Fix Sorcery Ward

GGG. Instead of adding another broker Mercenary ascendancy, consider fixing the existing broken mechanics of Ascendancies instead.

Case in point: Sorcery Ward.

- The character is Witch Hunter, why doesn't it block Chaos damage? Last time I checked Witch abilities are Chaos-based, they are not Elementalists. So why is Sorcery Ward blocking elemental damage but not Chaos? It's SO UNTHEMATIC.

- For the steep cost of 4 nodes and 50% less armor and evasion please make Sorcery Ward block all types of non-physical damage. Elemental + Chaos.

- This ward is BROKEN, it doesn't block all elemental damage properly. It is also 100% ineffective against elemental-type ground effects. I find my character at full Sorcery Ward when he melts on an invisible patch of #$%@@#% burning ground.

This and other reasons keep the Witch Hunter and the Mercenary in general from becoming a great class. Heck, these reasons prevent the Witch Hunter from being a good endgame class.

You all designed the Merc to have very limited access to Energy Shield, the drop RNG for good stuff on SSF is a joke, Acrobatics and the Sorcery Ward EXTREMELY taxes a Merc's defensive capability, and the worst part of it all, you all at GGG ignore what you put out as broken sh## and plan to put out another Ascendancy instead.

The Gemling and Witch Hunter classes need fixes GGG, along with all the other classes and ascendancies that happen to not be the top 3 meta atm.
Dernier bump le 15 mars 2025 19:10:56
I mean, that "Sorcery Ward" does not protect from "Chaos Damage" makes enough sense not to break the lore. Being a "Witch" doesn't mean that you always use "Chaos Damage".
Imagine the Witchhunter would encounter a witch that focuses on "Necromancy".
Her minions are more likely to deal fire, cold, lightning or physical damage.

Furthermore, "the Witch" has one ascendancy that leans more into "Physical" and/or "Elemental Damage" with "Blood Mage" and has with "Infernalist" an entire ascendancy related to fire.

Futherfurthermore, "Sorcery Ward" obviously does not protect you from "Burning Ground" because "Sorcery Ward" only protects from "Elemental Damage from Hits".

Idk what you are doing, but you can fully deck out your "Witchhunter" and/or "Gemling" with "Ward" and be a machine in endgame. You know, "Evasion/Ward" nodes from the "Monk" are really close.

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