Let's dispel the myths and put an end to the sorc hate once and for all. Let's put real numerical values to the sorc class kit and how it compares to other abilities that are supposed to have the same or similar functions. Let's give the devs some real data they can put into their spreadsheets showing just how bad sorcerer is compared to other classes.
Before we start, all ability screenshots were taken with the exact same build equipped (magma + NMA + willpower), no CP's slotted and a bar layout consisting of 2 class abilities, 2 weapon abilities and 2 fighter's guild abilities. All weapon ability screenshots were also taken using only sorc class. This was to prevent as much variation in abilities and tooltips as possible and allow for true a comparison of abilities without skewing the results through specific buffs from CP or having a different weapon equipped.
First up, the execute.
Mages Wrath, a delayed execute that only starts to work at 20% or lower health, can be dodged, blocked and purged.
Whirling blades, starts much earlier at 50% health and scales up for a higher damage value than mages wrath. Cannot be dodged or purged, is AoE so can execute multiple enemies at once with 1 cast and has 0 delay, you hit the button and enemies take the damage.
Radiant Oppression, starts much earlier again at 50% health, deals at base 4.7k per tick for a total base damage at 50% health of equal to wrath, scales up to 5x the damage for a tooltip that nearly doubles wraths tool tip per second of channeling. Cannot be purged or dodged, can be interrupted, but still deals 1 initial tick of damage on cast.
Impale, ranged just like wrath, deals more damage up front and starts its scaled damage earlier at 25% health and scales for a higher value than wrath does as well at over 15k. cannot be dodged, or purged and is instant cast, no delay.
Killers blade, loses its range, but gains an additional 100% to its scaling, begins its scaling even earlier than impale at 50% and provides a nice burst heal on kill.
Bear is essentially a permanent DoT, that also has a chance to burst + stun as well as providing an execute that scales earlier at 25% and deals nearly 3 times the damage wrath does, granted it does take up both ultimate slots, but that is a lot in 1 skill, especially for a pet that can revive itself if it gets killed unlike the sorc pets.
Executioner, see Killer's blade, just without the heal
poison injection, nearly double the base up front damage, scales up to slightly below low health up front damage, but has a very strong DoT attached to it that also scales. no delay on the initial damage, much harder to dodge and doesn't rely on outside damage instances to trigger its execution range bonus damage.
Next up, spammable.
Crystal frags, has a cast time that can be interrupted, that hard locks the skill for up to 3 seconds if it is interrupted. can be easily dodged due to slow travel time and relies heavily on rng to obtain similar damage values to other spammables. Weapon deals significantly less damage and requires a LA to deal it's damage.
Whip, deals same base damage, with a guaranteed damage increase per cast as well as additional raw damage for a duration. Other morph also has scaling damage and heals. also instant cast
Concealed, slightly lower base damage, (same base damage once the 10% bonus is added in), also inflicts off balance and grants minor expedition for being slotted, surprise attack grants sundered (minor breach) as well as off balance and guaranteed crit with similar base damage to frags.
jabs, higher base damage, also deals AoE damage, and grants major sorcery and brutality as well as inflicting a snare on enemies. Sweeps heals instead of granting sorcery/brutaility.
Dark flare, slightly higher base tool tip, inflicts major defile and grants empower (from skill) and minor sorcery (from passives)
Cliff racer, instant cast, deals less base damage, but applies off balance, and up to 400 raw damage.
Scythe, deals significantly less damage, is AoE, and instant cast, but applies hemorrhaging (reduces enemies max health) as well as off balance and heals with increasing amount for each enemy hit.
Force pulse, slightly lower base damage, instant cast, if enemies are already inflicted with status effect, procs for damage equal to frags hard cast damage. Also has a chance to apply up to 3 status effects.
D swing, same cast time, deals approximately 25% more damage, applies off balance for associated CP damage increases or decent snare and potential stun or the other morph grants empower.
