此站点大量使用JavaScript。
请在您的浏览器中启用JavaScript。
经典怀旧服主题
Thottbot主题
Will Diablo 4 Patch 1.1.1 Save Sorcerers?
暗黑破坏神IV
由
Tharid
发表于
2023/08/07,09:00
Some topics in the Diablo community will always spark controversy - Stash space, drop rates, itemization, and the in-game Shop have all been hot topics burning their way through circles of Wanderers since Diablo 4 launched. We've got our own opinions: read on to find out more about our take on the upcoming Sorcerer tuning in Diablo 4!
We're one day away from Patch 1.1.1, better known as the emergency patch that tries to fix at least some issues of the Sorcerer class in Diablo 4. We took a thorough look at the upcoming changes and how they will change the Sorcerer meta and its underlying problems.
Diablo 4 Patch Notes: Patch 1.1.1
火焰弹
- Changed to: Fire Bolt generates 2 Mana when hitting an enemy.
As rightly stated by the developers, this change removes the modifier's Burning condition and thus lets
火焰弹
generate Mana always and on every first hit. In practice, this won't have a massive impact on Fire Sorc gameplay thanks to great Mana regeneration passives available in the mid and late stages of character progression.
火球
- Changed to: Casting Fireball increases its radius by 50%.
- Changed to: Fireball's Critical Strike Damage is increased by 20%. This bonus is increased to 30% if Fireball hits 3 or more enemies.
灼烧之热
Changed to: Casting Fireball or Meteor increases your Critical Strike Chance by 5% for 5 seconds, up to 15%.
威能三诅咒之
Changed to: Increased the Critical Strike Damage of Meteor and Fireball by 20%-40%. Double this bonus against Healthy enemies.
光照者之手
Damage penalty reduced from 65-55% to 43-35%.
Damage to Stunned affix replaced with Lucky Hit: Chance to Restore Resource.
Reduced the distance offset per bounce range from 3 to 2.5.
This should make it easier to hit close enemies with Fireball.
The removal of 's distance condition beautifully plays into the boring fact that most Sorcerer builds heavily rely on close combat due to hard-casting Frost Nova, so staying away from your enemies and increasing
火球
damage only slight still would result in less Vulnerable uptime and overall less damage. Adding a flat 10% Critical Damage to will also increase the skill's single target damage potential.
The changes to
灼烧之热
and
光照者之手
further promote
火球
gameplay.
灼烧之热
has been one of the more lackluster Legendary Paragon nodes - with the change, uptime of the 15% Critical Strike Chance buff should be significantly higher.
At first, the changes made to
光照者之手
sound good, but we're still unsure if it will make it into an endgame Fireball BiS gear list before seeing the actual changes in terms of on-hit behavior and damage translation.
Regarding damage potential, the change to
威能三诅咒之
sounds the most promising for
火球
enjoyers. Getting up to 80% Critical Strike Damage for just simply using your main skill sounds incredible in theory.
连锁闪电
- Changed to: Each time Chain Lightning bounces, it deals 5% increased damage for its duration.
- Changed to: Chance to form Crackling Energy increased from 25% to 30%.
充能威能
Changed to: Each time Chain Lightning bounces, you gain 1.5-3 Mana.
威能不破电索之
Bonus Chain Lightning bounces increased from 2 to 4.
In terms of Skill changes, the
连锁闪电
buffs with Patch 1.1.1 sound the most exciting - but why?
First off, the change is absolutely massive. Right now, "next hit damage" only increases after
连锁闪电
has hit you as a player. While the intention sounds great in single-target damage theory, the fact that the damage increase only happen when one of the five possible bounces is "wasted" on yourself felt very underwhelming. Not only does the upcoming change solve that issue - it also introduces damage scaling with up to 25% increased damage on the fifth
连锁闪电
bounce. In comparison, the buff to is relatively small but still very much welcomed.
