth of skills, as well as their "ultimate" skill, compared to the wide and complex skill arsenal (X)vanilla class have(most if not all aren't useless in pvp).
In turn, it makes it easier for a new class to execute advance strategies with much less effort. One could say that the new classes handful of skills makes them (1234Xultimate)2win.