The game design doesnât work based on holding multiple different cards due to cards being lossed as a death penalty.
You canât have a classes whole operation end on death.
Whatâs safe for Sorcs later on is to carry two specific cards, one as their primary and the other as their secondary, that do what they want. The other cards used as fodder or in team storage to be switched in when they return to town.
I understand thematically what youâre saying, just as for Druid they can transform into various type of monsters that do different things.
Sorc isnât based on that kind of flexibility however, theyâre based off emulating bosses which by and large are very simple âDo damageâ affairs.
How they do damage and what type of damage differs between bosses. You really pick on that.
Throne Weaver should have a poison but it doesnât and thatâs unfortunate.
Note some bosses have knock backs, or they have attacks that target multiple enemies and so if enemies are clumped up theyâll collectively take a lot of damage. You have cool gimmicks like that but most of these things simply arenât competitive with each other.
If anything I feel like Sorc should be damage efficient given that hypothetically you can kill their potentially main source of damage, disabling them until that minute long cooldown comes back into play.
Thereâs a handful of things outside of Sorc that IMO could be improved.
Reflect Shield: Should just have an Enhance Attribute or something at C3 that gives it a couple more reflections.
Lethargy: I donât see why this couldnât mutually benefit both SPR and INT builds. Actually if the scaling was doubled for SPR, that would further encourage splitting stats.
Enchant Fire: Itâs a shame both that this doesnât have an enhance and that it doesnât have double the scaling for SPR.
Enchant Lightning: See above.
Linker: The Defense attribute for Physical Link couldâve been changed to final damage reduction based on some value of SPR.
Cryomancer: Rod mastery - That couldâve been changed to something like 30% of your SPR as Ice property damage.
Things like that then make a SPR friendly environment leading up to and coming after Sorcerer.
Allowing Enchant Lightning and Enchant Fire to affect Summon damage on some level.
A lot in this game feels like it âshouldâ work but doesnât.