ZOS_GinaBruno wrote: »Out of curiosity, do patches get checked or tested before being applied?
Even though this was kind of a snarky question, we do absolutely test each patch before it gets deployed. Our team checks each fix that goes in, and also does a sanity check to make sure you're able to log in, create and load a character, etc. Unfortunately, it's impossible to check each and every piece of the game before each patch. In this case, it appears as though something caused Overload to stop working (we're still investigating what happened) and sadly, even though it may sound like a cop out, these things can happen.
that answer is just not accaptable and shows an imo very bad development cycle.just do one dungeon with 4 people every class and go and try pvp for 2 seconds this whole stuff would be found out that you do 0 functionality check on your game is highly disturbing and as a developer i can only tell you no software should be released without an integration test.
I dont think 10 or 50 people checking out patches will be able to find every broken or bugged thing in the game.
Some stuff just happens in certain situations/dungeons/areas/skillsetting/equipment-setting/races/classes/and so on.
But i gotta say: breaking an ultimate completly so its not working at all and not noticing that....thats something.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Rune_Relic wrote: »ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Just wondering.
Are you saying the dodge roll fix breaks the overload fix and vice versa...or....
Are you saying this patch comes from the same dept with limited time so their combo patch is being pulled and a purely overload one put in place ?
Septimus_Magna wrote: »Important skill for pve breaks, instant fix.
Important skill for pvp breaks, next major update.
All jokes aside Im glad its getting fixed, finally got the Molag Kena head piece last Sunday.
Rune_Relic wrote: »ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Just wondering.
Are you saying the dodge roll fix breaks the overload fix and vice versa...or....
Are you saying this patch comes from the same dept with limited time so their combo patch is being pulled and a purely overload one put in place ?
That is what made me think about what these remarks actually mean as well.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sorry to be the one to say, but this has me very confused and a little frustrated, while I do support fixing this ASAP it makes me wonderZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
This gets fixed almost instantly and gets high priority over other fixes. What about Khajiit Crit Passive being broken or what about Templar Toppling Charge or what about Radiant Oppression not working, bleed damage for axes working with steel tornado and so forth
Why can't we put priority on those class breaking skills like we're doing with Sorcerer Overload, those bugs have made several players quit as it has been ignored for months.
Can I ask, why does this get fixed and we still have to wait for those other fixes for a major update to roll out before we see any sort of fixing to them?
Septimus_Magna wrote: »Important skill for pve breaks, instant fix.
Important skill for pvp breaks, next major update.
All jokes aside Im glad its getting fixed, finally got the Molag Kena head piece last Sunday.
actually it is the MOST important PvE skill for sorcs...Rune_Relic wrote: »ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Just wondering.
Are you saying the dodge roll fix breaks the overload fix and vice versa...or....
Are you saying this patch comes from the same dept with limited time so their combo patch is being pulled and a purely overload one put in place ?
That is what made me think about what these remarks actually mean as well.
actually it means they postponed the part of the patch fixing stamina consumption on rolldodging wich breaks overlol, to keep overlol untouched for now...
Rune_Relic wrote: »Septimus_Magna wrote: »Important skill for pve breaks, instant fix.
Important skill for pvp breaks, next major update.
All jokes aside Im glad its getting fixed, finally got the Molag Kena head piece last Sunday.
actually it is the MOST important PvE skill for sorcs...Rune_Relic wrote: »ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Just wondering.
Are you saying the dodge roll fix breaks the overload fix and vice versa...or....
Are you saying this patch comes from the same dept with limited time so their combo patch is being pulled and a purely overload one put in place ?
That is what made me think about what these remarks actually mean as well.
actually it means they postponed the part of the patch fixing stamina consumption on rolldodging wich breaks overlol, to keep overlol untouched for now...
As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
This says it was merely tied to a fix for dodge rolling...ie a combo patch and a new patch is being released is not a combo patch.
All we know is the dodge fix is not in the new patch.
That's not the same thing as saying the dodge patch broke the overload patch.
Better wording.... two separate unrelated patches in one bundle vs one patch that effects dodge & overload at exactly the same time for some common reason.
One is a workload issue.
One is a re-entrant coding issue.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
eventide03b14a_ESO wrote: »You never saw the point? That sentence alone invalidates your entire opinion.LOL! Maybe one build of a class. I have two sorcs, one v16 and one level 29. I only unlocked Overload on the v16 the other day because I was out of Ultimates to level up. I never saw the point, personally.
Sounds like a reasonable explanation to me!jgrinsteadb14_ESO wrote: »I have a theory on how they broke it.
Overload code points to movement code because it changes movement state by removing the weapon and changing the animation.
