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Overload Heavy Attack: the new Goliath bash spam

  • BlackMadara
    BlackMadara
    ✭✭✭✭
    With equal stats, Eye of the Storm + Pulsar does about 10% more damage than Power Overload heavy channel. Used build editor to compare scaling. Of course, Overload can be buffed with certain sets, but that makes a very niche build
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    SodanTok wrote: »
    This ulti is either bad or OP, broken or clunky to use every patch since it came to be and half of the reason is that it is some weird of overbuffed light attack/heavy attack instead of proper ability. They would save themself headache going away from that.

    Yeah, this is the root of the problem, if there is one. They should just make it function as a unique attack instead of replacing light and heavy attacks. Then it would be much easier to keep it from being overpowered in niche builds.
    #CAREBEARMASTERRACE
  • josh.lackey_ESO
    josh.lackey_ESO
    ✭✭✭✭✭
    Change Overload back to pre-Murkmire, it was better when it was a third bar.

    But really, the 70% off-balance bonus is crazy. So is having OL be affected by Light and Heavy attack modifiers like CP and Elegance. Just give it good base damage and take away the ability to make a gimmicky troll build by buffing heavy attacks.

    Personally, I would rather have heavy OL be changed to beam attack instead of an AoE. Maybe a beam attack with splash damage. Channeling chain lighting would be really cool.
  • Amira
    Amira
    ✭✭✭
    Hold left click to gain the highest melee DpS in PvP (averages 8k per tick every second), on the strongest ranged caster spec in PvP. I'm glad it was buffed after being worthless for years, but it also shouldn't be doing significantly more DpS than other AoE Magicka Ultimates like Meteor, Crescent Sweep, Soul Tether, etc. It would also be nice if one of the two very similar morphs was made into Physical damage for Stam Sorcs...

    Not as unhealthy a crutch cloak players. Boom!

    Edited by Amira on July 27, 2019 8:23PM
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.
    Edited by Cathexis on July 27, 2019 9:00PM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?

    PTS Patch notes 5.1.1 (https://forums.elderscrollsonline.com/en/discussion/485222/pts-patch-notes-v5-1-1)

    Sorcerer
    Storm Calling
    Overload: The Heavy Attack from this ability and its morphs can no longer be interrupted.

  • Cathexis
    Cathexis
    ✭✭✭✭✭
    NBrookus wrote: »
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?

    PTS Patch notes 5.1.1 (https://forums.elderscrollsonline.com/en/discussion/485222/pts-patch-notes-v5-1-1)

    Sorcerer
    Storm Calling
    Overload: The Heavy Attack from this ability and its morphs can no longer be interrupted.

    Oh snap I'm going to drop some bumpkins. Let the bodies hit the floor. Sorc will actually have an offensive ult.
    Edited by Cathexis on July 28, 2019 4:57AM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?

    PTS Patch notes 5.1.1 (https://forums.elderscrollsonline.com/en/discussion/485222/pts-patch-notes-v5-1-1)

    Sorcerer
    Storm Calling
    Overload: The Heavy Attack from this ability and its morphs can no longer be interrupted.

    Oh snap I'm going to drop some bumpkins. Let the bodies hit the floor. Sorc will actually have an offensive ult.

    Yeah, this is the real reason these nerf threads are popping up. The haters don't want Sorcs to have a useful ultimate. It's still nowhere near as good as a Magicka Dawnbreaker, though.

    #CAREBEARMASTERRACE
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    The issue with this skill is not only the damage but the range of it. It allows to burst people down much easier than Proximity Detonation can because of the large cone area in front of the caster (6 x 15 for Overload VS 8 for Healing Springs).

    People are forced to spread out of Healing Springs range or to take the damage.
    It's kinda funny to read all those posts claiming how vulnerable a sorc is when doing Heavy Overload in melee range. Let's go over every step an overload sorc has to do while hiding behind his faction.

    1) Hide and wait for an organized group to bomb and retreat
    2) Hardened Ward
    3) Streak in
    4) Blockade of Storm
    5) Overload for 7-9k a second
    6) Streak out

    I haven't used the skill but I am aware of how buggy and unresponsive it can be, especially in lag. This being said, I have played a magsorc for a very long time now and I understand how easy it is to surprise a group, coming out of nowhere with streak and a quick bomb and streak back out. Especially in CP campaign, even with 800 recovery, you can easily manage to buff, streak in, bomb, streak out and recover from any engagement using 10 pugs of your faction as a meatshield.

    And this is specifically what most excellent and experienced players have been doing for the past 2 months. They hide behind their faction, wait until a group trying to fight on their own goes in, kill people, then try to retreat to a safe spot dealing with alot of pressure from the remaining players. Then the overload sorcs come in as people are getting rooted / snared / stunned since their immovable potion ran out and drop people down in 2-3 seconds.

