* To any new readers, new constructive and realistic ideas are welcome! I will periodically update and review this thread daily until we get what we want. Anything you can contribute to push toward PA please bring them up and I will add them. My brief intro To preface this I'm a long time sorceress player on NA, having played the better part of two years I've been in multiple siege guilds, so I've been involved in "endgame" PvP from the days sorc was at it's strongest pre-awakening all the way through now. My gear hasnt been THE best of all the sorceress that comprise the server but I've maintained a relevancy to compete to the best of my ability and the limits of the class. My current main build: https://imgur.com/a/uia0s As you can see I can hit up to 240 Sheet AP, with the gems included into my build I have around 250+ effective AP and even more when factoring in active skills, food buffs, siege buffs, etc. Despite all the front loaded stats definitely geared toward being offensively potent, my sorceress is still very underwhelming. Even with Jin and Rabaam skills on the horizon it doesn't look too promising, all classes will get this ability update and our gameplay wont improve much. We need specific things improved across the board for our class. History of Sorceress changes since Awakening 11/19/15- Scythe was released 11/26/15- Awakening PvE Buffs, Scythe adjustments 03/03/2016- Judgement skill "adjusted" 04/07/2016- Flow: Cry of darkness nerfed greatly, Cartian Protection (sorc ball) damage reduced 05/04/2016- Sorc Ball adjusted again 05/19/2016- Nerfed Sorc Q buff 11/16/2016- Violation massively nerfed/ Blade+Cry of darkness given inconsequential QoL buffs Basically sorceress got chain nerfed, with a few QoL changes that hardly did anything to improve PvP whatsoever. List of important changes Sorceress needs Stronger Violation skill (add Super Armor or Lower Cool down & bring back air attack damage+ higher % damage modifier) Uncap Grim Reaper Judgement skill Damage Stronger Cartian Protection 100% (improve damage % + CC so it pulls enemies) Remove Cool down of Flow:Requiem Lower Cool down of Bloody Calamity and Imminent Doom in non-awakened Add Frontal Guard on Turn Back Slash skill Increase % damage of Dead hunt skill on all hits and add Frontal Guard or Super Armor. Add Frontal Guard/Super Armor & Increase % damage of Ultimate:Shadow Eruption skill More ways to generate Shard of Darkness in Scythe while attacking Signs of Agony skill needs more hits/accuracy for cc to apply Increase % damage of Crow Flare skill Fix Sinister Omen Bug Sorceress movement speed/ movement animation slower than others The problem with sorceress ALL OF Sorceress abilities are far too weak compared to the rest of the cast, even after Jin & Rabaam. Sorceress is in a state right now that it cannot truly perform the duties it once did in large or small scale; which is to say it cannot consistently and reliably kill targets due to very weak skills, both awakened and non-awakened. With new classes emerging every couple months buffs and adjustments happening to a plethora of the current class cast it's harder to play sorceress with every new update. Even with multiple gear variants ranging from full AP, to heavy accuracy, to full evasion to hybrid, against a variety of targets; I've tried what I could within the limits of my gear as well as closely observed others, had open discussion and tested various builds with veteran sorcerers such as myself who have been blessed with better gear but to no avail. Everything falls down to one common denominator, no matter what you run, you're always faced in a scenario where what your sorceress builds is never enough, or is as proficient as other classes who fill a similar niche to be as influential. Your sorceress will never have enough AP to burst down targets within a reasonable GS range, your sorceress will never have enough accuracy to one combo truly dedicated evasion builds, your sorceress will never have enough evasion to make a full evasion build work as well as other classes; in which you utilize all the benefits of a full tank and are blessed with the ability to take out single targets who get knocked down due to the special attack +1 modifier present on all evasion offhands. Your class always feels second rate compared to any other class running these builds. Whats frustrating about it is that you as a sorceress need to be able to take out targets. You don't provide a lot of cc or support abilities. Your kit is based around dueling, so your job is to make skillful isolation plays and take out priority targets, but how can you do that when no build is potent enough to do that? The only scenario you fulfill your role is if you out gear your opponents heavily, with your offensive stats outpacing their defensive stats in absurd amounts. Facing a target with 340+DP? I hope you have 260+AP with some off sourced accuracy in hefty amounts so that you can deal with that individual, otherwise you're just another fly on the wall. It's just sad that a class that only brings damage stylistically, does not deal proper amounts of damage with top end gear. Before nerfs we only were competitng with rangers to do the most burst single target damage, now any class can outmatch out damage, barring mystic. This needs correction. Root of The Issue So why is sorceress in the state it's in currently? It goes all the way back to one crucial point in time when Sorceress was needlessly unilaterally nerfed. In the NA patch notes we were only given an "adjustment" to violation as the change they openly documented, but if you dig a little deeper, you can trace changes months prior in Korea which reduced the effectiveness of; Cartian protection 100% rage spirit attack, Violation, Flow: cry of Darkness, our AP buff and Grim Reaper Judgement. Cartian Protection 100% (Sorc Ball) At the time Cartian Protection rage 100% was a staple skill all competitive guilds needed in their group compositions. The "sorc ball" forced players caught in it to follow the ball, take damage and stay relatively stationary. Once the ball exploded targets within the ball seldom lived and the ball in essence dictated how groups engaged one another. Very similar to how we Treat wizard and witch protected area to this day. It was nerfed and that nerf included lowering the damage (and accuracy), and completely reducing or seemingly removing the cc or suction effect it once had. What this did was weaken the 100% to the point anyone could use movement abilities through it (barring a few classes which had coding errors with the skill and would get stuck), and the damage it output was only enough to maybe