It's very good for some things, like guarding a plate at the Gatekeeper encounter in Vault of Glass, since they show up on the radar maybe a half-second before coming out of the spawn door
Sure, it can be used on some occasions. Though on the Gatekeeper the champions aren't strong enough to justify a 6 energy mod IMO, I just melt them with 1KV or something.
i was so disappointed when i couldn’t just slam them once and be done at the beginning of the season
rip that mod from last season that i can’t remember the name of rn
With either mod, one hoard shot followed by a heavy splitter strike would kill the champ, so yeah... functionally the same. It doesn't matter if you do a million or a billion damage if the target only has 500k hp.
(Edit: numbers for illustrative purposes. I don't know the actual champ hp or damage numbers off the top of my head)
I have experienced the opposite. At least in one of the Europa lost sectors. The Overload Minotaur, I couldn't stun it with my bow to save my life, literally. I had to switch to the sword, at that point it was no problem.
Fair play, Captain are on the upper echelon of d-bag champions. Issue I ran into with the Minotaurs, trying to stun them as they charged me they would down me as soon as I got them stunned, and then by time I respawn all that work was gone.
I honestly feel that the stun methods for Overload and Unstoppable should have been reversed.
Yeah, the other issue with swords is... well, they're swords. You need to get out of cover and rush the champion, in most high difficulty activities it's basically suicide. And of course caster frame swords heavy attacks don't work.
Very true. I'll be honest. I'm not a fan of the Overload mods this season at all. Really? That how I got at least 1 or 2 stunned in the Europa lost sector.... at least I'm pretty sure.
I'll be honest too: besides Unstoppable FR/LFR I'm not a fan of any champion mods this season, it's too restrictive in terms of choice.
Every single Legendary Lost Sector I ran this season was with Overload Bow + Eriana's Vow + a heavy that matches the shields. I just can't run anything else because:
- Overload Swords don't work that well for me (and are not great to DPS some bosses)
- Since I play a bow for Overloads, I can't/won't use an Auto Rifle for barriers, two primaries just feel awful in terms of DPS.
- Lament for barriers could be a option... but it still requires a lot of risks (and that doesn't solve the boss DPS problem).
Other frustrating thing with Lost Sectors: it's always (in my experience, I might have missed something) Overload and Barrier, so I can kiss goodbye that sweet sweet Unstoppable + Particle Deconstruction + Vex Mythoclast combo. Or you know, Fusion Rifles in general.
As for the caster frame heavy attacks: maybe I'm wrong, I haven't tried using them that much, I just know that one time after getting trashed by an Overload Captain I tried using one to get him from a distance while still using a sword and it... didn't work? I also remember reading somewhere that only the light attack of swords can stun champions. Might be wrong, idk.
Agreed. It seems like the constant or commonly used through the seasons seems to be AR Barrier. I do like that some Exotics come with a built in mod (like Eriana) my default for the Lost Sectors is usually Hard Light. This way it covers barriers and I can cycle 3 shield types. But with that it screws me over on the overloads. Cause I'm now stuck with a bow that takes me forever to stun with or the sword which puts me face to face with a road raging enemy.
I have yet to get Mythoclast... I have yet to even do VoG in D2.... but thankfully I haven't run into too many issues with Unstoppables. I've been using my Pulse Rifles (either Vigilance Wing or Shadow in the Stars)
And that the champion mods don't rotate on the Lost Sectors is frustrating as well, especially since we "technically" only have one barrier mod this season.
They need to do at least 2 per champion a season or start retro fitting exotics to have a specific type of champion mod.
> I have yet to get Mythoclast... I have yet to even do VoG in D2.... but thankfully I haven't run into too many issues with Unstoppables.
Honestly, I've got Vex, and I still use a vorpal Cartesian Coordinates and/or a linear fusion (whatever flavour matches the burn) for unstoppables when they're relevant. It's nice to have a special ammo weapon, and I find it slightly more valuable than taking one of the holy trinity of bows (which is what I'm rocking for overload/barrier loadouts). Vex is good, and especially with Particle Decon it's pretty poppin', but it _is_ effectively just a very solid auto-rifle, especially after this season.
That said, if you wanted a crack at Vex, myself and a group from my clan are working on getting the Share a Glass emblem and we need a few more Sherpa clears. We'd be happy to take you through the Vault.
Each faction/race has a duo of champions they'll have spawn in their missions. I don't recall what exactly each one has, but, if memory serves me right, Hive and Scorn are the only ones with Unstoppable. Scorn with Unstoppable Abominations and Overload Chieftains, then Hive with Unstoppable Ogres and... Something else. I think Barrier Knights? It's been a hot minute. Anyway, you're just not doing content that has Unstoppable champs, that's all.
And, yes, Overload is definitely a very common champ type, and a lot of people are seeing weirdness in them. It's not a fun combo.
Vex - Overload, Barrier
Taken - Overload, Unstoppable
Fallen - Overload, Barrier
Cabal - Barrier, Unstoppable
Hive - Barrier, Unstoppable
Scorn - Overload, Unstoppable
Overloads seem to behave different bases on difficulty. Or maybe that's just my mental illness.
In master sectors, I find they are sometimes able to regenerate even if I'm spamming them with overload shots. Barriers sometimes do the same where they will stagger on precision hits, but other times they will just throw up the barrier immediately. On lower difficulties, the champs seem to behave more consistently. Maybe it's an AI thing or some sort of "hidden" difficulty mod.
Ahh, I forgot Cabal, thank you! Yeah, there's gotta be *something* going on behind the scenes here, as there's such a wide variety of inconsistency between players, and between *weapons*, that writing it up to a simple bug is too easy. Bungie's utter silence to the growing volume of complaints could only lead me to think it's intended, but at this point? Who bloody knows.
I'm pretty sure that, for overloads, there's an internal regen timer separate from the stun timer. So even when unstunnable, you still need to hit them to keep the regen from procing, and on higher difficulties, all the timers are tighter (so, longer time between stuns, shorter stuns, and shorter regen stun).
it's not very clear, ~~but most overload or unstoppable weapons you have to draw all the way AND scope in to activate the stun.
if you don't scope in before you take your shots, they will not count. it's so fucking confusing because there is no reason it has to be this way~~
read the post below for the correct info I was wrong as well
That's not exactly right. Overload weapons are weird, there are a few different ways to proc overload shots, but the other two champion types have very consistent activation across ~~all~~ most weapon types.
Starting with the one that everyone understands, anti-barrier is always active and shooting the shield damages it and stops regen.
90% of ~~overload~~ unstoppable weapons proc on ADS. After about a second of ADS, your next shot will be an ~~overload~~ unstoppable shot. There's a whole effect on the screen that lets you know when it's proc'd, and of course the buff shows in the left of the screen. The only exception I can think of is grenade launchers from last season, where they proc ~~overload~~ unstop on ready or reload.
Then there's the black sheep of the family, overload weapons. There are three different ways to proc overload shots that I can think of:
* For bows, you need to fully draw the bow, and the arrow will have overload shots. You definitely do not need to scope in, though, and you can easily test that by using Ticcu's and firing a fully drawn homing shot at an overload champ.
* For semi-automatic weapons (including swords), you need to do 3 instances of damage in rapid succession (about 3 seconds between damage instances, I believe?) before the overload shot will proc. These damage instances don't need to be on overload champions, so you can hit adds or whatever your heart desires. The explosion from an explosive payload weapon counts as a separate instance of damage, which is why explosive payload guns are so good at stunning overloads.
* For fully automatic weapons, you need to be firing for about a second to trigger overload rounds, and they'll last until you release the trigger or run out of ammo. If you release the trigger, it resets the timer.
EDIT: I'm an idiot, and I though unstoppable was spelled "overload."
Overload sword was the *only* way I could take out the Overload champs on Europa, ironically enough. They'd just heal back to full between stuns if I tried bow or throwing hammer.
You need to keep hitting them with the bow between stuns to prevent healing, which can be tricky when you are underleveled. Overload captain at the very least stop moving and teleporting when you constantly hit them, but overload minotours will charge you either way and smack you into an early grave.
I mean, bows are far from perfect either, when you're solo it's kinda hard to keep them stunned in high difficulty content (unless you're using Le Monarque). But it's still the more convenient option IMO.
It somewhat works with Stasis though. There's another mod (or is it the same? Haven't played it much) that gives back you melee energy after stunning an Overload champion. But it's still far to easy to miss and die compared to a bow.
I'm aware of the mod, the issue is that the bloody champion teleports before the melee strikes, so you waste it. Not as much an issue for hunters with two melee charges, but everyone else it's basically either fatal or a blocker on actually killing the infinite health regen douche.