    There are counters available but not the ones that people have been mentioning in this thread like "bashing". By the time you try to reach the sorc and bash, you will be dead. The counters are lockdowns such as fossilize and negate. This being said, it is not easy to do since you got only 3 seconds before the whole raid is dead.

    What I would suggest is a damage nerf of 15 to 20% and a range nerf from 6 x 15 to 5 x 12.

    Edited by frozywozy on July 29, 2019 8:04AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • gepe87
    gepe87
    ✭✭✭✭✭
    Sorcs are adapting again and yet the nerf brigade starts working.
    Lately im using overload and it can be deadly, especially on no cp because its hard to be perma dodger.
    Edited by gepe87 on July 29, 2019 8:01AM
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • Thraben
    Thraben
    ✭✭✭✭✭
    I would happily trade this year´s Overload for the 2014-2018 version, including its 3rd bar. Deal?
    Edited by Thraben on July 29, 2019 12:15PM
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • chiipso
    chiipso
    ✭✭✭
    frozywozy wrote: »
    The issue with this skill is not only the damage but the range of it. It allows to burst people down much easier than Proximity Detonation can because of the large cone area in front of the caster (6 x 15 for Overload VS 8 for Healing Springs).

    People are forced to spread out of Healing Springs range or to take the damage.
    It's kinda funny to read all those posts claiming how vulnerable a sorc is when doing Heavy Overload in melee range. Let's go over every step an overload sorc has to do while hiding behind his faction.

    1) Hide and wait for an organized group to bomb and retreat
    2) Hardened Ward
    3) Streak in
    4) Blockade of Storm
    5) Overload for 7-9k a second
    6) Streak out

    I haven't used the skill but I am aware of how buggy and unresponsive it can be, especially in lag. This being said, I have played a magsorc for a very long time now and I understand how easy it is to surprise a group, coming out of nowhere with streak and a quick bomb and streak back out. Especially in CP campaign, even with 800 recovery, you can easily manage to buff, streak in, bomb, streak out and recover from any engagement using 10 pugs of your faction as a meatshield.

    And this is specifically what most excellent and experienced players have been doing for the past 2 months. They hide behind their faction, wait until a group trying to fight on their own goes in, kill people, then try to retreat to a safe spot dealing with alot of pressure from the remaining players. Then the overload sorcs come in as people are getting rooted / snared / stunned since their immovable potion ran out and drop people down in 2-3 seconds.

    There are counters available but not the ones that people have been mentioning in this thread like "bashing". By the time you try to reach the sorc and bash, you will be dead. The counters are lockdowns such as fossilize and negate. This being said, it is not easy to do since you got only 3 seconds before the whole raid is dead.

    What I would suggest is a damage nerf of 15 to 20% and a range nerf from 6 x 15 to 5 x 12.

    You seem to have put a lot of effort into your post without actually making any effort to carry out what you propose.

    I can tell you right now you will be cc’d and killed instantly before you even get your first overload tick off. Blockade into overload heavy is so clunky it’s not even worth trading the extra damage for off balance vs the element of surprise.

    Please test this stuff out before suggesting gameplay and nerfs.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    chiipso wrote: »
    frozywozy wrote: »
    The issue with this skill is not only the damage but the range of it. It allows to burst people down much easier than Proximity Detonation can because of the large cone area in front of the caster (6 x 15 for Overload VS 8 for Healing Springs).

    People are forced to spread out of Healing Springs range or to take the damage.
    It's kinda funny to read all those posts claiming how vulnerable a sorc is when doing Heavy Overload in melee range. Let's go over every step an overload sorc has to do while hiding behind his faction.

    1) Hide and wait for an organized group to bomb and retreat
    2) Hardened Ward
    3) Streak in
    4) Blockade of Storm
    5) Overload for 7-9k a second
    6) Streak out

    I haven't used the skill but I am aware of how buggy and unresponsive it can be, especially in lag. This being said, I have played a magsorc for a very long time now and I understand how easy it is to surprise a group, coming out of nowhere with streak and a quick bomb and streak back out. Especially in CP campaign, even with 800 recovery, you can easily manage to buff, streak in, bomb, streak out and recover from any engagement using 10 pugs of your faction as a meatshield.

    And this is specifically what most excellent and experienced players have been doing for the past 2 months. They hide behind their faction, wait until a group trying to fight on their own goes in, kill people, then try to retreat to a safe spot dealing with alot of pressure from the remaining players. Then the overload sorcs come in as people are getting rooted / snared / stunned since their immovable potion ran out and drop people down in 2-3 seconds.