kill one or two players not really paying attention to the presence of the skill. If this skill picks up any kills for you as a sorceress, the enemy is massively undergeared or about to die anyway due to residual damage coming elsewhere. Violation The violation ability used to be very powerful, casting it on an enemy unsuspecting would melt their hp bar, Now to even mimic a fraction of that damage you need to land not only the float but also the last slash and even then you're doing about 1/3 of what it used to do. There used to be many complaints over this skill because off cooldown it has frontal guard, but in today's game frontal guard on this ability is pretty standard, if not below average. When many classes can boast super armors and higher multipliers. Whats even more frustrating is that the damage is no longer there, so even very geared sorcs need to use more than this ability to take out very squishy targets. Why is this a problem? Because it is one of our few protected abilities and our bread and butter for the awakening. If our go to ability cannot do much damage on it's own, and all the supplemental abilities do even less damage (barring Grim judgement) what hope does a sorceress have realistically to finish off an unskilled, unsuspecting or weak target? It's far too tall an order in all honesty and there's no justification for it. Maybe when classes did not have any awakenings, but all of them do now. Grim Reaper Judgement If the other two abilities had you one the fence let me tell you a little something about Grim Reaper Judgement. Before the nerf, when my sorceress had 190 awakening AP, I could take out scores of undergeared players who had thier backs turned. After the nerf I' be lucky to do 70% of the damage. Whats more, any sorceress who had more AP than me and even to this day would not exceed the damage I do on this ability. The ability is damage capped, the specifics are unknown to whre the cap starts but it's very apparent. Once A sorc with lets say 200AP reach a point they do 60-70% dmg to a target, anymore AP they gain will have a negligible difference to the damage of the ability. Why is our ability inherently capped? We already have no protection, the ability is not instantly cast, very telegraphed and can be blocked. Why can we not build a lot of AP, to scale our most damaging abilities to wipe fodder enemies in our way? Is it really unreasonable that any class with a lot of gear deal some pretty disgusting damage with a lot of gear? Most other classes do, out of all of them we seem to scale the least with gear and it's all due to these artificial nerfs. Supporting Skills If thats not enough to convince you, how about the fact that all of the supporting abilities are either naked, do no damage, have ridiculously long cool downs or are a combination of those issues. There is not a safe way into amulet form from scythe, we are very vulnerable here. "C" swapping provides frontal guard but is not instantaneous and will get you into cc and then subsequently killed, midnight stinger is fast but has no protection on it, trying to disengage to hide and then swap is impractical because your gap closers are on long cooldown and your extended i-frame (nightmare) is on an even longer cooldown and it's flow is even longer than that (Flow:Requiem 1min cd...). his is unnecessary to keep the sorceress on her back foot for so long due to long cool downs, but to at the same time to minimal damage on her uptime. You cannot safely combo abilities because most of them offer no protection, some of them have no way of canceling into each other, and to top it off most do no damage on their own. Even your amulet slows are very mediocore. The slow debuff or stiffens from sign of agony, mark of shadow or your night crow don't slow your targets much at all, they move still very fast to catch up to you. But this is more than just rebalancing how effective the sorceress can command her presence in large scale or small scale through one ability. Since the balancing team decided to take multiple actions on multiple occasions to target every single one of the sorceress most powerful abilities and make them weak, none of them are dangerous on their own. The sorceress kit is clearly geared toward isolating targets, debuffing them with multiple abilities and having enough damage to kill them. Our cc's dont let us pick off weak players, our damage dont let us kill weak ones either. Even with Endgame gear on the most skilled sorceress within the various international communities, you can witness how lack luster it is comparatively to any average player of any strong class in your own domestic region. The best players of the sorceress class, with very high end gear and skill tend to have a harder time than your average witch, wizard, warrior, valkyrie, striker or even dark knight. Proposed Solution? Give a great amount of power back to the sorceress awakening and non-awakening. This is the only logical solution, the sorceress is a very skill reliant class. Nothing about it is simple or easy, nor was it ever. Even in the height of the sorceress awakening, a sorceress had to master the non-awakened and combine those movements and abilities with the awakened to perform well. A masterful sorceress needs the damage to back up all of the risk involved with playing the class and theres still a lot of risk. Fans of this class do not want the class to be easier to play mechanically, we want our damage when we have become skilled enough to land it seamlessly to hurt a lot like it should. We do not have a grab, we do not have multiple cc's, we do not have many abilities we can bombard an enemy from range like dark knight, or an entire kit riddled with super armor and frontal guard and cc on every ability to make it easy like dark knight. We are very easy to kill if we make ONE mistake, we cannot even participate in large fights or even small ones if we dont know how to animation cancel everything and move properly. All we have are precise key strokes, some i-frames and an imagination to make an outplay 1v1 or 1vx to take out the enemy. If our damage is not there, we cannot enjoy the class. Because we sacrifice so much by not playing other less mechanically intensive classes, we shouldn't have to sacrifice damage. Our damage should rival the strongest damaging classes like wizard due to this, but it does not, it rivals pre-buff musa. Thats really sad and should change. Theres been too many very skilled Sorceress that have felt forced to reroll because the years of practice have shown little fruit with the gear and skill they have accumulated with the class. Please buff this classes damage heavily!