For as long as I've played my Magicka Sorcerer (main) on PS4, Overload has been a very buggy Ultimate ability.
Some of the bugs I've experienced:
- Animations don't always play
- Your weapon may not go away
- It may trigger a weak Heavy Attack instead of a powerful Light Attack when it shouldn't
- It can take an extra long time to activate
- It might delay or not end when your ultimate is depleted, bugging you out
- It is really slow and sensitive when casting skills while this skill is slotted
- Overall unreactive, clunky and slow but mostly in large battle situations
It can be fixed though! It just needs to be reworked in simple ways. Two ways it can be totally fixed are listed below
Idea 1:
Remove the Toggle. Remove the global cooldown that triggers when the activation animation plays.
Have Overload count as a 3rd Weapon. Activating the Ultimate is simply a weapon swap with a fancy animation, which puts away your current weapon and brings your Overload hands up.
Overload Light/Heavy attacks fire off as they normally would on any other weapon, but now
consumes a global cooldown similar to your active skills. This is the current intention!.... which barely functions right now since it is a toggle as well.
Removing the "Toggle" and making it count as its own weapon is the key to making this Ultimate not super buggy. It wouldn't increase DPS. We would just be able to more reliably use this Ultimate since it wouldn't be so painfully clunky, buggy, and unreactive.
Idea 2:
Have the Overload Toggle buff your Light/Heavy attacks when activated, at the cost of Ultimate per Light/Heavy attack. This inherently removes the (uselessly weak) Heavy Attack channel portion of Overload.
It activates identically to Bound Armor, except the animation is different.
The animation causes purple or dark blue lightning to explode from your weapon and then streak all over it while toggled. Your Light and Heavy attacks all have lightning flash through them and cause lots of lightning to disperse on impact.
Overload Light/Heavy attacks fire off no different than typical weapon Light/Heavy attacks.
This allows you to weave in active skill attacks as well as hit enemies with Overloads faster. To compensate this Ult now costs less Ult per Light/Heavy attack, but also deals equivalently less damage as to not affect the Overload DPS boost positively or negatively from what it was meant to provide by much. Probably would boost overall DPS a bit when properly weaving. Also it creates room for a new morph.
For both ideas, I would say that the 3rd bar is essential in keeping for this skill.
That is all!
Plz rework Overload.