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Infusion is a good idea, but I have the sensation that I spend more time trying to build it than killing mobs… As stormweaver has an ascendancy on it, i will replace actual points in “infusion last for xx seconds and can be used multiple times. After that I think that infusion should add all elements to all spells (so even fire cold lightning flamenlast). Moreover infusion should be something like a buff rather than a remnant to pick. After that I think that all spells are bad. Arc cool but no damage, comet cool but too cast time that let mob stun me and I fail the cast or let mob kill me. And so on for all spells.
I think we are going in a good way, but there’s still too much to do.
Last edited by Umbryl#6252 on Sep 5, 2025, 7:26:55 PM
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Posted byUmbryl#6252on Sep 5, 2025, 7:22:09 PM
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This is by far the worst implementation of the Sorceress in PoE 2 so far.
Maybe I will open a new thread in the Feedback section of the forum in the future, but I'm writing right now because this kind of threads might induce the developers to believe that they are going in the right direction while, in fact, they are killing the class with every new patch (I have played the Sorceress exclusively, in 0.1, 0.2 and 0.3, for a total of about 700 hours).
Right now the Soreceress gameplay feels like what would have happened if Pac-Man visited Wraeclast.
Most of the damage output has been outsourced from skills to Infusions in order to force combo based gameplay.
The mechanic is based on a negative feedback loop, rather than a positive one, meaning that comboing is not encouraged by rewarding the player with more damage, but rather that the player is punished for not implementing combos by doing very little damage when the character is not Infused.
This loop results in a gameplay where the player is constantly dodging and evading hordes of mobs while trying to generate and gobble Infusions to then cast a few meaningfully damaging spells, before restarting the process.
It seriously looks like Pac-Man gameplay flow: run until your damage is not pitiful, consume the meagre resources that make it not pitiful and then run again, starting a new cycle.
It's both exhausting and frustrating and the character class plays extremely clumsily, with an unnatural rythm and a drastic reduction in DPS that is caused by the need to spend most of the time generating Infusions rather than DPSing.
This system also caused a reduction in build diversity by de facto forcing multi-element builds on the player, because there is a type of Infusion for every single element and you ideally need all of them to improve the damage of skills like Firestorm.
As a mainly Lightning Stormweaver player, the situation is comically bad right now and for the first time I am considering dropping the class once and for all.
As far as the Infusion system goes, the main issues right now are:
- Three different type of Infusions means mono-element builds are intrinsically disadvantaged
- Chasing the Infusions all over the map in the middle of a fight, while dealing with all the visual effects clutter is honestly an appalling experience
- Infusions are too easily consumed, resulting in the player spending most of his/her time trying to generate them, only to then discharge them on spells which many times have little effect (this is especially true for Lightning, whose damage variance is comically exaggerated).
If we are stuck with the Infusion system, I have a few suggestions that, at this stage, are mostly intended as food for thought:
1) Infusions should not be gathered. When an Infusion is generated, it should be automatically added to the character without the need for the player to actively pick it up.
2) Infusions should not be consumed. They should just add a timed buff and as long as the buff is active they should grant their benefit when using skills. The duration of the buff has to be carefully evaluated so that the player need to periodically renew the Infusion but at a much lower frequency that the current version (maybe the typical 8 seconds could be a reasonable timeframe window).
3) The potency of the buff should scale with the number of Infusions and the cap on the Infusion number should be for the total number of Infusions, no matter their type. This would bring mono-element build back into play and a player could be effective by building multi-elemental combos or single element ones without having to worry that his damage is crippled by having only one type of Infusion.
Like I said, these suggestions are just meant as food for thought. They might have unforseen consequences that I can't predict on paper.
But the fundamental issue is that right now the Sorceress gameplay feels unnatural, clumsy and frustrating, like most other kinds of negative feedback systems.
I never thought that I could actually look back to the disaster that the 0.2 Sorceress was with nostalgia, because the actual system is even worse.