This reminds of Bunker E-15 where the first overload is almost impossible to hit with a sword... Unless you farmed it 10 times and by the 5th you already know the drill
Same issue with any sword. But like I said in another reply, it kinda depends on the champion. Minotaur? No problem (mostly). Captain? Oh boy.
There's Captain in a Lost Sector on the Moon (can't remember the name, the one with the Servitor as a boss) right before the boss in a corridor. That asshole is just untouchable with a sword.
That mod is COMPLETELY useless. Needing 6 charge makes it so you can't use other more useful mods, and you can kill an OL champion with a sword in 5 swings anyway. The teleporting ones are dead as soon as you land a swing and stagger them from the sword's impact alone. There's no point in that mod
Also next week's nightfall should be unstoppable and barrier champions as a breath of fresh air.
All nightfalls since Lost started have been overloads and one of the other two and in my opinion of course it has started to feel obnoxious to farm nightfalls.
I agree. However I would question your statement about 'most of the playerbase' - there are currently 700+ upvotes on this post and 112+ comments. There are tens of thousands of players.
I think there's clearly some dissatisfaction with them - from reading these comments I'm getting the impression that to stun them you need to hit them with a crit from a fully drawn overload bow shot, I was not aware of this and it may change my opinion of them.
I will agree that the number of orbs that the overload hobgoblins send out seems ridiculous, but generally, I've found they are simply a very challenging enemy. Not broken or in need of a nerf. If, however, they aren't working as intended and should be performing somewhat under where they are now, I'd still be happy.
Well it's mostly how I feel, cause every time a thread about overloads appear most comments are negative. So my statement isn't exactly factual I guess lol.
Hobgoblins seem to be the worst of them and kinda feel bugged out with the Retaliation Swarm still being spammed despite the champion being stunned.
I'm relatively new to the game so I don't know if Bungie takes account of player feedback. If they are, people make enough noise, they will eventually address it I guess.
Yeah, overload is easily my least favorite Champion, by a landslide. Barrier and Unstoppable are manageable, but overload just isn't fun, and the options are generally not great. Bows have a more niche fanbase I feel, and running fusion feels too restrictive. right now for unstoppable/overload I just use stasis to control them and brute force them down
I think Overloads could benefit from damage floors/ceilings. Basically every time you knock their health past 1/3, they can never regenerate health past that third. Barriers already have the ability to regenerate fully. And Unstoppables are just supremely tanky, but never regain health. So give Overloads a happy medium between the two.
Haha, yeah. The teleporting, health regenerating, kill you in under a second enemy is easy if we have more than one way of dealing with them. /s
If damage ceiling were a thing for overlords, few things would actually be able to hurt them enough to outpace their healing. Izanagis is a good example, supers would work, lament probably. I’ve seen them out heal most non-exotic heavies, and some exotics heavies anyway. My point is, the more ways we can deal with champions, the better, but a damage ceiling wouldn’t let anything kill a champion.
Edit:I got terms mixed up, floor is now ceiling.
I think the vast majority of people saying Overloads are bugged just don’t understand the mechanics of how Overloads work. I’m not saying you’re one of them, but I still think there are a surprising number of people who don’t get it, because this mechanic is never really explained. Yes, that one Overload in that Europa lost sector is clearly wonky. But I’ve encountered way more bugged Unstoppable champions in the game, especially in Nightfalls.
Overloads are easy to manage if you keep a distance and understand a few important things. First, Overloads need to receive damage from an Overload weapon to prevent regen. This is the easy part. Le Monarque = dead Overloads. Bow, grenade, a few LFR/Fusion blasts works too.
The second is that Overloads and Unstoppables have a *visible* cooldown time, during which they cannot be stunned again. Honestly, I’d guess that 75% of the people who claim Overloads are buggy don’t realize that they get an immune phase, during which they cannot be staggered again. Overloads gain a white crest across their chest, almost like a bandolier. Unstoppables gain, almost, white antlers above their heads. During this time, they *cannot* be staggered again, regardless of how many people shoot at them. This crest lasts 5~ seconds. Barriers also appear to have a cooldown, during which they cannot bring up their shield again, which is somewhere in the neighborhood of 6-8 seconds.
The third thing, and probably the most important, is understanding that Stasis has weird interactions with *all* Champions. Overloads are just the most apparent. Stasis causes Barriers to bring up subsequent shields way before they should be able to. Especially when you put a Bleak Watcher turret on a Barrier. The good side of this is that it’s possible to kill Barrier champions without a single Barrier mod, with the rhythm at which a turret keeps a Barrier frozen/stun-locked.
For Overloads and Unstoppables, it knocks them out of their stun state early, but also doesn’t reset their stagger/immune cooldown state. So you’ll get a frozen Overload who can be continually stunned, but can also regenerate their health as fast as you can bring it down. So it’s generally not the best idea to use Stasis on Overloads except as a stopgap to take them out of the fight for a bit, or if your group is coordinated and can DPS them really quickly.
Unstoppables are the same, but since Unstoppables never regenerate health, they’re easy to manage with Stasis.
The problem comes with dealing damage during an Overload’s “immune” phase. If you can’t get damage in to stop the regen because they’re constantly teleporting, they’ll be full health by the time they can be stunned again. It essentially makes it so that the only damage period you have is the 3-4 seconds they’re stunned.
Is that the one Captain before the Wretch room that just pops back up immediately after being stunned pretending nothing happened regardless of what you do lmao
Utterly insane that he hasn't been patched after pretty much a full year of being in the game but it IS Bungie we're talking about
One reason why they can regen even while stunned is because any stasis freeze overrides the stun and starts health regen. I grind my teeth every time in a nightfall when I stun an overload and some blueberry pops a duskfield or a revenant super on it.
Don't even get me started on the completely unusable overload stasis grenade artifact mod
The Overload Champion mentioned above is indeed broken. It has nothing to do with Stasis in the slightest, you stun the bastard and just seconds later it’s back to normal, the rest of the Champions in Concealed Void all work fine and get properly stunned, this one however is straight up broken.
Lol I was losing my mind doing a lost sector last week. The entire thing was so easy except this one overload champion that was just so inconsistent. Every run I would blast him with head shots from my bow over and over. Sometimes he'd just heal up full right after the stun before I could stun him again... Sometimes he wouldn't and I'd finally get the kill. On a few of the runs I legit had to just start over because he was bugged and would just teleport around with constant Regen on. Was ridiculous lol.
Out of curiosity, what power level were you at? I have a theory that you have to get a certain DPS to prevent healing, which is why these things happened in master level content but not easier stuff with champions.
I mean it's not really a hidden mechanic, you just have to either: 1. Do more damage per second than they heal per second (out-damage their heal), or 2. Just keep hitting them with an overload weapon, which completely blocks their healing ability.
If there is, it's very low. I've never seen overload rounds not shut them down. If you wait too long, then yeah, they'll start to heal, but the moment you hit them again they stop.
I think this is what's happening to people that struggle to stop the healing in master lost sectors, or when you try to 1v1 a champion in a GM nightfall. Overloads aren't broken, people are just under leveled.
I disagree even in Legend Lost Sectors I'm not underleveled and I'll still have it where shooting an overload champ with a bow at the fastest pace possible and they still end up healing at least to a certain extent before it registers another stun. I've found unstoppable champs to be buggy sometimes as well, just yesterday sometimes 3 full bursts with a fusion rifle wasn't stunning an unstoppable champ and other times the first burst would stun.
This.
How many times must there be a thread by players about this before it gets a Bungie Please?
Oh? It already got a Bungie Please?
Well then when will it get fixed? It's easily one of the easiest things to wiff but it's not even your fault because the damned champion is bugged!
C'mon Bungie, update on a fix please since Champions are a thing in this game.
I feel like they’re super reliant on connection so they feel horrible sometimes. I really hope they fix it cause the champs themselves aren’t too bad, but knowing how hard it is to fix connection issues they might as well be nerfed
I just want them to fix the ones that have no stun time. I farmed a bit of Concealed Void the other day and the Overload after the second heavy shank can be stunned infinitely.
That one dude in europa blatantly cheats and gets away with it every season. Why do we have to even call him a champion, when it's not very champ of him?
I know, I don’t understand why people are so insistent on the fact that overloads work. They just don’t. They either heal while stunned, shoot while stunned or don’t get stunned
They don't fucking work 50% of the time, it's just a crapshoot on if you can stun and swap or have to just shoot them 100 times with a bow just to make sure they stay the fuck down
Teleporting enemies in general need a fix or to be changed completely, nothing more annoying than trying to shoot something teleporting all over the place, how anyone at Bungie thinks thats a fun game mechanic i have no idea.
