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.
xylena_lazarow wrote: »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...
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.
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.
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.
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.
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?
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.
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.
GeneralSezme wrote: »
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?