I know this is a few month old post but I think you pretty well summed up my experience. I decided to give Sorc a try because I thought the new ascendency looked interesting. Started out focusing mostly on minions and it was going decent. Then had the brilliant idea to respec to the cold djinn with the fracturing skill (which relies on chilled ground). Chilled ground can only be generated for the most part by infusing frost bomb.
This has introduced me into this infusion system and it's absolutely awful. It's like someone looked at D4's generator/spender system that everyone hates and said..how can we make this worse? Trying to juggle infusions is a nightmare. They are hard to see. They spawn under packs of mobs or the boss when I'm at range and force me to run into groups of mobs/area effects to pick them up. I'm constantly trying to juggle generating them with one spell to use them on another spell (that I don't even want) just to apply a ground effect so that THEN I can cast the ability I actually want (and hope it's not on CD or that I didn't mess up the sequence) all while getting assplowed by mobs.
I don't know what the fetish is in this game with punishing the player. EVERYTHING has this "kiss/curse" logic where you can't do anything fun without doing something tedious. I had to run the awful trial to respec to this. Then after trying it and HATING it and essentially bricking my build I'm supposed to run the trial again with my broken build to respec again? F that. This is what makes people quit.
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Posted byEQBallzz#2095on Jan 3, 2026, 4:40:54 AM
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This is by far the worst implementation of the Sorceress in PoE 2 so far.
Maybe I will open a new thread in the Feedback section of the forum in the future, but I'm writing right now because this kind of threads might induce the developers to believe that they are going in the right direction while, in fact, they are killing the class with every new patch (I have played the Sorceress exclusively, in 0.1, 0.2 and 0.3, for a total of about 700 hours).
Right now the Soreceress gameplay feels like what would have happened if Pac-Man visited Wraeclast.
Most of the damage output has been outsourced from skills to Infusions in order to force combo based gameplay.
The mechanic is based on a negative feedback loop, rather than a positive one, meaning that comboing is not encouraged by rewarding the player with more damage, but rather that the player is punished for not implementing combos by doing very little damage when the character is not Infused.
This loop results in a gameplay where the player is constantly dodging and evading hordes of mobs while trying to generate and gobble Infusions to then cast a few meaningfully damaging spells, before restarting the process.
It seriously looks like Pac-Man gameplay flow: run until your damage is not pitiful, consume the meagre resources that make it not pitiful and then run again, starting a new cycle.
It's both exhausting and frustrating and the character class plays extremely clumsily, with an unnatural rythm and a drastic reduction in DPS that is caused by the need to spend most of the time generating Infusions rather than DPSing.
This system also caused a reduction in build diversity by de facto forcing multi-element builds on the player, because there is a type of Infusion for every single element and you ideally need all of them to improve the damage of skills like Firestorm.
As a mainly Lightning Stormweaver player, the situation is comically bad right now and for the first time I am considering dropping the class once and for all.
As far as the Infusion system goes, the main issues right now are:
- Three different type of Infusions means mono-element builds are intrinsically disadvantaged
- Chasing the Infusions all over the map in the middle of a fight, while dealing with all the visual effects clutter is honestly an appalling experience
- Infusions are too easily consumed, resulting in the player spending most of his/her time trying to generate them, only to then discharge them on spells which many times have little effect (this is especially true for Lightning, whose damage variance is comically exaggerated).
If we are stuck with the Infusion system, I have a few suggestions that, at this stage, are mostly intended as food for thought:
1) Infusions should not be gathered. When an Infusion is generated, it should be automatically added to the character without the need for the player to actively pick it up.
2) Infusions should not be consumed. They should just add a timed buff and as long as the buff is active they should grant their benefit when using skills. The duration of the buff has to be carefully evaluated so that the player need to periodically renew the Infusion but at a much lower frequency that the current version (maybe the typical 8 seconds could be a reasonable timeframe window).
