Lightning Prison Feels like a placeholder ability because it deals zero damage while also putting you into extreme danger. The risk vs reward makes this unusable in PVP. Crit Chance needs to be re-added to PVP to make this ability worth casting
Bolt > Rift Chain flow feels clunky and unintuitive, it is counterproductive and often puts you into pre-awk unintentionally. Make it an actual flow skill that you can lock or keep enabled so people who dislike this feature are not forced to lock Rift Chain itself.
Rift Chain costs too much stamina.
Sage awakening needs more "primary" high damage skills, every ability feels like fluff except Upsurge.
Bolt needs to be an Iframe
Sage's effective damage range is in melee range but he is as squishy as classes like Archer and Ranger which have significantly more range than him. Sage needs damage and survivability suitable for competing against melee characters.
Shock Relays Frontal guard needs to be re-added, Sage is already a very squishy class no reason to remove it.
Impaling Flash range nerf reverted.
A total rework on Impaling Flash would be nice, the ability has become pretty useless after the removal of its mobility and it never dealt meaningful damage in the first place to be called a damaging ability.
Just gonna say Sage is not as fragile as Archer/Ranger.
Sage has more 200 base HP, 25 base Melee/Range/Magic Evasion, and 4 more Melee/Range DR.
Those numbers might look small but that 4 DR means you can equip 2 Corrupted without losing DR compared to Archer and that 25 all-around evasion puts you with the same base evasion as Ninja/Kuno/Hash, which will always help even without a evasion % passive.
Data from: https://docs.google.com/spreadsheets/d/1gMpf2M8DLC1wp7KAhrYi1RoyaEfsxI2v7CLaihoGOd4/edit#gid=1655097199
But he doesn't have the range of an archer, nor can take advantage of the higher ground like him, ranger or caster classes, and while being medium range, doesn't actually have the mobility of Hash / Kuno / Ninja (because of stamina consumption and successive nerfs made to his dash and mobility skills).
There's a reason why you see so few of them in PvP (even more in succession)
Just gonna say Sage is not as fragile as Archer/Ranger.
Sage has more 200 base HP, 25 base Melee/Range/Magic Evasion, and 4 more Melee/Range DR.
Those numbers might look small but that 4 DR means you can equip 2 Corrupted without losing DR compared to Archer and that 25 all-around evasion puts you with the same base evasion as Ninja/Kuno/Hash, which will always help even without a evasion % passive.
Data from: https://docs.google.com/spreadsheets/d/1gMpf2M8DLC1wp7KAhrYi1RoyaEfsxI2v7CLaihoGOd4/edit#gid=1655097199
My point was more about effective survivability. Archers stats are lesser but his range and mobility account for that, such design is lacking in Sages kit so he feels squishier to play.