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Overload is a ultimate heavy attack. Shouldn't it receive a movement increase.

phoenixkungfu
phoenixkungfu
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With the movement increase to heavyattack that allows you to move at walk speed. Shouldn't overload receive the same treatment? My understanding is overload still channels at the same movement speed reduction.
  • justaquickword
    justaquickword
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    Haha.

    Buff Overload.

    Comedy thread of the day.

    😏
  • oXI_Viper_IXo
    oXI_Viper_IXo
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    Will you ever stop asking for nerfs to everything else and buffs for your specific build? It's getting really old.
  • BalticBlues
    BalticBlues
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    Buff Overload.
    Comedy thread of the day 😏
    Overload is an extinct skill as double-pets are. Nerfed into oblivion.
    Do you even remember the last time you saw these skills in PvP? I don't.
    People play Elder Stamina Online these days- heavy knights and 2H. This is not comedy 😏

    Edited by BalticBlues on April 4, 2020 10:10PM
  • justaquickword
    justaquickword
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    Buff Overload.
    Comedy thread of the day 😏
    Overload is an extinct skill as double-pets are. Nerfed into oblivion.
    Do you even remember the last time you saw these skills in PvP? I don't.
    People play Elder Stamina Online these days- heavy knights and 2H. This is not comedy 😏

    Was putting a pet on both bars ever a skill?

    They are nothing but glorified passives.
  • BalticBlues
    BalticBlues
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    Was putting a pet on both bars ever a skill?
    They are nothing but glorified passives.
    You never played with two pets, right?
    You should play all classes before you criticise others.

    With two pets, people have to sacrifice a lot of bar space.
    For about one year, damage still was ok and it was a unique playstyle to enjoy.
    After pet damage was nerfed into oblivion again,
    the rest of the bar space does not create enough dps anymore.

    The same overnerf happened to Overload.
    It was turned into a slow-motion-skill only usable in PvE.

    In Elder Stamina Online, PvP now looks more unified than ever.

    Edited by BalticBlues on April 4, 2020 10:27PM
  • Mindcr0w
    Mindcr0w
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    They are nothing but glorified passives

    🙄

    False.

    Pets have active abilities that need to be used just as much as any other ability on the bar to actually be effective.

    No one who plays at beyond potato level would just set and forget the pets.
    Edited by Mindcr0w on April 4, 2020 10:29PM
  • Kolzki
    Kolzki
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    I've just tested this on pts. Overload heavy attacks do indeed still have a snare.
  • justaquickword
    justaquickword
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    Mindcr0w wrote: »
    They are nothing but glorified passives

    🙄

    False.

    Pets have active abilities that need to be used just as much as any other ability on the bar to actually be effective.

    No one who plays at beyond potato level would just set and forget the pets.

    Like the "Randomly run off after the wrong target ability"?

    Or the "Stand in front of me and block incoming damage ability"?

    ✌️
  • Kolzki
    Kolzki
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    I've submitted feedback on the pts about this.
  • Mindcr0w
    Mindcr0w
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    Questionable a.i. is a completely separate issue from whether a skill is active or passive.

  • Tolino
    Tolino
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    Overload is a realy strong Ulti! You deal more dmg whit 3 Overload light attacks than whit Ice Comet(whit flamestaff). This is 66Ulti vs 170Ulti!
    And this is in noCP. In Cp is Overload even better because they scale whit Staff Expert!

    But remove the movement speed reduction on Overload-Heavys wouldn't be bad.
    Magsorc: Tôlino (Wardless)
    Magden: Wa-Uller
    Stamsorc: Tolino Sturmfalke
  • Fur_like_snow
    Fur_like_snow
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    Where’s the counter play if you can just move at full speed? Make it so it can be bashed then sure.
  • chiipso
    chiipso
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    IMO..

    PTS bugs/opinion regarding overload:

    - Snare removal not being applied.
    - Empower buff not being applied. (The LA empower used to apply to overload so why not HA)?
    - Range still buggy doesn't consistently hit moving targets. (Personally I still think its really small, its even smaller than Dawnbreaker radius.. LOL).
    - (Damage is only decent if you can proc off-balance (not easy to get the setup right), now that is being nerfed).
    - All regular heavy attacks are getting a damage buff, to compensate for off-balance/sustain tweaks however currently overload HA isn't.

    That's just off the top of my head.
  • WilliamESO
    WilliamESO
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    Will you ever stop asking for nerfs to everything else and buffs for your specific build? It's getting really old.

    This
  • WilliamESO
    WilliamESO
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    5 years of complains killed the game
  • phoenixkungfu
    phoenixkungfu
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    chiipso wrote: »
    IMO..

    PTS bugs/opinion regarding overload:

    - Snare removal not being applied.
    - Empower buff not being applied. (The LA empower used to apply to overload so why not HA)?
    - Range still buggy doesn't consistently hit moving targets. (Personally I still think its really small, its even smaller than Dawnbreaker radius.. LOL).
    - (Damage is only decent if you can proc off-balance (not easy to get the setup right), now that is being nerfed).
    - All regular heavy attacks are getting a damage buff, to compensate for off-balance/sustain tweaks however currently overload HA isn't.

    That's just off the top of my head.