3) The potency of the buff should scale with the number of Infusions and the cap on the Infusion number should be for the total number of Infusions, no matter their type. This would bring mono-element build back into play and a player could be effective by building multi-elemental combos or single element ones without having to worry that his damage is crippled by having only one type of Infusion.
Like I said, these suggestions are just meant as food for thought. They might have unforseen consequences that I can't predict on paper.
But the fundamental issue is that right now the Sorceress gameplay feels unnatural, clumsy and frustrating, like most other kinds of negative feedback systems.
I never thought that I could actually look back to the disaster that the 0.2 Sorceress was with nostalgia, because the actual system is even worse.
I thought about writing something like this up myself but your well-put post saves me the trouble. Thanks. This infusion mechanic in it's current state has awful consequences for people that want to play single-element builds. And locking those out can surely not be considered good for build-variety. I personally have no interest in playing multi-elements
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Jan 3, 2026, 4:52:45 AM
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Posted bykeppie#6373on Jan 3, 2026, 4:51:46 AM
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On the other hand this league my main was a Disciple of Varashta. Just destroy content and never have to worry about failing. To the point that yesterday I just suddenly was bored.
So maybe some Sorc builds aren't doing that well... it certainly isn't all of them.
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Posted byAntarious#5648on Jan 3, 2026, 4:57:09 AM
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When EA first began Sorc felt okay, but not great. Like many other non-Armor centric characters she felt excessively squishy early game and only got marginally less so by mid and late game. With the overhaul it's almost like a whole new class/character and that's great! I'm going to keep this post updated with my thoughts on the mechanics as I make it through the story.
Review Version: Initial Post 9/4/2025
[Infusions]
+ These definitely give a unique class mechanic and identity to the Sorc
+ Increased damage output, more canon to balance out our glass
[Energy Shield]
+ Might be me, but it feels like the values are slightly tweaked in our favor leading to better survivability (I have totally gotten over confident and taken on too much Abyss at once though.)
[Other Thoughts]
= Gimme Spell Knight Ascendency for Sorc when Templar and the Sword Skills are released, please!
I think she's way better than 0.1 where it was kind of a mess, with only broken triggerred comets being real. She currently feels like the most modern designed class. She has great aoe but struggles with single target now without once again trigger spam. Like I never see anyone selfcasting comet anymore, and flameblast is totally ruined. New ascendancy is nice, but there's still a lot of baffling bad or just weird nodes on her other ascendancy like the elemental tempest thing. I'd just get rid of such things entirely from ascendancies in this game.
And the fact that you can't really do an ethical single element sorc is kind of stupid since infusions constantly try to push you into other elements.
Last edited by AnimePillowCollector#2255 on Jan 3, 2026, 7:37:40 AM
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Sorc is hot garbanzo till you get +to spells, then she's kinda mid. Rerolled at 50, made a Witch and did EDC and never looked back. GGG Cant balance casters to save their lives.
This is unfortunately true for most things in the game. I know that if I just level as ED/C it'd be way faster, and I only use other skills and builds to entertain myself because I've had more than enough ED/C.
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This is by far the worst implementation of the Sorceress in PoE 2 so far.
Maybe I will open a new thread in the Feedback section of the forum in the future, but I'm writing right now because this kind of threads might induce the developers to believe that they are going in the right direction while, in fact, they are killing the class with every new patch (I have played the Sorceress exclusively, in 0.1, 0.2 and 0.3, for a total of about 700 hours).
Right now the Soreceress gameplay feels like what would have happened if Pac-Man visited Wraeclast.
Most of the damage output has been outsourced from skills to Infusions in order to force combo based gameplay.
The mechanic is based on a negative feedback loop, rather than a positive one, meaning that comboing is not encouraged by rewarding the player with more damage, but rather that the player is punished for not implementing combos by doing very little damage when the character is not Infused.
This loop results in a gameplay where the player is constantly dodging and evading hordes of mobs while trying to generate and gobble Infusions to then cast a few meaningfully damaging spells, before restarting the process.