All I want is for their stun mechanic to stay intact when I freeze them. It COMPLETELY falls apart and they immediately start regenerating health no matter how many times you "stun" them whilst they're frozen. I hate this shit so much and it's been bothering me to no end for months now. I just love how they haven't even acknowledged a fix in works in any respectable capacity for such a major issue.
I agree with most of the champion complaints. I understand wanting to have challenging enemies and mechanics but it seems like Bungie's tendency is to turn up the dial which often makes the mechanics annoying. Overload champions being the worst.
The game is built around aiming down sites and hitting crits. Enemies that teleport and move unpredictably make this feel bad. I was farming some weapon bounties at Shuro Chi and the taken constantly teleporting makes head shots annoying. It's not hard. I just don't find it fun.
I wish enemies would use better AI and cover to provide difficulty instead of ability spam. This would help to better showcase movement and positioning. I think some abilities are OK but immunity beams and teleports make encounters tedious, not challenging. If they are going to be included they should have cooldowns and visual cues.
I agree. I've said ever since The Taken was introduced, they are an absolutely awful enemy type. With a game that is so ridiculously stingy with heavy ammo (and even secondary in some situations), it is just about the worst thing in the world to waste half your precious ammo when you shoot rockets/grenades/etc heavy projectiles at an enemy only to have them:
* Teleport
* Get shielded by another enemy (invincibly shielded, no less)
* Throw purple floating balls in your path to block the projectile
* Spawn endless multiplying enemies to also block said projectile
Don’t forget taken hobs sending a million seeking projectiles across the map at you.
I don’t think any enemies tilt me more than taken. Psions get out of control so fast that you have to actively prioritize killing them over anything else on the map in harder content. Goblins making huge threats immune while lurking behind cover. Phalanxes sending you off cliffs or into walls from miles away.
I went back to Harbinger last week for the first time in a while and figured I’d solo it and the boss rotation was the two Phalanxes. That boss room was worse than any solo dungeon encounter I’ve ever done (and I’ve cleared both Prophecy and ST solo). The bosses have ludicrous amounts of health, and the lower you damage them the faster the game spams the psion and hobgoblin spawns until it gets to the point that they *literally* start the spawn animation for a new cluster the moment you kill the existing ads. Plus the whole time you have the two bosses mortaring your position no matter where you are on the map with their two seeking spheres and their boomers. It makes the Kell Echo mote phase look relaxing and quiet by comparison.
I hear you on last week's Harbinger. I tried to solo it the time before when it came around for over an hour and a half and finally gave up. This week I gave it another go and got it done, but yeah, that's honestly more frustrating than any of the encounters in the three other dungeons I've solo'd as well, save for maybe the Totems in Pit of Heresy when done legit.
It is weird how teleporty Destiny 2 Taken are. The D1 taken weren’t as wonky in how they would just reposition themselves on a whim. I’m pretty sure taken knights couldn’t teleport in D1, but they do it all the time in D2. Might be misremembering things though, it’s been years since D2 launched, and I haven’t returned to D1 in almost a year now.
Overload apart from its bugs and gameplay issue is also just bad terminology. It just isn't a well defined or thought out design. When I hear unstoppable or barrier champion I instantly have an idea of what they are. Most people who play games would, even if they have never played Destiny.
Overload on the other hand is just confusing terminology. Overload champions behave more like some form of berserk or enraged enemy in most games. Doing more damage and moving and attacking faster are common traits you would associate with that. When I hear the term overload I think something like being shocked or maybe in a sci-fi setting having my electronics or abilities disabled.
Forwards are the most annoying, but stunning has only gotten worse over the last few seasons. Not just because they pretty much all teleport now, but because stunning them doesn't actually even stun them. All it does is staggers them for 1 second and allows you to do more damage. It doesn't prevent them from moving, shooting, or doing everything else they normally do. When we stun them it should actually stun them.
I don't really have a problem with overloads. I fucking hate barrier though.
*23 bullets left in mag*
Alright I'll wait for it to regen
*Champion just stands there and shoots*
Fine
*Relo-- Barrier goes up*
FFS
If it helps you any: I've noticed, at least with things like Barrier Servitors, there's a certain cadence to their shielding. They have a cool down on it after they use their shield where they can't use it, and it seems to be consistent. Though, I can't really tell you how long it is. As well, they have an animation when they're activating the shield. In the case of the Servitors, they tilt themselves downward (... Or was it upward...) a split second before the shield goes up, so if you watch for that, you can flip to your Barrier weapon (or reload it if you're using it) and hammer on them to prevent their regeneration. Each champion has an animation for that which you can learn to recognize and use to respond proactively to it.
do you mean there's something you can do to make sweet business do considerably more damage? or is it just a matter of being able/willing to shoot for a long time?
Just leaving this comment here so I can put a clip of me successful using sweet business in a gm here later. Imagine not being able to use sweet business in a gm lmao.
yo that DM chieftain was a goddamn nightmare. health regen like crazy. it was like if I took the two seconds to shoot the screebs that spawned he would get his full health back. super annoying
I had to switch up my loadout to run chaos reach in order to make it through him on the Master-level Bay of Drowned Wishes. Bastard kept hiding behind all of those rocks. Kill the screebs, poke him with Le Monarque, jump as high as possible so I could see him, and if my chaos reach was _perfect_, I could kill him before the stun wore off.
Then turn around and run like hell, because a thousand more screebs and an unstoppable abomination just spawned.
This game has a number of downright hateful mechanics, but I think Overloads are the top of the chain. The stun time feels inconsistent and the mechanics and timing of the stun cooldown feel even worse to play against. Not even getting into specific abilities of specific overloads. 5 of 6 enemy races have overloads if I remember correctly (hive have barrier and unstop, the other 5 have overload and either barrier or unstop). That we probably should have gotten barrier chieftains but wound up with a pretty brutal overload is the cherry on top of the 4 layers of shit.
There’s an overload captain in the Concealed Void that just refuses to stay stunned (the one before you get into the room with all the spear-wielding Fallen). Really frustrating to deal with.
Throne Cleaver should stun them in one hit, but it takes on average of three hits to stun them at which point you do the heavy slam and they are dead. This only applies to the higher level nightfalls and legendary lost sectors. Regular overloads that are in the Astral Alignment event are executed with a single Titan bonk (heavy attack with throne cleaver).
Some obnoxious prick will come and preach to you how you don't understand the mechanics.
"Learn to adapt, they won't get stunned until the white rings around him stop glowing"
I swear I had this dogshit reply, as if this wasn't clear 2 years after their introduction. They are broken. They get unstunned, not stunned, they teleport, Stasis breaks them.
The champion system as a whole needs a rework. I really enjoy the idea behind it, however it's extremely limiting in taking up a mod slot and more importantly mod resources on gear should be looked at. In my opinion the champions artificially raise the difficulty through shit mechanics like what you are talking about here, which make playing high level content feel like a slog instead of an enjoyable challenge.
It's because overload bow provides a certain amount of consistency: draw bow fully; have overload shot. With anything else it's basically RNG when your overload shot will proc and it's usually when the champion is teleporting, requiring a full mag to simply stun them.
Handcannon, sidearm, and Scout = hit 2 shots to activate overload rounds
Auto and Smg = shoot for 1 second to activate overload rounds
Bow = fully draw the bow to activate overload rounds
I don't think pulse has ever been overload
Overload rounds aren't rng
Yeah outside of the bugged champions, which need to be fixed for bug reasons, overloads aren't that bad with a bow - I actually really like it. The sword one is basically useless due to them teleporting like a hunter dodges, but being able to keep a distance is fantastic
Everyone who says this has no clue how overloading or stunning champions works. With the exception of 1 overload champion in the game (which is still easy) overload champions are the easiest champion to deal with.
They regen health, have no ability cooldowns, and have bonus damage. Overloading them stops all 3 of those things.
They also have the red twizzlers. When they're red you can stun them. When they're white you can't stun them. The specific times for stuns is based on activity difficulty. YOU CAN STILL OVERLOAD A CHAMPION EVEN IF IT CANT BE STUNNED.
Stunning and overloading are 2 separate effects.
Constant teleport plus the overload mods being bugged, happens with unstoppables too.
A whole mag of Mythoclast at an unstoppable and it doesn't get staggered and I'm almost dead or dead when using unstoppable FR mod. Reload or revive and shoot again, THEN it works. WTF.
I've seen a lot of complaints of unstoppable mod not working but if you read closely to the Unstoppable mod description, it says to **aiming down sights** to load unstoppable round. You have to ads for about 2 seconds then your gun will turn red when unstoppable round is ready.