    There are counters available but not the ones that people have been mentioning in this thread like "bashing". By the time you try to reach the sorc and bash, you will be dead. The counters are lockdowns such as fossilize and negate. This being said, it is not easy to do since you got only 3 seconds before the whole raid is dead.

    What I would suggest is a damage nerf of 15 to 20% and a range nerf from 6 x 15 to 5 x 12.

    You seem to have put a lot of effort into your post without actually making any effort to carry out what you propose.

    I can tell you right now you will be cc’d and killed instantly before you even get your first overload tick off. Blockade into overload heavy is so clunky it’s not even worth trading the extra damage for off balance vs the element of surprise.

    Please test this stuff out before suggesting gameplay and nerfs.

    Could you tell me what is the difference between testing this build by myself and being the victim of it 30 to 40times in the past 2 months while keeping a tab on the group of overload sorcs, seeing them coming and using every tool in our disposal to counter them? It does not require a Sc.D. to understand how easy it is for such player to accomplish what is stated above while they are zerg surfing on top of their faction. I have played a bombsorc to AR32 and I know how easy it is to time a bomb when an enemy group is already struggling / dealing with other allies.
    Edited by frozywozy on July 29, 2019 1:58PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    frozywozy wrote: »
    chiipso wrote: »
    frozywozy wrote: »
    The issue with this skill is not only the damage but the range of it. It allows to burst people down much easier than Proximity Detonation can because of the large cone area in front of the caster (6 x 15 for Overload VS 8 for Healing Springs).

    People are forced to spread out of Healing Springs range or to take the damage.
    It's kinda funny to read all those posts claiming how vulnerable a sorc is when doing Heavy Overload in melee range. Let's go over every step an overload sorc has to do while hiding behind his faction.

    1) Hide and wait for an organized group to bomb and retreat
    2) Hardened Ward
    3) Streak in
    4) Blockade of Storm
    5) Overload for 7-9k a second
    6) Streak out

    I haven't used the skill but I am aware of how buggy and unresponsive it can be, especially in lag. This being said, I have played a magsorc for a very long time now and I understand how easy it is to surprise a group, coming out of nowhere with streak and a quick bomb and streak back out. Especially in CP campaign, even with 800 recovery, you can easily manage to buff, streak in, bomb, streak out and recover from any engagement using 10 pugs of your faction as a meatshield.

    And this is specifically what most excellent and experienced players have been doing for the past 2 months. They hide behind their faction, wait until a group trying to fight on their own goes in, kill people, then try to retreat to a safe spot dealing with alot of pressure from the remaining players. Then the overload sorcs come in as people are getting rooted / snared / stunned since their immovable potion ran out and drop people down in 2-3 seconds.

    There are counters available but not the ones that people have been mentioning in this thread like "bashing". By the time you try to reach the sorc and bash, you will be dead. The counters are lockdowns such as fossilize and negate. This being said, it is not easy to do since you got only 3 seconds before the whole raid is dead.

    What I would suggest is a damage nerf of 15 to 20% and a range nerf from 6 x 15 to 5 x 12.

    You seem to have put a lot of effort into your post without actually making any effort to carry out what you propose.

    I can tell you right now you will be cc’d and killed instantly before you even get your first overload tick off. Blockade into overload heavy is so clunky it’s not even worth trading the extra damage for off balance vs the element of surprise.

    Please test this stuff out before suggesting gameplay and nerfs.

    Could you tell me what is the difference between testing this stuff and being the victim of it 30 to 40times in the past 2 months while keeping a tab on the group of overload sorcs, seeing them coming and using every tool in our disposal to counter them?

    Testing allows you to see how much they are actually sacrificing to build around 1 specific skill. Also, a group of players all spamming the same skills is hardly anything to balance around.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    jaws343 wrote: »
    frozywozy wrote: »
    chiipso wrote: »
    frozywozy wrote: »
    The issue with this skill is not only the damage but the range of it. It allows to burst people down much easier than Proximity Detonation can because of the large cone area in front of the caster (6 x 15 for Overload VS 8 for Healing Springs).

    People are forced to spread out of Healing Springs range or to take the damage.
    It's kinda funny to read all those posts claiming how vulnerable a sorc is when doing Heavy Overload in melee range. Let's go over every step an overload sorc has to do while hiding behind his faction.

    1) Hide and wait for an organized group to bomb and retreat
    2) Hardened Ward
    3) Streak in
    4) Blockade of Storm
    5) Overload for 7-9k a second
    6) Streak out

    I haven't used the skill but I am aware of how buggy and unresponsive it can be, especially in lag. This being said, I have played a magsorc for a very long time now and I understand how easy it is to surprise a group, coming out of nowhere with streak and a quick bomb and streak back out. Especially in CP campaign, even with 800 recovery, you can easily manage to buff, streak in, bomb, streak out and recover from any engagement using 10 pugs of your faction as a meatshield.

