I personally really like spellcasters, so when I started Gems of War, I naturally gravitated towards the Sorcerer. However, as I got further into the game, I noticed that the Sorcerer is actually kind of… Underwhelming.
The biggest draw to most classes is the viability of their third trait, which is normally a legendary quality trait. The Sorcerer’s trait, 50% chance to get +1 magic at the start of your turn, is actually considerably weaker than other traits.
I’m not planning to compare it to Bardic Inspiration. That one is actually kind of overtuned as it is a mythic quality trait (Champion of Anu has the exact same trait for blue, after all), but when compared to other legendary class traits, it still falls short.
Dragon’s Grace, for example, is guaranteed to offer 1 magic per 4-5 match, but it also adds 1 life, AND distributes it to all other dragons as well. The archer has a 15% chance to kill an enemy whenever they do skull damage. The Knight gains 2 armor every turn.
In short, a 50% chance to get one stat bonus for a single target per turn is just… Underwhelming. Aside from the fact that RNG is generally less fun to play around, the Sorcerer also seems like a downright bad pick. So here’s some suggestions for possible buffs to the Sorcerer.
1: Increase to 100% chance to get +1 magic.
A simple solution: Take out the RNG and give it a stable magic gain. Still overshadowed by Dragon’s Grace, but in the ballpark, at least.
2: Always gets +1 magic per turn, with a 50% chance to get +2 magic.
A step up from the previous. Stable magic gain, with a chance to accelerate escalation.
3: Always gets +1 magic per turn, with a 50% chance to give all other daemons +1 magic as well.
Daemon specialisation, much like the Mechanist has mechs and the Dragon Knight has dragons, but also focused on magic.
4: Always give all allied daemons +1 magic per turn.
Same as 3, but without the RNG. Since the Sorcerer will eventually count as a Daemon, this will affect the hero, too.
5: At the start of every turn, gain enchant.
Unlimited magical power! Less reliance on mana income, allows the Sorcerer to sit all the way at the back of the team and wield any weapon with baseline efficiency, without having to worry about getting mana blocked.
6: At the start of every turn, produce 3 purple mana.
A new type of legendary effect. A source of mana that can bolster your team’s spellcasting potential. Can be made to benefit from banners as well, if it needs a boost. This also could make for fun stacking potential if other troops gain similar traits.
These are my suggestions to make the Sorcerer more viable. I may add more later, if I think of any.