Rapid strikes, deals roughly 33% more base damage, blood thirst deals slightly less than dswing, but heals you.
Focussed aim, deals more base damage, also applies minor breach and has more range. Lethal arrow applies defile instead.
Power slam, deals slightly more base damage, interrupts enemies and also scales off resistances due to being bash damage. Reverb applies a stun.
Art burst deals similar damage, instantly cast and deals scaling damage as well as guaranteed crit the lower health you are. Blood for Blood increases in damage the lower health you are up to +75% extra damage.
Next up, Delayed burst.
Curse, can be purged and blocked has the longest timer out of any delayed burst skill and doesn't apply any additional effects. Prey forces the class into pet builds for pve and is useless in pvp where pets are mostly a liability.
blast bones, significantly higher base damage, which increases by up to 50% and is AoE, other morph applies major and potentially minor defile on targets.
Merc Resolve, a very long duration self-buff that allows for better combo timing, deals almost 100% additional base damage compared to curse, also grants up to 300 raw damage and has a potential heal attached. stamina morph still deals about 50% more damage than curse and also grants up to 300 raw damage for an even longer duration.
Deep fissure deals slightly less up front damage for significantly more back ended damage as well as being AoE and applying both major and minor breach as well as proccing faster than curse does as well. Sub assault deals less damage, but deals it twice as fast as curse does and is also an AoE.
PoTL, deals upfront damage instantly and deals up to 30% more damage than curse as well as applying minor breach and granting minor sorcery, purifying light heals instead of inflicting breach.
Burst heals.
Twilight and dark conversion, both have a cast time on the summon/heal, both abilities get locked for up to 3 seconds if interrupted and the pay off for this downside is a tool tip that is matched by most other classes or a flat heal that doesn't scale, but is still reduced by battle spirit.
meanwhile, dk gain up to 50% more healing when at low health, necros gain a lot of additional mitigation (up to 7-8k armor is not unheard of), nbs gain mending, wardens gain a DoT, stun, and inflict chilled (which also applies maim and brittle) and plar gains cost back if use on low health target and all of these other class heals don't have any cast time on them at all, can be used while block casting or dodge roll casting, scale off damage and cannot be interrupted.
Heals over Time.
Every other class has minimum 2 active abilities that grant passive healing over time, yet I had to go into the passives to find a second one for sorcerer. As for the heals themselves, crit surge requires you to deal critical damage to proc it for a similar heal to ritual (plar) and refreshing path (nb) which get their heals and other effects just by activating those abilities and blood magic requires you to actively cast (and land) a direct dark magic ability (frags) on a target to proc it, meanwhile every other class has a self-heal that they can cast whenever they need that provides passive healing over time, nb and warden even get their own versions of crit surge that only require light/heavy attacks not crit damage to proc those heals on top of the 2 regular HoT abilities they already have.
Utility/CC.
Streak, which grants the best mobility on completely flat open terrain but catches you short on even the tiniest of pebbles/twigs/steps that happen to be in your path. Also, due to being a gap closer, it rarely works in lag and also when trying to use it in enclosed spaces you will more often than not overshoot your target. It also puts you into a very awkward position of behind the enemy, but also facing away from them as well when you try to use it offensively so in the time it takes to turn around and land a combo, they have already broken free and are healing up to full again (especially for console/controller players who don't have the ability to flick the camera around like PC players have).
Negate, which is a great ability to counter a mage meta, but in pvp especially, stamina is king, and stamina completely ignores negate (so much for being an "ultimate ability").
Shields which require you to invest purely into max magicka which means the heal and damage values will go much much lower than shown here.
Rune prison, has a "short delay" of 3 seconds, meanwhile fossilize is instant that also deals damage even if it ends early and either also applies immobilsation or heals. It also goes through block and dodge.