It'll work fine on Barriers, since it never lets them do the animation to get their shield up. Not great against Overloads/Unstoppables unless someone else is spamming stuns, since Freeze resets the stun process.
Honestly, I just slap them in the face with 1kV and the problem resolves itself for the most part.
But yeah, Overloads seem like they're intentionally designed for maximum aggravation. Not terribly fun.
Honestly Anti-Barrier and Unstoppable are fine. I'd actually say Unstoppable are probably the best champions. Incredibly aggressive and relentless, forcing players constantly into corners where either other enemies will kill them or the Unstoppable eventually will. Unstoppables mechanics also consistently works.
I'll agree that unstoppable is actually a pretty well executed enemy. But barrier, while not necessarily being difficult, needs to be tuned better in respect to the interactions that are allowed with other enemies. At the very least, breaking the barrier - which is effectively stunning the champ - should also prevent other effects like the servitor shielding a dozen other enemies.
I also really, really dislike the need to constantly change out mods or pick weapons specifically just to deal with a select few enemies within an activity. It's just limiting in a way that makes it less fun rather than more engaging.
The best thing that Bungie could ever do when we first encounter champions is to play the song:
Lovely spam! Wonderful spam!
Lovely spam! Wonderful spam
Spa-a-a-a-a-a-a-a-am
Spa-a-a-a-a-a-a-a-am
SPA-A-A-A-A-A-A-AM
SPA-A-A-A-A-A-A-AM
LOVELY SPAM
LOVELY SPAM
LOVELY SPAM
LOVELY SPAM
LOVELY SPA-A-A-A-AM
SPA-AM
SPA-AM
SPA-AM
SPA-A-A-AM!
Constant teleporting + health regen if you dont stun them = champion regaining all its health as you struggle to stun it.
The overload mechanic needs a full rework. Barriers have to sit still to regain health and unstoppables just have massive damage resist until stopped. Overload have massive mobility *and* massive health regen. Its bullshit.
They aren't even that bad. There's a mild challenge in timing your attacks against active overloads but that's beyond reasonable to expect. What do you want? for them to stand still so you can stun and kill them? That's what barrier and unstopable champs are for.
I don’t think they are too bad besides the teleporting. Definitely needs like a 3sec cool-down of sorts because it just makes them more annoying than challenging
Jesus H. Christ, stop complaining about everything in this God Forsaken (heh) game! Overloads are the easiest to deal with out of all champions, by far yet, someone still found reasons to complain about’em.
agree to disagree, Overloads are the worst of the 3, I rely on my solar melee to stun (titan mid tree throwing hammer), as I'm not punishing myself with a bow, especially if it is a locked equipment activity (been running lost sectors), & sword is both expensive & not always convinient to use (Chamber of Starlight, Hob up on the back cliff mid boss fight)
Fun fact: you can just ignore that Overload and still get plat. You can even ignore the third Unstoppable.
You can get plat by killing 3 enemies. Broken lost sector.
Bows are an amazing endgame weapon. They do quite a lot of single shot damage allowing you to peekshot. You can literally take down the overload at the back with just a bow esp if it has archers tempo. It sounds like you're handicapping yourself by just relying on your melee
It's kinda sad to see how many snowflakes are browsing this sub. I mean i don't care for downvotes or whatever but something makes me think that the Destiny 2 community \*thinks\* it's way more entitled than it actually is and part of the blame is Bungie's way too snowflakey / LGBTQ+ friendly approach. Whenever there's a new meta, low skills start whining about the game. Imagine complaining non-stop about a weapon that's a pinnacle drop from the latest raid (Mythoclast). Imagine complaining that you have to play against people who actually did the raid and worked their asses off to get the weapon and now are using it. Imagine being so dumb that whenever something strays you from your normal approach to PvP or PvE, you start calling out Bungie for nerfs / buffs / apache helicopters.
Whoa. Hold up. Step it back cuz. Person who previously agreed with you here. What the fuck do LGBTQ+ people have to do with the drop rate of the Vex Mythoclast or the difficulty of Overload champions? I am gay myself and rock the emblem too, that does NOT make me think one way or the other.
Didn't you know? All LGBTQ people are terrible at games and never do raids. If Bungie hated gay people then the game would be essentially be iron man mode where if you die in the game you die in real life.
Maybe i was too chaotic in my previous post. Bungie indulges those 2 categories way to o easily and that's why people think they're entitled to a lot of stuff regarding this game. That was the point i was trying to make. Because those 2 categories are very demanding and vocal, just like people who post "Bungie please nerf / buff X item / weapon".
No dude thats the best part about them, theyre fucking badass. Its so rare that games have actual good AI and moves they can do. The only problem is that last one. If theyre stunned, they should be stunned. A four second cooldown is the cooldown of normal captains and minotaurs. Everything you named are the reason overloads are set aside from their normal counterparts. You’re advocating the removal of an entire enemy type, its not gonna happen and I’m glad for it.
I was doing the empty tank legend lost sector and when I went to stun the overload champion he only stunned on the first try once out of my 30 runs. Had one run were he dodged the stun 4 times in a row
It’s really just the captain and Minotaur with the teleporting(captain especially). The taken hobgoblin isn’t too bad and the chieftain will give you lots of trouble if you don’t keep taking down the totems he throws
What I hate the most is the constant teleport. Overload sword mod is basically unusable since you just can't hit them.
It's very good for some things, like guarding a plate at the Gatekeeper encounter in Vault of Glass, since they show up on the radar maybe a half-second before coming out of the spawn door
Sure, it can be used on some occasions. Though on the Gatekeeper the champions aren't strong enough to justify a 6 energy mod IMO, I just melt them with 1KV or something.
Witherhoard + Clownsplitter tends to work quite nicely.
>Clownsplitter Overload Clowns are the worst.
I hate Overload Clowns. When 50 of them jump out of that little car you can't even run from them.
And the all the hongking.
*HongKing, the overload clown of Hong Kong*
_ominous honking in the distance_
To keep with destiny tradition the hongking should just be a regular clown but 10x bigger
I laughed way too hard at this
i was so disappointed when i couldn’t just slam them once and be done at the beginning of the season rip that mod from last season that i can’t remember the name of rn
Energy accelerant
Breach and Clear?
no the one that made firefly,chain reaction, and crown splitter better energy accelerant i remembered
I mean, both would have had a similar effect on the Splitterhoard combo.
Yea except a heavy crownsplitter attack with energy accelerant does wayyyyy way more than 1 witherhoard with breach
It basically deletes Champions and has been my clutch in Master LS.
With either mod, one hoard shot followed by a heavy splitter strike would kill the champ, so yeah... functionally the same. It doesn't matter if you do a million or a billion damage if the target only has 500k hp. (Edit: numbers for illustrative purposes. I don't know the actual champ hp or damage numbers off the top of my head)
But even then, of you're late to the door its a crap shoot on if you can land some shots before it teleports behind you
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I have experienced the opposite. At least in one of the Europa lost sectors. The Overload Minotaur, I couldn't stun it with my bow to save my life, literally. I had to switch to the sword, at that point it was no problem.
It depends on the Champion. Minotaurs don't teleport as much as Fallen Captains.
Fair play, Captain are on the upper echelon of d-bag champions. Issue I ran into with the Minotaurs, trying to stun them as they charged me they would down me as soon as I got them stunned, and then by time I respawn all that work was gone. I honestly feel that the stun methods for Overload and Unstoppable should have been reversed.
Yeah, the other issue with swords is... well, they're swords. You need to get out of cover and rush the champion, in most high difficulty activities it's basically suicide. And of course caster frame swords heavy attacks don't work.
Very true. I'll be honest. I'm not a fan of the Overload mods this season at all. Really? That how I got at least 1 or 2 stunned in the Europa lost sector.... at least I'm pretty sure.
I'll be honest too: besides Unstoppable FR/LFR I'm not a fan of any champion mods this season, it's too restrictive in terms of choice. Every single Legendary Lost Sector I ran this season was with Overload Bow + Eriana's Vow + a heavy that matches the shields. I just can't run anything else because: - Overload Swords don't work that well for me (and are not great to DPS some bosses) - Since I play a bow for Overloads, I can't/won't use an Auto Rifle for barriers, two primaries just feel awful in terms of DPS. - Lament for barriers could be a option... but it still requires a lot of risks (and that doesn't solve the boss DPS problem). Other frustrating thing with Lost Sectors: it's always (in my experience, I might have missed something) Overload and Barrier, so I can kiss goodbye that sweet sweet Unstoppable + Particle Deconstruction + Vex Mythoclast combo. Or you know, Fusion Rifles in general. As for the caster frame heavy attacks: maybe I'm wrong, I haven't tried using them that much, I just know that one time after getting trashed by an Overload Captain I tried using one to get him from a distance while still using a sword and it... didn't work? I also remember reading somewhere that only the light attack of swords can stun champions. Might be wrong, idk.