It seriously looks like Pac-Man gameplay flow: run until your damage is not pitiful, consume the meagre resources that make it not pitiful and then run again, starting a new cycle.
It's both exhausting and frustrating and the character class plays extremely clumsily, with an unnatural rythm and a drastic reduction in DPS that is caused by the need to spend most of the time generating Infusions rather than DPSing.
This system also caused a reduction in build diversity by de facto forcing multi-element builds on the player, because there is a type of Infusion for every single element and you ideally need all of them to improve the damage of skills like Firestorm.
As a mainly Lightning Stormweaver player, the situation is comically bad right now and for the first time I am considering dropping the class once and for all.
As far as the Infusion system goes, the main issues right now are:
- Three different type of Infusions means mono-element builds are intrinsically disadvantaged
- Chasing the Infusions all over the map in the middle of a fight, while dealing with all the visual effects clutter is honestly an appalling experience
- Infusions are too easily consumed, resulting in the player spending most of his/her time trying to generate them, only to then discharge them on spells which many times have little effect (this is especially true for Lightning, whose damage variance is comically exaggerated).
If we are stuck with the Infusion system, I have a few suggestions that, at this stage, are mostly intended as food for thought:
1) Infusions should not be gathered. When an Infusion is generated, it should be automatically added to the character without the need for the player to actively pick it up.
2) Infusions should not be consumed. They should just add a timed buff and as long as the buff is active they should grant their benefit when using skills. The duration of the buff has to be carefully evaluated so that the player need to periodically renew the Infusion but at a much lower frequency that the current version (maybe the typical 8 seconds could be a reasonable timeframe window).
3) The potency of the buff should scale with the number of Infusions and the cap on the Infusion number should be for the total number of Infusions, no matter their type. This would bring mono-element build back into play and a player could be effective by building multi-elemental combos or single element ones without having to worry that his damage is crippled by having only one type of Infusion.
Like I said, these suggestions are just meant as food for thought. They might have unforseen consequences that I can't predict on paper.
But the fundamental issue is that right now the Sorceress gameplay feels unnatural, clumsy and frustrating, like most other kinds of negative feedback systems.
I never thought that I could actually look back to the disaster that the 0.2 Sorceress was with nostalgia, because the actual system is even worse.
100% this, playing a chrono because i don't really like the theme of storm weaver, and it's bad (till you get gear and into maps).
I just want a simple caster that can cast strong spells.
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Posted bygr0o0ve#1473on Jan 3, 2026, 10:54:25 AM
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Dedicated sorc here. Infusion system is overly limited and too clumsy to work in endgame. It may work "okay" during campaign ("poe2 is meaningful combat" face), but you just don't have time to perform those 3-4 skill rotations (and pick up remnants) on ANY juiced side content ("poe2 is zoom-zoom mess" face).
In the end all my sorcs abandoned infusions in favor of spamming 1 skill to survive. With curse auras and occasional second skill on bosses. GGG doesn't know what kind of game they are making.
If we could use support gems to fine tune ANY spell into infusion generator or consumer, we may have created working, FAST rotations for endgame. As it is now, sorc is in very bad place, you are forced to squeeze raw damage from anywhere except "intended" mechanics.
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Posted byEchothesis#7320on Jan 3, 2026, 11:40:23 AM
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Sorc was fun in first season, now is trash beyond believe. Agree with others feedback.
[Removed by Support]
I am playing ranger, clearing screen with one click so why should I be bothered with this [Removed by Support] infusion sorc? Jonathan go play D2 sorc, self wield infinty nova or infinity chain lighting or 200 fcr fireball or frozen orb or blizard, Poe 2 doesnt have any of those cool spells, poe sorc is trash, only comet is cool but you nerfed it beyond belief.
TLDR Jonathan and his vison and sorc sux.
