If you reduce overload cost from 75 to 45 ultimate the max ultimate capacity nerf wont hit sorcerers too hard. What I understood was that this nerf was to prevent sorcerers shooting overloads first, then turning it off and launching eye of the strom or meteor, chaining 2 ultimates together. With the cost reduction sorcerers can still use overload in solo content like vMA effectively, but they no longer can shoot meteors if they hit more than 4 times with overload.
CosmicSoul wrote: »If you reduce overload cost from 75 to 45 ultimate the max ultimate capacity nerf wont hit sorcerers too hard. What I understood was that this nerf was to prevent sorcerers shooting overloads first, then turning it off and launching eye of the strom or meteor, chaining 2 ultimates together. With the cost reduction sorcerers can still use overload in solo content like vMA effectively, but they no longer can shoot meteors if they hit more than 4 times with overload.
But there has to be a better way why does our build variety have to suffer because of a design flaw?
Personally, I think that overload needs a complete rework. They should make it a flat cost of 250 ultimate, and it should no longer give a third bar (I know, you hate me already but hear me out) it should instead imbue all your attacks with lightning energy converting everything to lightning damage and increase your damage by 30% for 8 seconds. One morph should imbue your attacks with wind energy converting everything to physical damage. The other morph should give you x magicka per second while active.
But for this to work, bound armor and pets need to work without being double slotted.
Personally, I think that overload needs a complete rework. They should make it a flat cost of 250 ultimate, and it should no longer give a third bar (I know, you hate me already but hear me out) it should instead imbue all your attacks with lightning energy converting everything to lightning damage and increase your damage by 30% for 8 seconds. One morph should imbue your attacks with wind energy converting everything to physical damage. The other morph should give you x magicka per second while active.
But for this to work, bound armor and pets need to work without being double slotted.
CosmicSoul wrote: »If you reduce overload cost from 75 to 45 ultimate the max ultimate capacity nerf wont hit sorcerers too hard. What I understood was that this nerf was to prevent sorcerers shooting overloads first, then turning it off and launching eye of the strom or meteor, chaining 2 ultimates together. With the cost reduction sorcerers can still use overload in solo content like vMA effectively, but they no longer can shoot meteors if they hit more than 4 times with overload.
But there has to be a better way why does our build variety have to suffer because of a design flaw?
Rally from the 2h line says hello.
Also because play as you want philosophy plus the cp system ties ZOS' hands when making balance decisions.