DK's have fossilize, which as stated previously, is basically rune prison, but it actually does something, even if the enemy break free early as well as being instant cast and able to go through block and dodge roll, meaning that stun is all but guaranteed on anyone not immune.
dks also have talons which deal damage and reduce damage dealt as well as a 70% snare on ash cloud/cinder storm and chains to pull enemies out of position and leap which not only stuns but sends enemies flying which creates all sorts of desync issues in lag.
nbs have shade which works in close quarters as well as at different vertical heights (towers, walls etc), not only over horizontal gaps (which has become much worse now than it used to be due to how much damage and speed everyone has access to meaning that vertical LoS and invisibility is much stronger than horizontal LoS that can be easily gap closed) as well as invisibility, both of which work in lag much better than streak does. Not to mention access to major evasion (+20% AoE mitigation) as well as scaling cheaper dodge rolls that can become free
nb has multiple ways to hard CC through off balance medium weave, fear, incap and soul tether.
Necro lacks in CC, but provides a lot of buffs and debuffs as well as group resurrection
Templar has javlin (goes through block and has a fast travel time making it harder to dodge), as well as toppling charge. They also have a lot of snares, buffs, debuffs, synergies and cleanses to help out with group play and utility.
Warden now has snare removal as well as a hard CC in their burst heal as well as multiple ways to snare and immobilise enemies as well as access to self-purge with netch and many mitigation buffs such as protection, evasion, heroism and unique raw damage buffs.
Sorc as a class is in a very bad way at the moment, especially magsorc and especially for pvp. Last patch sorc was getting carried by savage werewolf (bugged set that got fixed in U35) and 1 single overtuned ability in crystal weapon (gutted in U35). Sorc as a class provides very little in the way of unique status effects, buffs and debuffs and the abilities are extremely outdated now. They have lost their uniqueness of being the fast-paced class with everyone gaining access to max movespeed with the swift trait and slottable CP as well as expedition being handed out freely to everyone through race against time. They no longer feel survivable with every other class having much better passive healing and mitigation options that combines with the speed increase everyone got access to. They also don't feel like they do damage outside of finding bugged or broken sets since their damage values are either similar or lower than other comparable abilities as well as not having additional effects included in their abilities like every other class has.
Sorc sometimes feels strong in places like BG's and large groups because in those modes, you often have other allies to make up for the lack of reliable CC, lack of passive healing, lack of effects/buffs/debuffs, which means your raw damage/healing abilities aren't as punished as they would otherwise be. The class also feels strong to players who aren't good at the game, but that is because they don't block, roll dodge, or heal, at which point, every class is going to be strong against those players, but when going up against a semi-competent player, the class more than struggles, it legitimately feels like it's a liability use the class against anyone who is half decent at the game.
There have been many suggestions over the years on ways to improve sorcerer, so I won't re-iterate on those. But here is some numerical data that can hopefully be used by the devs to see just how bad it has gotten for this once fun and engaging class.
The tool tip numbers are almost there on many abilities, but what makes sorcerer so hard to fix is that many of the issues with the abilities are not something that can be solved through numbers alone.
Issues such as:
Skills locking up if interrupted while casting and both burst heals being tied to this detrimental mechanic.
Pets taking up 2 bar slots while not providing the benefits of 2 skills.
Lack of passive healing in the class kit.
Passives being years out of date by now and falling behind even generic passives such as fighter's guild passives (2% increased damage per sorc class ability slotted compared to 3% increased damage per fighter's guild ability slotted and sorcs requiring 2 passives, capacitor and daedric protection, to get the same value that nb gets from 1 passive, refreshing shadows).
Severe lack of reliable utility outside of niche scenarios.
Please note: This post is not to say I want other classes nerfed, I don't want that at all. What I want is to see sorcerer be buffed (see reworked or fixed) to become equal to the other classes without relying on the pets for pve and straight up equal to the other classes for pvp. I also don't want the pets nerfed for those who do enjoy that playstyle but to buff the other playstyles (lightning/dark magic) that sorc used to have to match pets for pve and be viable with other classes in pvp.