    And this is specifically what most excellent and experienced players have been doing for the past 2 months. They hide behind their faction, wait until a group trying to fight on their own goes in, kill people, then try to retreat to a safe spot dealing with alot of pressure from the remaining players. Then the overload sorcs come in as people are getting rooted / snared / stunned since their immovable potion ran out and drop people down in 2-3 seconds.

    There are counters available but not the ones that people have been mentioning in this thread like "bashing". By the time you try to reach the sorc and bash, you will be dead. The counters are lockdowns such as fossilize and negate. This being said, it is not easy to do since you got only 3 seconds before the whole raid is dead.

    What I would suggest is a damage nerf of 15 to 20% and a range nerf from 6 x 15 to 5 x 12.

    You seem to have put a lot of effort into your post without actually making any effort to carry out what you propose.

    I can tell you right now you will be cc’d and killed instantly before you even get your first overload tick off. Blockade into overload heavy is so clunky it’s not even worth trading the extra damage for off balance vs the element of surprise.

    Please test this stuff out before suggesting gameplay and nerfs.

    Could you tell me what is the difference between testing this stuff and being the victim of it 30 to 40times in the past 2 months while keeping a tab on the group of overload sorcs, seeing them coming and using every tool in our disposal to counter them?

    Testing allows you to see how much they are actually sacrificing to build around 1 specific skill. Also, a group of players all spamming the same skills is hardly anything to balance around.

    I have played different classes as a bomber and made over 128 millions of AP sacrificing everything into damage. I am well aware of what is required and how effective it is. This being said, and as mentioned in this thread, the damage per second of any other ultimate in this game is not nearly as good as overload and is also much less forgiving since overload can be used / cancelled repeatedly in a short amount of time.
    Edited by frozywozy on July 29, 2019 2:52PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • GeneralSezme
    GeneralSezme
    ✭✭✭✭
    NBrookus wrote: »
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?

    PTS Patch notes 5.1.1 (https://forums.elderscrollsonline.com/en/discussion/485222/pts-patch-notes-v5-1-1)

    Sorcerer
    Storm Calling
    Overload: The Heavy Attack from this ability and its morphs can no longer be interrupted.

    No other ults are bashable anymore, why should overload be?
    Invictus
    Cheese Engine
    HIGH LATËNCY

    My bombing videos

    Notable toons:
    Pact Corsair- Breton Magblade Former Emperor BWB Prolly Stole your scroll and bombed you
    Lack of Aoe caps: Prolly bombed u
    Neraz Gulio- Stamplar- Former Empress BWB
    Paints-Her-Face - prolly painted your face
    Zealot of the Great Sun- Blazeplar, frmr Emp Vivec


  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    NBrookus wrote: »
    Cathexis wrote: »
    NBrookus wrote: »
    Cathexis wrote: »
    Can't you just bash overload heavy...?
    There's a reason why overload sucks.

    Not for long.

    I don't understand, are they getting rid of bashing?

    PTS Patch notes 5.1.1 (https://forums.elderscrollsonline.com/en/discussion/485222/pts-patch-notes-v5-1-1)

    Sorcerer
    Storm Calling
    Overload: The Heavy Attack from this ability and its morphs can no longer be interrupted.

    No other ults are bashable anymore, why should overload be?

    I was just giving info to the sorc that thought OL was bad for that reason. Given the buggy side effects of bashing Overload on live now, plus the unlikelihood of surviving to reach the sorc to get in melee range in the first place, it's a non-buff in my opinion. I don't have a problem with not being able to bash OL.

  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we've removed a few baiting comments. This is a friendly reminder to keep comments on topic and constructive. Thank you for your understanding.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • merevie
    merevie
    ✭✭✭✭✭
    It's 'totally fine' until you are hit by 3 people with 19k, 19k and 21k. Usually just two land but some of our small group foes have gotten the timing to the point where they all do. (Live - Kaal).
  • Theignson
    Theignson
    ✭✭✭✭✭
    When suddenly all the troll groups (oh sorry, "small scale" groups) start spamming something and running builds specced to a skill, you know you've found the latest out of balance ability.

    Power overload is ridiculous.

    My stam DK with 37/33k resists, 3k crit resist , took a single power overload hit for 11k. Absurd. After that I started seeing it on most death recaps. 3 hits for 9k each. Cmon.

    Tune it down.
    4 GOs, and General, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP over the last 8 years
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