    Ok, this tigger me. I had to break my silence. Overload was fine when the heavy attack range was 14meters. It was fun useful and it made a sorcerer feel unique. Then the nightblades cry they couldn't dodge roll and free cloak away. So they nerf it to 8 meters. I STILL USE OVERLOAD. But man is it hard. It's now super easy to hit thin air when you should get the killing blow. Unlike most other ultimates your locked in doing the ultimate plus OVERLOAD HEAVY DOESN'T TARGET LOCK. so your burst is limited compare to a meteor, leap, incap. There is no stun. So it's all about the accumulation effectiveness. The range nerf GREATLY EFFECTS the effectiveness.

    For the record
    AT NO POINT was overload effective to use without a combo in pvp.

    So range nerf to overload heavy attack indirectly made sorcerer gameplay extremely tanky in two ways.

    1. You have to build tanky while wearing overload sets. So you can get in. 8meter range can equal eazy UNBLOCKABLE stun. Which interrupted you from getting the killing blow. Because OVERLOAD DOESN'T TARGET LOCK you have to get in close.
    2. You have to build tanky because the r and g of where you started your overload heavy attack channel. Can equal a free dodge roll out given the opponent a free getaway. When on your end your believing the overload is hitting. Which then leave you open to a DESYNC ultimate combo.
    There is NOTHING WORST then the feeling of getting robbed then dying to a ultimate that target lock. While your OVERLOAD DOESN'T TARGET LOCK

    Before the range nerf changes overload hit hard enough and had the range to encourage to build for maximum damage at the risk of getting hit hard aka glass cannon style. With the range nerf to overload this indirectly made heavy attack overload builds more tanky. The risk reward is extremely low to build full damage in heavyattack sets.

    Ultimately to create faster gameplay. At a minimum the snare should be remove to give Incentive to be more offense and give overload user and more rewarding gameplay. To a ultimate that DOESN'T TARGET LOCK
  • chiipso
    chiipso
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    chiipso wrote: »
    IMO..

    PTS bugs/opinion regarding overload:

    - Snare removal not being applied.
    - Empower buff not being applied. (The LA empower used to apply to overload so why not HA)?
    - Range still buggy doesn't consistently hit moving targets. (Personally I still think its really small, its even smaller than Dawnbreaker radius.. LOL).
    - (Damage is only decent if you can proc off-balance (not easy to get the setup right), now that is being nerfed).
    - All regular heavy attacks are getting a damage buff, to compensate for off-balance/sustain tweaks however currently overload HA isn't.

    That's just off the top of my head.

    Ok, this tigger me. I had to break my silence. Overload was fine when the heavy attack range was 14meters. It was fun useful and it made a sorcerer feel unique. Then the nightblades cry they couldn't dodge roll and free cloak away. So they nerf it to 8 meters. I STILL USE OVERLOAD. But man is it hard. It's now super easy to hit thin air when you should get the killing blow. Unlike most other ultimates your locked in doing the ultimate plus OVERLOAD HEAVY DOESN'T TARGET LOCK. so your burst is limited compare to a meteor, leap, incap. There is no stun. So it's all about the accumulation effectiveness. The range nerf GREATLY EFFECTS the effectiveness.

    For the record
    AT NO POINT was overload effective to use without a combo in pvp.

    So range nerf to overload heavy attack indirectly made sorcerer gameplay extremely tanky in two ways.

    1. You have to build tanky while wearing overload sets. So you can get in. 8meter range can equal eazy UNBLOCKABLE stun. Which interrupted you from getting the killing blow. Because OVERLOAD DOESN'T TARGET LOCK you have to get in close.
    2. You have to build tanky because the r and g of where you started your overload heavy attack channel. Can equal a free dodge roll out given the opponent a free getaway. When on your end your believing the overload is hitting. Which then leave you open to a DESYNC ultimate combo.
    There is NOTHING WORST then the feeling of getting robbed then dying to a ultimate that target lock. While your OVERLOAD DOESN'T TARGET LOCK

    Before the range nerf changes overload hit hard enough and had the range to encourage to build for maximum damage at the risk of getting hit hard aka glass cannon style. With the range nerf to overload this indirectly made heavy attack overload builds more tanky. The risk reward is extremely low to build full damage in heavyattack sets.

    Ultimately to create faster gameplay. At a minimum the snare should be remove to give Incentive to be more offense and give overload user and more rewarding gameplay. To a ultimate that DOESN'T TARGET LOCK

    Did you mean to quote me, triggering you? lol we make the same point.
  • Kadoin
    Kadoin
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    PvP is already dead next patch, why do you care?
  • Kolzki
    Kolzki
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    It's worth noting that this probably isn't a bug. The pts notes say "Mend Wounds has been intentionally untouched for the time being, as well as Overload". I figure that raising the inconsistency with other heavy attacks isn't a bad thing though.
  • chiipso
    chiipso
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    Kolzki wrote: »
    It's worth noting that this probably isn't a bug. The pts notes say "Mend Wounds has been intentionally untouched for the time being, as well as Overload". I figure that raising the inconsistency with other heavy attacks isn't a bad thing though.

    Whats ominous is that overload HA has been touched as it’s off-balance damage has already been nerfed. Intentional or not is kinda irrelevant as many past buffs/nerfs to overload over the years have been unintentional.
    A recent example of this: being able to double dip into weapon expert CP to buff overload. This used to be the case but has now been reverted. Both the buff and the nerf of this were neither noted in any patch notes.

    Anyway who knows what will happen, more than likely won’t be a usable ultimate.. for heavy attack at least.
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