Overload should... Overload...

Overload should... Overload...

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Posted by: OneKlicKill.4285

OneKlicKill.4285

Alright came up with an idea to make overload actually something we would consider using. Right now overload is a channel (a long one at that) that does minor things during its channel and still pretty minor after (yeah they could buff the numbers but its still very meh, and not really worth it.)

Okay so suggestion:

  • Overload still a channel (wait what you just said…)
  • During the channel it does nothing
  • At the end of the channel it does a MASSIVE effect (you know an overload level of effect)
  • Ex: Air Overload – (Targeted) Channel for 2.5s 1200 range. At the end of channel shoot an unstable arcing beam towards your target dealing (4.1 damage done multiplier) to your enemy. Add 5s to all air ability CDs and attune recharge is set to 20. [trait upgrade – Damage All enemies it passes through. Each enemy struck reduces the damage done to the next in line by 20%]
  • It’s now viable for all weapons not just MH dagger

That’s an overload. It would be telegraphed, Very High risk. Very High reward. Something we could get behind in PvP. In PvE fresh air builds might be able to use this as well (I’m not going to do the math though)

Now obviously air would have the highest damage modifier and initially only be single target. Each Overload Would be modified in someway by the 3rd tier trait to make it act differently, but not necessarily better.

Fire could deal AOE burst and the trait could modify it to deal Massive stacks of aoe Burn

Water could do a massive heal/Clense Traits could make it strip boons but reduce radius. OR maybe it could refresh other attune and be instantly available in water? but the sacrifice is water takes the additional CD of the overloaded attune?

Earth can actually stay how it is, unique with a break bar, Traits make it apply stacks of bleeding

(Trying to get the trait to make it more condi friendly so you can trait if for condi players and leave as is for non, maybe make 2 traits to chose between that shift it towards power or towards condi?)

Just an Idea, cause just complaining clearly gets us nowhere (I’m looking at your lack of response and feedback Karl…)

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

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Posted by: Dark Saviour.9410

Dark Saviour.9410

I would say a proper overload would just be a large buff for existing skills in an attunement until they burn out. I’d also still say it doesn’t fit ‘Tempest’ as well, but I think the ships already sailed on both those fronts.

Gone for good after Halloween 2Ø12.
A shame fun things could not simply be fun.

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Posted by: Iavra.8510

Iavra.8510

FYI, Kill Shot has a 3.25 power scaling, so 4.1 would probably hit for 15-20k.

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Posted by: Xillllix.3485

Xillllix.3485

How ironic is it that a warrior can killshot you for 10k+ in almost half the time it takes your overload to do 1000 damage.

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Posted by: OneKlicKill.4285

OneKlicKill.4285

4.1 dmg mod with berserk and pact runes (not marauder) amulet ele

  • Non-crit against cloth, no prot,vuln,might,+tough 5.1k
  • Crit (same as above) 10.8k
  • Max vuln and max might crit 17.8k

Now it would take 2x as long to cast as killshot and have a 20 second +5 sec on ALL air abilities lockout

Mesmer pull that kitten with shatter combos and you cant even see that coming….

Okay rework on it if that’s too much: Deals 3.5 mod and +.1 for each buff on the enemy. Reduce cast to 2s

For the cost benefit of losing an attune for 20 seconds you have to have huge gains from it, that’s the entire reason why tempest is trash right now. The damage he was doing on stream was with a MARAUDER amulet…

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

Overload should... Overload...

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Posted by: Xillllix.3485

Xillllix.3485

4.1 dmg mod with berserk and pact runes (not marauder) amulet ele

  • Non-crit against cloth, no prot,vuln,might,+tough 5.1k
  • Crit (same as above) 10.8k
  • Max vuln and max might crit 17.8k

Now it would take 2x as long to cast as killshot and have a 20 second +5 sec on ALL air abilities lockout

Mesmer pull that kitten with shatter combos and you cant even see that coming….

Okay rework on it if that’s too much: Deals 3.5 mod and +.1 for each buff on the enemy. Reduce cast to 2s

For the cost benefit of losing an attune for 20 seconds you have to have huge gains from it, that’s the entire reason why tempest is trash right now. The damage he was doing on stream was with a MARAUDER amulet…

Exactly, and Marauder is not viable in anything slightly competitive, but to make the damage seem impressive he had to replace the Celestial amulet everyone is running. It’s basically going to tick (only in super close range btw) a damage about twice lower (something like 800 on crit) than a hammer warrior auto-attack. And on top of that it doesn’t even have a trait that gives it stability… lol

Like, why is it even called elite specialization again? Are they supposed to be scared of the visual effects and not attack you?

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Posted by: Kaleban.9834

Kaleban.9834

Easiest way to fix Overload, taking into consideration how the game is played and the kinetic nature of combat:

Overload doesn’t lock out the Attunement, you just can’t Overload again until you switch out and back.

Ex. In Fire, you overload, switch to Air, then switch back to Fire where you can overload again.

Overload does not lock you out of attunements, it just requires the “charge-up” phase of 5 seconds or whatever.

I’ve always thought it was dumb design to have a CD on attunements at all, especially when you consider that the Engineer can switch in and out of kits nearly at will.

But the whole concept of Overload is fine, if a bit dull, its just that the negative of Overloading (attunement lock out) is so against the grain of the Ele’s design that one must think the bath salts are getting passed around at ANet.

So keep Overload in if you must ANet, but please have the foresight and intelligence to balance it properly without destroying the base functionality of the profession. You wouldn’t make Chronomancer disable Shatters, or Reaper adding a double CD on Shroud if you don’t hit enough targets (ala RtL), so why make such poor design choices for the Ele?

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Posted by: Iavra.8510

Iavra.8510

On the positive side, you get an amazing weapon in warhorn, taking over the mesmer’s/guardian’s job of providing boons, gaining access to boon remove, giving (nearly) every boon in the game to your whole group and extending its duration and having access to a 25s cd AoE pull without a target limit in Cyclone.

Stealth is basically the only thing the ele needs to be able to do everything in the game.

I’m in no way saying that Mesmer is balanced, but you certainly don’t have much reason to complain.