And the
连锁闪电
buffs keep coming in the Aspects section:
威能不破电索之
receives a whopping 100% increase to a maximum of 4 additional bounces which will do wonders to the skill's clearing potential. The corresponding
充能威能
change makes sense to keep Mana regeneration for upcoming builds around
连锁闪电
in check while removing the silly "off you" condition.
维尔的御雷术
Damage bonus increased from 10% to 15%.
New Aspect - Mage-Lord's Aspect
Increase Vyr's Mastery Key Passive's Damage Reduction by 6-9% for each Close enemy, up to 18-27%.
Ever since Diablo 4's release,
维尔的御雷术
has been a pretty mediocre Keystone passive choice for most Lightning Sorcerers, so a relative 50% damage bonus increase is certainly a good first step. The addition of the brand-new Mage-Lord's Aspect, however, will have great impact on all Lightning builds using
维尔的御雷术
with up to 47% Damage Reduction against 3 or more close enemies. In fact, this new aspect could definitely replace
无限法衣
, especially in higher Nightmare dungeon tiers, to add incredible amounts of defense thanks to a well-rolled rare chest combined with Mage-Lords Aspect.
艾苏的残暴
Additional functionality: Both bonuses are also granted for 3 seconds when hitting a Boss with a Critical Strike.
爆燃
Changed to: Your Burning effects deal x20% increased damage, plus an additional x2% increased damage per unique source of Burning you have applied to the enemy.
亲蛇威能
Changed to: You may have 1 additional Hydra active, and Hydra's duration is increased by 14-24%. This now also affects Hydra's Enchantment Effect.
威能焚化之
Bonus Burning damage increased from 20-30% to 20-40%.
威能吞噬火焰之
Bonus Burning damage increased from 30-40% to 60-80%.
火焰行者的威能
Bonus Movement Speed duration increased from 4 to 6 seconds.
纵火威能
Changed to: Lucky Hit: Damage from your Pyromancy skills has up to a 12-17% chance to restore 10 Mana.
The changes to both Fire-related Keystone passives will make a massive difference for virtually every Fire Sorc build out there.
艾苏的残暴
proccing both buffs on boss critical hits will tremendously help with single-target issues, while new 20% damage base of
爆燃
alone will make a lot of Burning-related Fire builds much more viable in the long run - especially if the wonderful Barber Malignant Heart will be no more after Season 1.
The Fire-related aspect changes outside of
火球
sound great in theory but shouldn't add too much actual value in the short run:
Hydra duration was never an issue, Incinerate won't suddenly take off as a main skill because of a mere 10% Burning Damage increase, and more Bonus Burning damage from
威能吞噬火焰之
will only make the only existing good Fire Sorc build (also known as Conjuration Hydra Sorc) better.
Regarding the utility aspect changes for Fire, both buffs to
火焰行者的威能
and
纵火威能
are undoubtedly lovely but won't change Fire gameplay whatsoever.
引力威能
Changed to: Ball Lightning orbits around you and deals 15-25% increased damage.
带电威能
Bonus Movement Speed duration increased from 4 to 8 seconds.
威能跃动导体之
Bonus Movement Speed increased from 20-25% to 25-30%.
不灭导体
Increased Crackling Energy's damage from 2% to 3% per 20 Intelligence the player has.
While we don't really care about the removal of Blizzard's "kiss curse" approach to
亲蛇威能
, we certainly welcome the same removal for
引力威能
. This will turn
球状闪电
into one of the best main skills for all Lightning Sorcerers and be a serious contender against Chain Lightning.
The three other Lightning-related changes coming with the new patch put the archetype more in line with other build choices in the Fire and Frost departments while focussing even more on movement speed bonuses. The 50% buff to
不灭导体
will definitely add more value to builds that revolve around Crackling Energy synergy.
威能冰霜环轨之
Damage increased from 20-30% to 30-40%.
冰雪帷幕威能
Unstoppable duration increased from 2-3 seconds to 3-5 seconds. Additional functionality: Also grants 10% bonus Armor for 3-5 seconds.
