So… Didn’t know for sure whether to post this in feedback forum or this one, so just did a gamble, since it’s feedback on sorceror play. I know the pre-alpha isn’t balanced at all yet, but that won’t stop me from pointing out what feels odd about the class to me;
- Duration remaining on Fire shield: Why is there no buff or cooldown number to show me how long until it expires? By design, or will it be added later?
- Glacier mana cost, range and damage don’t seem balanced. Bigger monsters like trolls/fatvoids still won’t die after 2 casts even when investing points in damage. Ex. volcanic orb oneshots most mobs and has 4 times the range, and costs 55 mana instead of 70. The danger of being shorter range should be more rewarding.
- Cantrips don’t feel like good fillers, because they don’t generate mana. Because of this, it is better to simply wait 2-3 sec for the mana to return, before continuing on. Big spells melt groups, but their mana intensity slows down the ARPG feeling. Cantrips should be more like a mana generator or deal more damage to make it worth it to aggro big groups of mobs in mana-downtime. This is particularly obvious for a build that is designed around a few big hitting spells or spell combos like innervate+blackhole+meteor. Usually it is simply safer to run around/waiting for mana in boss fights than stand still and cast cantrips. This is potentially a boring gap in various builds that use big spells, making pure cantrip builds more attractive (too attractive).