When they re-wrote the movement code, whatever overload is pointing to is no longer there. So, it generates an error on the server end and nothing happens.
My bad 64 my tooltip says, I knew you'd make a comment on it though, either way it's probably the strongest ultimate in game for being as cheap as it is.eventide03b14a_ESO wrote: »One costs 200 the other costs 33ShadowDisciple wrote: »You know what else is easy to counter and does the same amount of damage or less? MeteorOverload light attack 14k ...good to see it off the table for a while.....
This skill is SO easy to counter(s&b Reflect skill for non-DK classes works magic; also dodging - one roll dodge makes like 3 Overload attacks miss in my experience) its biggest use in PvP literally is that 3rd bar, in my experience. And right now I don't even have that>.<
so?
for one cast that does more damage than the initial hit of the other.
Your argument saying it's easily countered doesn't mean anything, it's still stronger than a 200 costing ultimate and it needs to be changed accordingly
Where are you getting 33 from? Snipe does as much damage as overload and it's not even an ult.Nothing, but templar ultimates going against this statement thateventide03b14a_ESO wrote: »eventide03b14a_ESO wrote: »It's an ultimate... it's supposed to do a lot of damage.
When did this turn into an overload debate. The issue here is that it's not working. If you want to discuss whether it's too strong start a new thread. This isn't the place for it.
I take it you don't know why Snipe is strong, it's actually Focused Aim which is the strong one because you can't mitigate Physical Damage - which is being added in.
Not sure if you can mitigate the other morph with Hardy
Septimus_Magna wrote: »Important skill for pve breaks, instant fix.
Important skill for pvp breaks, next major update.
CraftMaster wrote: »Hahaha sorry had to laugh. Poor Sorcs hope it makes it to console even if just for a day to give Sorcs a taste of life without 11k spams
ZOS_GinaBruno wrote: »Out of curiosity, do patches get checked or tested before being applied?
We do absolutely test each patch before it gets deployed. Our team checks each fix that goes in, and also does a sanity check to make sure you're able to log in, create and load a character, etc. Unfortunately, it's impossible to check each and every piece of the game before each patch. In this case, it appears as though something caused Overload to stop working (we're still investigating what happened) and sadly, even though it may sound like a cop out, these things can happen.
Rune_Relic wrote: »Septimus_Magna wrote: »Important skill for pve breaks, instant fix.
Important skill for pvp breaks, next major update.
All jokes aside Im glad its getting fixed, finally got the Molag Kena head piece last Sunday.
actually it is the MOST important PvE skill for sorcs...Rune_Relic wrote: »ZOS_GinaBruno wrote: »Ok guys, here's The Plan(tm)
Tonight during the European megaserver maintenance, we will roll out the fix for Overload. Note that doing so may extend maintenance a bit since we're doing the regular maintenance along with the hotfix at the same time. As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
Tomorrow at 10am EST, we will apply the hotfix for the North American megaserver. This will require downtime, though not as long as a regular maintenance. As with the EU hotfix, this will fix Overload but will remove the fix for dodge rolling until we can get that straightened out.
As mentioned previously, this will not be an issue with the console incremental patches this week.
Thanks for your understanding, all.
Just wondering.
Are you saying the dodge roll fix breaks the overload fix and vice versa...or....
Are you saying this patch comes from the same dept with limited time so their combo patch is being pulled and a purely overload one put in place ?
That is what made me think about what these remarks actually mean as well.
actually it means they postponed the part of the patch fixing stamina consumption on rolldodging wich breaks overlol, to keep overlol untouched for now...
As this issue was originally tied to the fix for dodge rolling not charging the proper amount of stamina, that fix will not be applied.
This says it was merely tied to a fix for dodge rolling...ie a combo patch and a new patch is being released is not a combo patch.
All we know is the dodge fix is not in the new patch.
That's not the same thing as saying the dodge patch broke the overload patch.
Better wording.... two separate unrelated patches in one bundle vs one patch that effects dodge & overload at exactly the same time for some common reason.
One is a workload issue.
One is a re-entrant coding issue.
there was no combo patch as overload was not adressed in any way. its simple the dodge patch broke overload, by not patching dodge(EU maintainance) they prevent the overload bug. its easy as is...
ZOS_GinaBruno wrote: »Out of curiosity, do patches get checked or tested before being applied?
We do absolutely test each patch before it gets deployed. Our team checks each fix that goes in, and also does a sanity check to make sure you're able to log in, create and load a character, etc. Unfortunately, it's impossible to check each and every piece of the game before each patch. In this case, it appears as though something caused Overload to stop working (we're still investigating what happened) and sadly, even though it may sound like a cop out, these things can happen.