We ARE indeed making classes unique.
You misunderstand the point of Champions' knockbacks (which is likely what you're implying?). Locks push to live and to DPS; Champions push to advance (talking PvP here, you probably are as well) and to defend allies.
I guess it's about time to spill some light on the new Sorcerers:
- They are NOT and will not depend on absorption. I personally very much dislike the Absorption stat by itself, but since it's already become the core of defense, we have to live with it.
- Sorcerers will mainly still thrive on
knockbacks. They possess as low as 6s CD ones, and there are more of them. Moreover, to give them a defensive edge,
all of the Wind-based spells now also interrupt channeling.
This makes Sorcerers a natural counter to most melee classes (Zerkers now indeed rage like never before), but they are STILL
very squishy. They, however, now possess solid escape abilities.
- They are no slackers in AoE battles (ain't like they were anyway), capable of exterminating groups of enemies at once.
Their new 'ultimate' Fire skill,
Armageddon, possesses THE grand highest raw Magic damage in the game. 'nuff said.
(This, however, does come at a cost, but I don't think you'll mind paying some HP for hellish goddamn destruction, will you?
)
- As I've already mentioned, they
utterly destroy single melee targets. Ranged classes are harder, but possible nonetheless.
That's enough for now.
P.S. Oh yeah. Due to what I said in the beginning, Locks thrive not (and should not) on Absorption...
so...
due to frequent issues with balancing that 'lol no' skill...
Wind Fortification is a candidate for removal.
Wild Fistand has fled!