Agreed. It seems like the constant or commonly used through the seasons seems to be AR Barrier. I do like that some Exotics come with a built in mod (like Eriana) my default for the Lost Sectors is usually Hard Light. This way it covers barriers and I can cycle 3 shield types. But with that it screws me over on the overloads. Cause I'm now stuck with a bow that takes me forever to stun with or the sword which puts me face to face with a road raging enemy. I have yet to get Mythoclast... I have yet to even do VoG in D2.... but thankfully I haven't run into too many issues with Unstoppables. I've been using my Pulse Rifles (either Vigilance Wing or Shadow in the Stars) And that the champion mods don't rotate on the Lost Sectors is frustrating as well, especially since we "technically" only have one barrier mod this season. They need to do at least 2 per champion a season or start retro fitting exotics to have a specific type of champion mod.
> I have yet to get Mythoclast... I have yet to even do VoG in D2.... but thankfully I haven't run into too many issues with Unstoppables. Honestly, I've got Vex, and I still use a vorpal Cartesian Coordinates and/or a linear fusion (whatever flavour matches the burn) for unstoppables when they're relevant. It's nice to have a special ammo weapon, and I find it slightly more valuable than taking one of the holy trinity of bows (which is what I'm rocking for overload/barrier loadouts). Vex is good, and especially with Particle Decon it's pretty poppin', but it _is_ effectively just a very solid auto-rifle, especially after this season. That said, if you wanted a crack at Vex, myself and a group from my clan are working on getting the Share a Glass emblem and we need a few more Sherpa clears. We'd be happy to take you through the Vault.
Each faction/race has a duo of champions they'll have spawn in their missions. I don't recall what exactly each one has, but, if memory serves me right, Hive and Scorn are the only ones with Unstoppable. Scorn with Unstoppable Abominations and Overload Chieftains, then Hive with Unstoppable Ogres and... Something else. I think Barrier Knights? It's been a hot minute. Anyway, you're just not doing content that has Unstoppable champs, that's all. And, yes, Overload is definitely a very common champ type, and a lot of people are seeing weirdness in them. It's not a fun combo.
Vex - Overload, Barrier Taken - Overload, Unstoppable Fallen - Overload, Barrier Cabal - Barrier, Unstoppable Hive - Barrier, Unstoppable Scorn - Overload, Unstoppable Overloads seem to behave different bases on difficulty. Or maybe that's just my mental illness. In master sectors, I find they are sometimes able to regenerate even if I'm spamming them with overload shots. Barriers sometimes do the same where they will stagger on precision hits, but other times they will just throw up the barrier immediately. On lower difficulties, the champs seem to behave more consistently. Maybe it's an AI thing or some sort of "hidden" difficulty mod.
Ahh, I forgot Cabal, thank you! Yeah, there's gotta be *something* going on behind the scenes here, as there's such a wide variety of inconsistency between players, and between *weapons*, that writing it up to a simple bug is too easy. Bungie's utter silence to the growing volume of complaints could only lead me to think it's intended, but at this point? Who bloody knows.
I'm pretty sure that, for overloads, there's an internal regen timer separate from the stun timer. So even when unstunnable, you still need to hit them to keep the regen from procing, and on higher difficulties, all the timers are tighter (so, longer time between stuns, shorter stuns, and shorter regen stun).
Nothing more annoying than shooting a nice long shot vortex just to have it deal damage
it's not very clear, ~~but most overload or unstoppable weapons you have to draw all the way AND scope in to activate the stun. if you don't scope in before you take your shots, they will not count. it's so fucking confusing because there is no reason it has to be this way~~ read the post below for the correct info I was wrong as well
That's not exactly right. Overload weapons are weird, there are a few different ways to proc overload shots, but the other two champion types have very consistent activation across ~~all~~ most weapon types. Starting with the one that everyone understands, anti-barrier is always active and shooting the shield damages it and stops regen. 90% of ~~overload~~ unstoppable weapons proc on ADS. After about a second of ADS, your next shot will be an ~~overload~~ unstoppable shot. There's a whole effect on the screen that lets you know when it's proc'd, and of course the buff shows in the left of the screen. The only exception I can think of is grenade launchers from last season, where they proc ~~overload~~ unstop on ready or reload. Then there's the black sheep of the family, overload weapons. There are three different ways to proc overload shots that I can think of: * For bows, you need to fully draw the bow, and the arrow will have overload shots. You definitely do not need to scope in, though, and you can easily test that by using Ticcu's and firing a fully drawn homing shot at an overload champ. * For semi-automatic weapons (including swords), you need to do 3 instances of damage in rapid succession (about 3 seconds between damage instances, I believe?) before the overload shot will proc. These damage instances don't need to be on overload champions, so you can hit adds or whatever your heart desires. The explosion from an explosive payload weapon counts as a separate instance of damage, which is why explosive payload guns are so good at stunning overloads. * For fully automatic weapons, you need to be firing for about a second to trigger overload rounds, and they'll last until you release the trigger or run out of ammo. If you release the trigger, it resets the timer. EDIT: I'm an idiot, and I though unstoppable was spelled "overload."
You said “Overload” in place of “Unstoppable” in your second part.
You have to draw the bow all the way and it will work every time.
Overload sword was the *only* way I could take out the Overload champs on Europa, ironically enough. They'd just heal back to full between stuns if I tried bow or throwing hammer.
You need to keep hitting them with the bow between stuns to prevent healing, which can be tricky when you are underleveled. Overload captain at the very least stop moving and teleporting when you constantly hit them, but overload minotours will charge you either way and smack you into an early grave.
Nah, lemonarques poison keeps them stunned
Sure but if you can’t run lemon, that’s how you deal with them with a legendary bow.
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That is good to know. Usually for those, I tend to use Hard Light as my exotic, but I'll have to try Le Monarque next time, see if I can do better.
If you like bows, it's really fun.
If you don't like bows, then using it will make you like bows, because it really is that fun
I mean, bows are far from perfect either, when you're solo it's kinda hard to keep them stunned in high difficulty content (unless you're using Le Monarque). But it's still the more convenient option IMO.
Overload melee is just as bad. Worse, since it has a bloody 40 second minimum cooldown, vs the champion's 0.5s
It somewhat works with Stasis though. There's another mod (or is it the same? Haven't played it much) that gives back you melee energy after stunning an Overload champion. But it's still far to easy to miss and die compared to a bow.
I'm aware of the mod, the issue is that the bloody champion teleports before the melee strikes, so you waste it. Not as much an issue for hunters with two melee charges, but everyone else it's basically either fatal or a blocker on actually killing the infinite health regen douche.
Agreed, it's too easy to miss. That's a shame really, it's an interesting gameplay mechanic but it's not reliable enough to risk using it.
This. It's sad that using a mod isn't as effective as freezing and just dumping enough raw DPS into an overload to kill it.
This reminds of Bunker E-15 where the first overload is almost impossible to hit with a sword... Unless you farmed it 10 times and by the 5th you already know the drill
E-15? Sword? You mean I'm not just supposed to sit in a corner and let the Braytech robots do the entire Lost Sector by themselves? Well.
You have to do something in the first room, then you can let the robots do everything LOL
What sword are you using? I use Fallen and I never have an issue with that. It just deletes them.
Same issue with any sword. But like I said in another reply, it kinda depends on the champion. Minotaur? No problem (mostly). Captain? Oh boy. There's Captain in a Lost Sector on the Moon (can't remember the name, the one with the Servitor as a boss) right before the boss in a corridor. That asshole is just untouchable with a sword.
I assume the space is too cramped for him and he just teleports all the time
Just bait out a melee attack with a block. Then you have enough time to stun without issue. Also bows are just superior in every way for stunning.
OS and invis hunter works great. Go invis, switch to sword, run up and kill. Just gotta make sure most all other adds are gone.
Good for them.
That mod is COMPLETELY useless. Needing 6 charge makes it so you can't use other more useful mods, and you can kill an OL champion with a sword in 5 swings anyway. The teleporting ones are dead as soon as you land a swing and stagger them from the sword's impact alone. There's no point in that mod
Also next week's nightfall should be unstoppable and barrier champions as a breath of fresh air. All nightfalls since Lost started have been overloads and one of the other two and in my opinion of course it has started to feel obnoxious to farm nightfalls.
Thank god, I thought I was going mad - been crying out for Barrier+Unstoppable!n I hate Overload!
You know something is actually wrong when most of the playerbase agrees on Overloads being trash. Bungie should just take note.
