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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Ultimate to 500 without heavy overload nerf.

Sinolai
Sinolai
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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.

Edit: As stated below, this probably doesnt help at all
Edited by Sinolai on January 7, 2017 6:28PM
  • DragonBound
    DragonBound
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    Sinolai 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?
  • RoyJade
    RoyJade
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    Overload need 75 ultimates for activation, but each light attack cost 22 ultimates. Lowering the minimal amount of ultimate a sorcerer need to active overload won't change anything about it uptime. I'll still be a good idea for those who use overload as a third bar, but we need more reliance to it activation/deactivation.
  • J2JMC
    J2JMC
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    CosmicSoul wrote: »
    Sinolai 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.
    Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

    Battle leveling for pve content defeats the idea of progression. Remove CP

    "Apparently the players are more informed than we are"-Richard Lambert

  • Metafae
    Metafae
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    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.
  • DragonBound
    DragonBound
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    Metafae wrote: »
    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.

    Ever since I have used overload it always seemed like an oddball ultimate to me, I agree that it could use a rework.
  • pattyLtd
    pattyLtd
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    Metafae wrote: »
    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.

    Yea, lets make the only truelly unique ultimate thats in the game just as boring as all the rest of the ultimates.

    I use overload mainly for the 3rd skillbar and the original designers obviously made overload the way it is to help sorcs deal with the many toggles. Overload is fine amd always has been any p,ayer that gets killed by overload alot has to get more experienced and its not burning bosses anymore since 1T
    English is not my native language, no grammar police please, tyvm
  • Bryanonymous
    Bryanonymous
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    Just leave the *** Sorcerer class alone already. Stop *** us over for imaginary balance.
  • Derra
    Derra
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    J2JMC wrote: »
    CosmicSoul wrote: »
    Sinolai 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.

    Rally should be a fighters guild skill all along. Put trap into twohanded and revert the nerf :naughty:
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Sinolai
    Sinolai
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    Actually thus wint work as someone stated: only activation costs 75 ultimate and hits are 22 ultimate/ball. I feel like an idiot now :tongue:
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