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How to Fix Overload, the buggy Sorcerer ultimate......

Vaoh
Vaoh
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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.
Edited by Vaoh on October 9, 2016 5:58AM
  • Ankael07
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    Buffing regular light attacks up to overload's level would be a problem since it can be animation canceled.
    If you want me to reply to your comment type @Ankael07 in it.
  • Omgwtfbbq321
    Omgwtfbbq321
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    It would be super fun if when using Overload, Overload actually came out. As it stands most of the time I end up putting my hands out with nothing happening.
    My ping is higher than your resource recovery...
  • Vaoh
    Vaoh
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    Ankael07 wrote: »
    Buffing regular light attacks up to overload's level would be a problem since it can be animation canceled.

    I literally mentioned that and how to not have it be a problem in my original post :/
    It would be super fun if when using Overload, Overload actually came out. As it stands most of the time I end up putting my hands out with nothing happening.

    Exactly. The skill is really buggy.

    Idea #1 is simply to fix it.

    Idea #2 is to rework its functionality in a cool way.

    Would be amazing if the reworked idea could be a morph or something (perhaps at the expense of a 3rd bar)?
    Edited by Vaoh on October 9, 2016 7:07AM
  • Minalan
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    I vote for just fixing it. Make it work when you hit the attack button, even if it means making the heavy attack slightly less responsive.
  • Natas013
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    I like the first idea as it is but the second, which I like more, needs some tweaking.

    Removing ult gen from LA/HA may not be the easiest thing to code. As such, the cost should increased or changed to a steady drain on ult.

    OL as it is increases spell/weapon dmg. Instead of adding magic dmg to standard LA/HA, I think bumping up the amount it increases sp/wp dmg a little bit would be better. This would make it a better skill for stam sorcs as well. Keep one morph mag regen, and give the other morph weapon speed if not stam regen.
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • nine9six
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    And here I am holding my breath for a working Templar Gap Closer.
    Wake up, we're here. Why are you shaking? Are you ok? Wake up...
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