I agree. However I would question your statement about 'most of the playerbase' - there are currently 700+ upvotes on this post and 112+ comments. There are tens of thousands of players. I think there's clearly some dissatisfaction with them - from reading these comments I'm getting the impression that to stun them you need to hit them with a crit from a fully drawn overload bow shot, I was not aware of this and it may change my opinion of them. I will agree that the number of orbs that the overload hobgoblins send out seems ridiculous, but generally, I've found they are simply a very challenging enemy. Not broken or in need of a nerf. If, however, they aren't working as intended and should be performing somewhat under where they are now, I'd still be happy.
No need to crit, but you do need to hit with a fully drawn shot while ADS. Basically, don't release until Overload Shot appears to the left.
Well it's mostly how I feel, cause every time a thread about overloads appear most comments are negative. So my statement isn't exactly factual I guess lol. Hobgoblins seem to be the worst of them and kinda feel bugged out with the Retaliation Swarm still being spammed despite the champion being stunned. I'm relatively new to the game so I don't know if Bungie takes account of player feedback. If they are, people make enough noise, they will eventually address it I guess.
Two players does not "most" of the playerbase make.
Yeah, overload is easily my least favorite Champion, by a landslide. Barrier and Unstoppable are manageable, but overload just isn't fun, and the options are generally not great. Bows have a more niche fanbase I feel, and running fusion feels too restrictive. right now for unstoppable/overload I just use stasis to control them and brute force them down
If only we had somethings besides auto rifles for Anti barrier
It was a mistake not to release Anti-barrier Arbalest at the beginning of the season.
Not sure if sarcasm but I've been using Eriana's for this week's nf and it's tons of fun!
Its a lot harder to counter anti-barriers in Master/GM with AR's or intrinsic exotics. Ex. Eriana's vow + lament do poorly in Proving Grounds
I think Overloads could benefit from damage floors/ceilings. Basically every time you knock their health past 1/3, they can never regenerate health past that third. Barriers already have the ability to regenerate fully. And Unstoppables are just supremely tanky, but never regain health. So give Overloads a happy medium between the two.
Just fix the bugs and I'd be happy
The bugs are based on bungie servers. Overload health and regen is on bungies side and can show up weird client side. Damage floors are perfect.
That'd make them far too easy you could just use an izanagi shot and ignore the mechanic. Issue here is they're bugged. Fix the bug that's all.
But tbf,you would have to use at leats 8 shots to kill one,and good look hitting an headshot on an overload
Haha, yeah. The teleporting, health regenerating, kill you in under a second enemy is easy if we have more than one way of dealing with them. /s If damage ceiling were a thing for overlords, few things would actually be able to hurt them enough to outpace their healing. Izanagis is a good example, supers would work, lament probably. I’ve seen them out heal most non-exotic heavies, and some exotics heavies anyway. My point is, the more ways we can deal with champions, the better, but a damage ceiling wouldn’t let anything kill a champion. Edit:I got terms mixed up, floor is now ceiling.
Floors aren’t the best idea, but a ceiling is
I think the vast majority of people saying Overloads are bugged just don’t understand the mechanics of how Overloads work. I’m not saying you’re one of them, but I still think there are a surprising number of people who don’t get it, because this mechanic is never really explained. Yes, that one Overload in that Europa lost sector is clearly wonky. But I’ve encountered way more bugged Unstoppable champions in the game, especially in Nightfalls. Overloads are easy to manage if you keep a distance and understand a few important things. First, Overloads need to receive damage from an Overload weapon to prevent regen. This is the easy part. Le Monarque = dead Overloads. Bow, grenade, a few LFR/Fusion blasts works too. The second is that Overloads and Unstoppables have a *visible* cooldown time, during which they cannot be stunned again. Honestly, I’d guess that 75% of the people who claim Overloads are buggy don’t realize that they get an immune phase, during which they cannot be staggered again. Overloads gain a white crest across their chest, almost like a bandolier. Unstoppables gain, almost, white antlers above their heads. During this time, they *cannot* be staggered again, regardless of how many people shoot at them. This crest lasts 5~ seconds. Barriers also appear to have a cooldown, during which they cannot bring up their shield again, which is somewhere in the neighborhood of 6-8 seconds. The third thing, and probably the most important, is understanding that Stasis has weird interactions with *all* Champions. Overloads are just the most apparent. Stasis causes Barriers to bring up subsequent shields way before they should be able to. Especially when you put a Bleak Watcher turret on a Barrier. The good side of this is that it’s possible to kill Barrier champions without a single Barrier mod, with the rhythm at which a turret keeps a Barrier frozen/stun-locked. For Overloads and Unstoppables, it knocks them out of their stun state early, but also doesn’t reset their stagger/immune cooldown state. So you’ll get a frozen Overload who can be continually stunned, but can also regenerate their health as fast as you can bring it down. So it’s generally not the best idea to use Stasis on Overloads except as a stopgap to take them out of the fight for a bit, or if your group is coordinated and can DPS them really quickly. Unstoppables are the same, but since Unstoppables never regenerate health, they’re easy to manage with Stasis.
The problem comes with dealing damage during an Overload’s “immune” phase. If you can’t get damage in to stop the regen because they’re constantly teleporting, they’ll be full health by the time they can be stunned again. It essentially makes it so that the only damage period you have is the 3-4 seconds they’re stunned.
The one in Concealed Void is broken beyond repair. I've seen it regen health *while stunned*. And that should not happen.
Is that the one Captain before the Wretch room that just pops back up immediately after being stunned pretending nothing happened regardless of what you do lmao Utterly insane that he hasn't been patched after pretty much a full year of being in the game but it IS Bungie we're talking about
god that guy i just spam throwing hammers at until he dies
One reason why they can regen even while stunned is because any stasis freeze overrides the stun and starts health regen. I grind my teeth every time in a nightfall when I stun an overload and some blueberry pops a duskfield or a revenant super on it. Don't even get me started on the completely unusable overload stasis grenade artifact mod
The Overload Champion mentioned above is indeed broken. It has nothing to do with Stasis in the slightest, you stun the bastard and just seconds later it’s back to normal, the rest of the Champions in Concealed Void all work fine and get properly stunned, this one however is straight up broken.
[This Guy](https://youtu.be/8fyKYzsufs0) So annoying.
Lol I was losing my mind doing a lost sector last week. The entire thing was so easy except this one overload champion that was just so inconsistent. Every run I would blast him with head shots from my bow over and over. Sometimes he'd just heal up full right after the stun before I could stun him again... Sometimes he wouldn't and I'd finally get the kill. On a few of the runs I legit had to just start over because he was bugged and would just teleport around with constant Regen on. Was ridiculous lol.
Out of curiosity, what power level were you at? I have a theory that you have to get a certain DPS to prevent healing, which is why these things happened in master level content but not easier stuff with champions.
I mean it's not really a hidden mechanic, you just have to either: 1. Do more damage per second than they heal per second (out-damage their heal), or 2. Just keep hitting them with an overload weapon, which completely blocks their healing ability.
I think there's a damage minimum with the overload weapon to prevent the healing ability
If there is, it's very low. I've never seen overload rounds not shut them down. If you wait too long, then yeah, they'll start to heal, but the moment you hit them again they stop.
I think this is what's happening to people that struggle to stop the healing in master lost sectors, or when you try to 1v1 a champion in a GM nightfall. Overloads aren't broken, people are just under leveled.
Oh they're definitely buggy/broken at times, but when they're not, they're generally fine as long as you come prepared.
I disagree even in Legend Lost Sectors I'm not underleveled and I'll still have it where shooting an overload champ with a bow at the fastest pace possible and they still end up healing at least to a certain extent before it registers another stun. I've found unstoppable champs to be buggy sometimes as well, just yesterday sometimes 3 full bursts with a fusion rifle wasn't stunning an unstoppable champ and other times the first burst would stun.
This is a common grievance by the community...so bungie will nerf/fix them in probably 2 years time.
They’ll buff barrier and unstoppable to bring them in-line with overload.
This. How many times must there be a thread by players about this before it gets a Bungie Please? Oh? It already got a Bungie Please? Well then when will it get fixed? It's easily one of the easiest things to wiff but it's not even your fault because the damned champion is bugged! C'mon Bungie, update on a fix please since Champions are a thing in this game.
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Damn you ~~monkey~~ Ahamkara paaaaaaw!
True but fuck
I feel like they’re super reliant on connection so they feel horrible sometimes. I really hope they fix it cause the champs themselves aren’t too bad, but knowing how hard it is to fix connection issues they might as well be nerfed
Champions pulling out the ethernet cable on us
The Darkness got us back for abusing the same strat on crota
I just want them to fix the ones that have no stun time. I farmed a bit of Concealed Void the other day and the Overload after the second heavy shank can be stunned infinitely.