Last edited by Ramon_GGG#0000 on Jan 5, 2026, 4:15:53 PM
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Posted bydesper940#2462on Jan 3, 2026, 11:45:43 PM
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Rolled sorc for the first time this league. And it's absolutely s**t. I am kidding myself in continuing with it in the belief i can learn it and get a decent build. But you pretty much summed it up here. Everything is bottle-necked and creative builds go out the window. You have to trade off between damage or defense i find. Mobility is an issue too, at least in my experience.
I am having a horrible experience this league i am questioning if i want to keep on investing in POE2.
I want to love it, i want play. But GGG make that difficult. With BOT farmers, RMT streamers! and general balance, is it even worth it? is it fun...? Hell, may as well just do what everyone else does and watch Fubgun and copy his builds every league.
It's a joke.
Sorry for rant!
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This is by far the worst implementation of the Sorceress in PoE 2 so far.
Maybe I will open a new thread in the Feedback section of the forum in the future, but I'm writing right now because this kind of threads might induce the developers to believe that they are going in the right direction while, in fact, they are killing the class with every new patch (I have played the Sorceress exclusively, in 0.1, 0.2 and 0.3, for a total of about 700 hours).
Right now the Soreceress gameplay feels like what would have happened if Pac-Man visited Wraeclast.
Most of the damage output has been outsourced from skills to Infusions in order to force combo based gameplay.
The mechanic is based on a negative feedback loop, rather than a positive one, meaning that comboing is not encouraged by rewarding the player with more damage, but rather that the player is punished for not implementing combos by doing very little damage when the character is not Infused.
This loop results in a gameplay where the player is constantly dodging and evading hordes of mobs while trying to generate and gobble Infusions to then cast a few meaningfully damaging spells, before restarting the process.
It seriously looks like Pac-Man gameplay flow: run until your damage is not pitiful, consume the meagre resources that make it not pitiful and then run again, starting a new cycle.
It's both exhausting and frustrating and the character class plays extremely clumsily, with an unnatural rythm and a drastic reduction in DPS that is caused by the need to spend most of the time generating Infusions rather than DPSing.
This system also caused a reduction in build diversity by de facto forcing multi-element builds on the player, because there is a type of Infusion for every single element and you ideally need all of them to improve the damage of skills like Firestorm.
As a mainly Lightning Stormweaver player, the situation is comically bad right now and for the first time I am considering dropping the class once and for all.
As far as the Infusion system goes, the main issues right now are:
- Three different type of Infusions means mono-element builds are intrinsically disadvantaged
- Chasing the Infusions all over the map in the middle of a fight, while dealing with all the visual effects clutter is honestly an appalling experience
- Infusions are too easily consumed, resulting in the player spending most of his/her time trying to generate them, only to then discharge them on spells which many times have little effect (this is especially true for Lightning, whose damage variance is comically exaggerated).
If we are stuck with the Infusion system, I have a few suggestions that, at this stage, are mostly intended as food for thought:
1) Infusions should not be gathered. When an Infusion is generated, it should be automatically added to the character without the need for the player to actively pick it up.
2) Infusions should not be consumed. They should just add a timed buff and as long as the buff is active they should grant their benefit when using skills. The duration of the buff has to be carefully evaluated so that the player need to periodically renew the Infusion but at a much lower frequency that the current version (maybe the typical 8 seconds could be a reasonable timeframe window).
3) The potency of the buff should scale with the number of Infusions and the cap on the Infusion number should be for the total number of Infusions, no matter their type. This would bring mono-element build back into play and a player could be effective by building multi-elemental combos or single element ones without having to worry that his damage is crippled by having only one type of Infusion.
Like I said, these suggestions are just meant as food for thought. They might have unforseen consequences that I can't predict on paper.
But the fundamental issue is that right now the Sorceress gameplay feels unnatural, clumsy and frustrating, like most other kinds of negative feedback systems.
I never thought that I could actually look back to the disaster that the 0.2 Sorceress was with nostalgia, because the actual system is even worse.
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Posted byKisuAVFC#6826on Jan 9, 2026, 3:45:37 PM
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