雪卫的威能
Changed to: While within your own Blizzard and for 3 seconds after leaving it, you take 20-25% less damage.
To absolutely noone's surprise, Frost Sorcs won't get a whole lot of buffs. However, a lot of Diablo 2 fans will love to see the buff to
冰霜球
, which has been seeing more and more play over the last few days, especially as an Enchantment choice.
The change to
冰雪帷幕威能
won't turn it into the Defensive aspect of choice but will add a lot of utility in the earlier stages of character progression.
Last but not least,
雪卫的威能
buff honestly comes as a bit of a surprise since Blizzard Sorc has slowly turned into one of the most powerful Sorc builds in Season 1 - however, it obviously suffers from the same lack of defensive capabilities, so we take what we can get!
威能专注之
Mana Regeneration increased from 20-30% to 40-50%.
Duration requirement to gain its benefit reduced from 3 to 2 seconds.
风暴涌浪威能
Bonus damage increased from 11-20% to 21-30%.
We honestly like the change to
威能专注之
a lot as it opens up other ways to increase Mana regeneration outside of
威能月蚀之
and
奇才的威能
. By the way - the "not taken damage" part of this applies only to losing Health, so builds with high Barrier uptime will get even more out of this.
A lot of builds already use
风暴涌浪威能
as one of their BiS aspects, so this hefty buff comes as a surprise. However, it still is a very situational aspect that depends on both Vulnerable and Barrier uptime, so the buff won't be as influential compared to other gameplay-related buffs.
加固
Damage reduction increased from 10% to 15%.
领地
Damage reduction increased from 10% to 15%.
界护
Damage reduction increased from 13% to 25%.
火焰守护者
Damage reduction increased from 4% to 5%.
Bonus damage reduction increased from 4% to 5%.
闷燃余烬
Damage reduction increased from 4% to 5%.
Bonus damage reduction from Burning enemies increased from 4% to 5%.
警觉
Damage reduction increased from 4% to 5%.
Bonus damage reduction from Vulnerable enemies increased from 4% to 5%.
压迫
Bonus damage reduction from Vulnerable enemies increased from 4% to 5%.
闪电抵御
Maximum Life bonus increased from 4% to 6%.
First off: We believe that these Paragon changes make a lot of sense. Fine-tuning only Burning- and Vulnerable-related defensive nodes is the way to go for a mid-season upgrade. Also, the damage reduction increases to
加固
and
领地
in particular straight up buff 90% of all Sorc builds.
However, we'd have loved to see some much-needed changes to two major Paragon Board issues: First, Damage Reduction against Chilled enemies right now is almost useless - why not turn these into something else for the time being like general Damage Reduction or Armor? Second, the Resistance Issue - why not transform all Resistance bonuses on the Sorc board into Health and Armor bonuses? Maybe too much wishful thinking for now.
Overall, the Sorcerer changes coming with Patch 1.1.1 look fantastic - but only if you remember that we're discussing a mid-season patch. Compared to other classes, Sorcerers still rank dead last in terms of defensive capabilities purely because Resistances in Diablo 4 are underperforming compared to other defensive stats. We'd also love to see more meta-expanding changes to Core/Mastery skills and a solution to the "Want Vulnerable? Use Frost Nova!" dilemma. However, we want to emphasize that this emergency patch certainly feels like a first big step in the right direction to fix some of the core issues of the Sorcerer class in Diablo 4!
What are your thoughts about the upcoming Sorcerer changes? Do you think these tweaks are enough for now, or is the tuning too little, too late? Let us know in the comments below!
[Get Wowhead]
高级会员
[$2]
[A Month]
[Enjoy an ad-free experience, unlock premium features, & support the site!]
[Show 0 Comments]
[Hide 0 Comments]
[Sign In to Post a Comment]
英文评论(30)
发表评论
你没有登录。
请登录
或者
注册账号
来添加你的评论。
上一篇
下一篇