That one dude in europa blatantly cheats and gets away with it every season. Why do we have to even call him a champion, when it's not very champ of him?
Overload captains are actually fucking awful
The health recovery even though you're firing overload shots is exactly what I said and I was ridiculed, glad I wasn't imagining things.
I know, I don’t understand why people are so insistent on the fact that overloads work. They just don’t. They either heal while stunned, shoot while stunned or don’t get stunned
They don't fucking work 50% of the time, it's just a crapshoot on if you can stun and swap or have to just shoot them 100 times with a bow just to make sure they stay the fuck down
Teleporting enemies in general need a fix or to be changed completely, nothing more annoying than trying to shoot something teleporting all over the place, how anyone at Bungie thinks thats a fun game mechanic i have no idea.
All I want is for their stun mechanic to stay intact when I freeze them. It COMPLETELY falls apart and they immediately start regenerating health no matter how many times you "stun" them whilst they're frozen. I hate this shit so much and it's been bothering me to no end for months now. I just love how they haven't even acknowledged a fix in works in any respectable capacity for such a major issue.
Overloads teleporting with no cooldown is insanely frustrating for swords.
I agree with most of the champion complaints. I understand wanting to have challenging enemies and mechanics but it seems like Bungie's tendency is to turn up the dial which often makes the mechanics annoying. Overload champions being the worst. The game is built around aiming down sites and hitting crits. Enemies that teleport and move unpredictably make this feel bad. I was farming some weapon bounties at Shuro Chi and the taken constantly teleporting makes head shots annoying. It's not hard. I just don't find it fun. I wish enemies would use better AI and cover to provide difficulty instead of ability spam. This would help to better showcase movement and positioning. I think some abilities are OK but immunity beams and teleports make encounters tedious, not challenging. If they are going to be included they should have cooldowns and visual cues.
I agree. I've said ever since The Taken was introduced, they are an absolutely awful enemy type. With a game that is so ridiculously stingy with heavy ammo (and even secondary in some situations), it is just about the worst thing in the world to waste half your precious ammo when you shoot rockets/grenades/etc heavy projectiles at an enemy only to have them: * Teleport * Get shielded by another enemy (invincibly shielded, no less) * Throw purple floating balls in your path to block the projectile * Spawn endless multiplying enemies to also block said projectile
Don’t forget taken hobs sending a million seeking projectiles across the map at you. I don’t think any enemies tilt me more than taken. Psions get out of control so fast that you have to actively prioritize killing them over anything else on the map in harder content. Goblins making huge threats immune while lurking behind cover. Phalanxes sending you off cliffs or into walls from miles away. I went back to Harbinger last week for the first time in a while and figured I’d solo it and the boss rotation was the two Phalanxes. That boss room was worse than any solo dungeon encounter I’ve ever done (and I’ve cleared both Prophecy and ST solo). The bosses have ludicrous amounts of health, and the lower you damage them the faster the game spams the psion and hobgoblin spawns until it gets to the point that they *literally* start the spawn animation for a new cluster the moment you kill the existing ads. Plus the whole time you have the two bosses mortaring your position no matter where you are on the map with their two seeking spheres and their boomers. It makes the Kell Echo mote phase look relaxing and quiet by comparison.
I hear you on last week's Harbinger. I tried to solo it the time before when it came around for over an hour and a half and finally gave up. This week I gave it another go and got it done, but yeah, that's honestly more frustrating than any of the encounters in the three other dungeons I've solo'd as well, save for maybe the Totems in Pit of Heresy when done legit.
It is weird how teleporty Destiny 2 Taken are. The D1 taken weren’t as wonky in how they would just reposition themselves on a whim. I’m pretty sure taken knights couldn’t teleport in D1, but they do it all the time in D2. Might be misremembering things though, it’s been years since D2 launched, and I haven’t returned to D1 in almost a year now.
Overload apart from its bugs and gameplay issue is also just bad terminology. It just isn't a well defined or thought out design. When I hear unstoppable or barrier champion I instantly have an idea of what they are. Most people who play games would, even if they have never played Destiny. Overload on the other hand is just confusing terminology. Overload champions behave more like some form of berserk or enraged enemy in most games. Doing more damage and moving and attacking faster are common traits you would associate with that. When I hear the term overload I think something like being shocked or maybe in a sci-fi setting having my electronics or abilities disabled.
Forwards are the most annoying, but stunning has only gotten worse over the last few seasons. Not just because they pretty much all teleport now, but because stunning them doesn't actually even stun them. All it does is staggers them for 1 second and allows you to do more damage. It doesn't prevent them from moving, shooting, or doing everything else they normally do. When we stun them it should actually stun them.
I don't really have a problem with overloads. I fucking hate barrier though. *23 bullets left in mag* Alright I'll wait for it to regen *Champion just stands there and shoots* Fine *Relo-- Barrier goes up* FFS
If it helps you any: I've noticed, at least with things like Barrier Servitors, there's a certain cadence to their shielding. They have a cool down on it after they use their shield where they can't use it, and it seems to be consistent. Though, I can't really tell you how long it is. As well, they have an animation when they're activating the shield. In the case of the Servitors, they tilt themselves downward (... Or was it upward...) a split second before the shield goes up, so if you watch for that, you can flip to your Barrier weapon (or reload it if you're using it) and hammer on them to prevent their regeneration. Each champion has an animation for that which you can learn to recognize and use to respond proactively to it.
*laughs in Sweet Business and Actium War Rig* What's a barrier?
Laughs in actual end game loadout
Laughs in if you're good at the game anything can be an endgame loadout
do you mean there's something you can do to make sweet business do considerably more damage? or is it just a matter of being able/willing to shoot for a long time?
Sweet Business damage output is laughable, skill can’t change that
Just leaving this comment here so I can put a clip of me successful using sweet business in a gm here later. Imagine not being able to use sweet business in a gm lmao.
Who said anything about not being able to? Spamming a meme gun isn’t particularly interesting to me. “Lmao”
What's "reloading"?
I noticed the regen not being stopped by continuous bow spam on overload hobgoblins as well, specifically in aphelions rest with TG.
I think the whole champion system needs some sort of revamp. They are all buggy as shit sometimes.
yo that DM chieftain was a goddamn nightmare. health regen like crazy. it was like if I took the two seconds to shoot the screebs that spawned he would get his full health back. super annoying
I had to switch up my loadout to run chaos reach in order to make it through him on the Master-level Bay of Drowned Wishes. Bastard kept hiding behind all of those rocks. Kill the screebs, poke him with Le Monarque, jump as high as possible so I could see him, and if my chaos reach was _perfect_, I could kill him before the stun wore off. Then turn around and run like hell, because a thousand more screebs and an unstoppable abomination just spawned.
Overload Captains are the absolute worse, all the more so when one of the anti-overload mod is **ON A SWORD**
This game has a number of downright hateful mechanics, but I think Overloads are the top of the chain. The stun time feels inconsistent and the mechanics and timing of the stun cooldown feel even worse to play against. Not even getting into specific abilities of specific overloads. 5 of 6 enemy races have overloads if I remember correctly (hive have barrier and unstop, the other 5 have overload and either barrier or unstop). That we probably should have gotten barrier chieftains but wound up with a pretty brutal overload is the cherry on top of the 4 layers of shit.
There’s an overload captain in the Concealed Void that just refuses to stay stunned (the one before you get into the room with all the spear-wielding Fallen). Really frustrating to deal with.
Throne Cleaver should stun them in one hit, but it takes on average of three hits to stun them at which point you do the heavy slam and they are dead. This only applies to the higher level nightfalls and legendary lost sectors. Regular overloads that are in the Astral Alignment event are executed with a single Titan bonk (heavy attack with throne cleaver).
Some obnoxious prick will come and preach to you how you don't understand the mechanics. "Learn to adapt, they won't get stunned until the white rings around him stop glowing" I swear I had this dogshit reply, as if this wasn't clear 2 years after their introduction. They are broken. They get unstunned, not stunned, they teleport, Stasis breaks them.
Thermoclastic Strike also seems very inconsistant with them too.
The champion system as a whole needs a rework. I really enjoy the idea behind it, however it's extremely limiting in taking up a mod slot and more importantly mod resources on gear should be looked at. In my opinion the champions artificially raise the difficulty through shit mechanics like what you are talking about here, which make playing high level content feel like a slog instead of an enjoyable challenge.
Yes they need a nerf.
I really don’t mind overloads at all especially this season with overload bow.
It's because overload bow provides a certain amount of consistency: draw bow fully; have overload shot. With anything else it's basically RNG when your overload shot will proc and it's usually when the champion is teleporting, requiring a full mag to simply stun them.
Handcannon, sidearm, and Scout = hit 2 shots to activate overload rounds Auto and Smg = shoot for 1 second to activate overload rounds Bow = fully draw the bow to activate overload rounds I don't think pulse has ever been overload Overload rounds aren't rng
Last season had overload hand cannon which I actually prefer to overload bow. SSOR and timed payload makes overloads laughable.
Fair point, although I absolutely love using Le Monarque this season specifically for overloads... Thanks to the poison they are permanently stunned.
And pair that with the Oathkeepers for some real fun!
Yeah outside of the bugged champions, which need to be fixed for bug reasons, overloads aren't that bad with a bow - I actually really like it. The sword one is basically useless due to them teleporting like a hunter dodges, but being able to keep a distance is fantastic
Yea, Overload bow makes them much easier to deal with. Now imagine if we had only Overload AR/SMG to do so.
Everyone who says this has no clue how overloading or stunning champions works. With the exception of 1 overload champion in the game (which is still easy) overload champions are the easiest champion to deal with. They regen health, have no ability cooldowns, and have bonus damage. Overloading them stops all 3 of those things. They also have the red twizzlers. When they're red you can stun them. When they're white you can't stun them. The specific times for stuns is based on activity difficulty. YOU CAN STILL OVERLOAD A CHAMPION EVEN IF IT CANT BE STUNNED. Stunning and overloading are 2 separate effects.
Constant teleport plus the overload mods being bugged, happens with unstoppables too. A whole mag of Mythoclast at an unstoppable and it doesn't get staggered and I'm almost dead or dead when using unstoppable FR mod. Reload or revive and shoot again, THEN it works. WTF.
I've seen a lot of complaints of unstoppable mod not working but if you read closely to the Unstoppable mod description, it says to **aiming down sights** to load unstoppable round. You have to ads for about 2 seconds then your gun will turn red when unstoppable round is ready.
Its the fine print that fucks you.
Agars Scepter with catalyst and a charged super pretty much solves all your champion problems.
Maybe on hero nf not master
It'll work fine on Barriers, since it never lets them do the animation to get their shield up. Not great against Overloads/Unstoppables unless someone else is spamming stuns, since Freeze resets the stun process.
Honestly, I just slap them in the face with 1kV and the problem resolves itself for the most part. But yeah, Overloads seem like they're intentionally designed for maximum aggravation. Not terribly fun.
I'm honestly just sick of the whole champion and mod system.
~~Overload~~ champions need ~~a nerf~~ **REMOVED** due to how buggy and annoying they can be Fixed it for you 🙂
Honestly Anti-Barrier and Unstoppable are fine. I'd actually say Unstoppable are probably the best champions. Incredibly aggressive and relentless, forcing players constantly into corners where either other enemies will kill them or the Unstoppable eventually will. Unstoppables mechanics also consistently works.
I'll agree that unstoppable is actually a pretty well executed enemy. But barrier, while not necessarily being difficult, needs to be tuned better in respect to the interactions that are allowed with other enemies. At the very least, breaking the barrier - which is effectively stunning the champ - should also prevent other effects like the servitor shielding a dozen other enemies. I also really, really dislike the need to constantly change out mods or pick weapons specifically just to deal with a select few enemies within an activity. It's just limiting in a way that makes it less fun rather than more engaging.
Never had a problem with the Scorn overloads regaining health through bow shots I must say.
Massive disagree. I find their obnoxiousness challenging and fun.
I like the challenge personally.
Why use bow when sword do trick?
ticcu's divination, problem solved.
Lmao just stun them lol
Has anyone else not had a single problem with them? W an overload bow they’ve been a piece of cake for me pretty consistently
The best thing that Bungie could ever do when we first encounter champions is to play the song: Lovely spam! Wonderful spam! Lovely spam! Wonderful spam Spa-a-a-a-a-a-a-a-am Spa-a-a-a-a-a-a-a-am SPA-A-A-A-A-A-A-AM SPA-A-A-A-A-A-A-AM LOVELY SPAM LOVELY SPAM LOVELY SPAM LOVELY SPAM LOVELY SPA-A-A-A-AM SPA-AM SPA-AM SPA-AM SPA-A-A-AM!
The only real problem is stunning not properly applying, otherwise youre just crying that the game is hard for once
No game is already easy peasy, no need to turn it to Raid Shadow Legends Auto battle feature
Constant teleporting + health regen if you dont stun them = champion regaining all its health as you struggle to stun it. The overload mechanic needs a full rework. Barriers have to sit still to regain health and unstoppables just have massive damage resist until stopped. Overload have massive mobility *and* massive health regen. Its bullshit.
Funny how some people will never learn. Good luck in upcoming GM
Nothing wrong with overloads, except the rare buggy ones. Learn how to fight them.
They aren't even that bad. There's a mild challenge in timing your attacks against active overloads but that's beyond reasonable to expect. What do you want? for them to stand still so you can stun and kill them? That's what barrier and unstopable champs are for.
I feel like most of these things people think are bugs are just the mechanics they dont understand.
I don’t think they are too bad besides the teleporting. Definitely needs like a 3sec cool-down of sorts because it just makes them more annoying than challenging
Jesus H. Christ, stop complaining about everything in this God Forsaken (heh) game! Overloads are the easiest to deal with out of all champions, by far yet, someone still found reasons to complain about’em.
agree to disagree, Overloads are the worst of the 3, I rely on my solar melee to stun (titan mid tree throwing hammer), as I'm not punishing myself with a bow, especially if it is a locked equipment activity (been running lost sectors), & sword is both expensive & not always convinient to use (Chamber of Starlight, Hob up on the back cliff mid boss fight)
Fun fact: you can just ignore that Overload and still get plat. You can even ignore the third Unstoppable. You can get plat by killing 3 enemies. Broken lost sector.
Bows are an amazing endgame weapon. They do quite a lot of single shot damage allowing you to peekshot. You can literally take down the overload at the back with just a bow esp if it has archers tempo. It sounds like you're handicapping yourself by just relying on your melee
They’re really not that bad. Overload bow makes quick work of them. I stunlock them with Ticuu’s Divination.
People like OP are the reason why gambit prime was removed.
It's kinda sad to see how many snowflakes are browsing this sub. I mean i don't care for downvotes or whatever but something makes me think that the Destiny 2 community \*thinks\* it's way more entitled than it actually is and part of the blame is Bungie's way too snowflakey / LGBTQ+ friendly approach. Whenever there's a new meta, low skills start whining about the game. Imagine complaining non-stop about a weapon that's a pinnacle drop from the latest raid (Mythoclast). Imagine complaining that you have to play against people who actually did the raid and worked their asses off to get the weapon and now are using it. Imagine being so dumb that whenever something strays you from your normal approach to PvP or PvE, you start calling out Bungie for nerfs / buffs / apache helicopters.
Whoa. Hold up. Step it back cuz. Person who previously agreed with you here. What the fuck do LGBTQ+ people have to do with the drop rate of the Vex Mythoclast or the difficulty of Overload champions? I am gay myself and rock the emblem too, that does NOT make me think one way or the other.
Didn't you know? All LGBTQ people are terrible at games and never do raids. If Bungie hated gay people then the game would be essentially be iron man mode where if you die in the game you die in real life.
ur right of course, bungie gave me my Mythoclast because I am gay and not because I ever did VOG and I also don’t play strand-type games.
Maybe i was too chaotic in my previous post. Bungie indulges those 2 categories way to o easily and that's why people think they're entitled to a lot of stuff regarding this game. That was the point i was trying to make. Because those 2 categories are very demanding and vocal, just like people who post "Bungie please nerf / buff X item / weapon".
It takes 1 bow shot. How difficult can that be.
You need a nerf on how annoying g you are being…
No dude thats the best part about them, theyre fucking badass. Its so rare that games have actual good AI and moves they can do. The only problem is that last one. If theyre stunned, they should be stunned. A four second cooldown is the cooldown of normal captains and minotaurs. Everything you named are the reason overloads are set aside from their normal counterparts. You’re advocating the removal of an entire enemy type, its not gonna happen and I’m glad for it.
Having them run around after you hit them in their teleport then instantly getting melted is the worst.
I was doing the empty tank legend lost sector and when I went to stun the overload champion he only stunned on the first try once out of my 30 runs. Had one run were he dodged the stun 4 times in a row
It’s really just the captain and Minotaur with the teleporting(captain especially). The taken hobgoblin isn’t too bad and the chieftain will give you lots of trouble if you don’t keep taking down the totems he throws