For the super
[spoiler]
-The super is the only one that is forced to charge an attack to land a guaranteed kill on a guardian not in its super
-Charging your blasts makes you slower than the normal running speed of a guardian and the blast radius is not large enough to not allow guardians to run out of the range during the charge
-it takes longer to charge a blast than it does most supers to use two light attacks and yet both require two attacks to secure a kill.
-Despite being a close range super like stormcaller and fists of havoc, Nova Warp has the armor class of a ranged super like Dawnblade
[/spoiler]
For the neutral game[spoiler]
-Handheld supernova has the worst drawbacks of all ohko abilities, having the slowest start up, close to shortest range, most self risk and lowest return rate
-The nerfs to charge time and holding time it has received fly in the face of its central use when the charging aspect makes it difficult to push with, the loud charging sound along with slow charging time makes it difficult to surprise with, the short holding time makes it impossible to camp with and the charge time is longer than just about every weapon effective at close to medium range takes to kill, even through contraverse hold
-self damage on a grenade that cannot exceed shotgun range and has such unforgiving charge times and holding times is exceptionally punishing and often leads to trades or one sided self defeats
-Major consistency issues in both the melee and grenade where the melee will sometimes not proc on death, nor will it activate its pushing effect on occasion even when alive. Meanwhile handheld has serious issues with consistency when crossing any elevation change, making it a nightmare in air, and even putting the elevation aside there are times where the handheld will make direct contact at optimal range but show no damage.
[/spoiler]
The most unfortunate part about this class is honestly that after all its nerfs, it’s still a class that feels fun.
The melee and handheld feel powerful, but I just can’t rely on either in an engagement. The super is cool and fluid and avoids the consistency issues that appear on other roaming warlock supers like dawnblade, but its just not competitive. So at best I can say the neutral game is powerful but not consistent and the super is consistent, but consistently bad.
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The nerfs to this class were very harsh. I agree. Still when I play Warlock I like playing this class but I agree this can be much better. And you have some good ideas
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But if it worked, just think of how salty it’d make the Hunters when they lose to a Warlock. That’s actually what happened to begin with believe it or not.
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I agree I don't even use my middle tree void walker anymore. Hhsn is trash now.
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Editado por TheArtist: 8/3/2020 7:30:57 PMIt needs a damage buff. Bungie swung way too hard at it because of complaints of it being overpowered in pvp. The result is that 1/3 of the Voidwalker subclass tree is basically useless in pve.
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NovaWarp as a super only needs one buff more blast radius for the smaller explosion like and extra two feet or if not that buff the small explosion to do enough damage to two tap a super. NovaWarp is the only super that requires a fully charged attack followed by a small one to kill other supers. Handheld Supernova isn't popular shotgun users in particular get salty about it because it hard counters their playstyle. Did it need a nerf? Abso-blam!-inglutely. Too much range, Contraverse hold too strong did that need a nerf? Yes. Hhsn and contraverse hold were overkilled with the nerfs they got though. Contraverse ability was literally cut in half which made it useless cause idk a single warlock who investe in resilience enough to get anything out of it anymore. The nerf was from 40% resistance which was high to 20% which is super low you only really see contraverse shine with high resilience and that was when it was at 40%. Also the hold time/ charge up time nerfs to hhsn indirectly nerfed contraverse hold. They nerfed range, blast radius, and spread. All fair nerfs. The hold time and charge time were too much and the self harm effect was just bungie reminding everyone they're not sure what they're doing. They should have nerfed it a piece at a time to see what did what, and if it was a balanced nerf, but if bungie needs you to cut off a finger they take the whole arm.
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11 RespostasNova warp is fine for the most part as a die-hard voidlock. Super could use a slight buff in charge time , but nothing else is bad about the class. I find it very good .
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2 RespostasRebuff weighted knife first.
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28 RespostasIf they buff Nova warp itself I can get behind it. HHSN needs to be left as it is. It carries risk reward now. Too close you explode with the opponent. The melee seems fine to me. That reminds me a guy challenged me to use it for a week and I did where and when I was able. It works fine. The super itself just needs a faster cast time and more armour. You already need blink and maybe the exotic helm to be lethal with it.
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1 ResponderAfter the way it was right after it was released, it can die and die forever for all I care. I was sick of being killed by Nova warp, spawn, and have him come all the way across the map to kill me again. Roving supers are a plague.
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It’s fine it should just have and instant explosion,like you should be able to explode every other second
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What if every charge also teleported you at no extra cost. It would act like a damage resistance without actually increasing resistance. Just an idea
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1 ResponderThe super is fine. Some supers are easier to use than others. It’s normal. They have the easiest grenade charge to compensate
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3 RespostasNo thanks on the HHSN. It was nerfed from wiping teams at 15m for a reason. You can't camp with the other OKH abilites, you have to be either aggressive or accurate with them, not sit in a hallway waiting for some bloob to walk by and get a free kill. I wouldn't mind a super buff, the triple Nova explosion glitch seems like something it should do intrinsically, otherwise class seems fine to me. Most people don't want the pre-nerf version back
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3 RespostasWarlocks arent allowed to remain powerful and our robes are still glitching out and disappearing 3 and half years later.
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5 RespostasReally well said, I agree.
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It was good. It had its time. Now you need to wait a while....
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In PvE at least, when Novawarp was first showed/announced, it was literally the coolest thing ever. As a Warlock main, Novawarping made me feel like a Warlock. Like seriously. Void warping around and blowing things up was super fun. Now, it's just pure garbage. No point in running it all, especially when every other sub class at s significantly more useful. Hope it gets what it deserves.
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Editado por DiZ: 8/2/2020 1:48:22 AMHere are my takes about what Nova Warp needs to be a more appealing pick for PvP: - Uncharged blasts need a bigger blast radius; both need less damage dropoff, unless charging speed is increased in the case of charged blasts - HHSN needs to not do self damage(or be toned down a smidge), or be allowed to be held longer And Voidwalker in general needs the grenades reworked. Axions are garbage unless charging them on top tree(slova bomb) compared to Arcbolt/Firebolt, Vortexes are in the same boat, and Scatters are just dysfunctional in PvP. And the Nova Warp Super could get a big PvE damage buff, specifically against Majors.
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2 Respostas“BuT iT uSeD tO bE bRoKeN sO iT cAnT bE gOoD eVeR aGaIn”
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Editado por WulfPak666: 8/2/2020 1:17:13 PMSomeone made a post a few weeks back saying that Nova Warp is just a shittier version of Striker. Striker gets an AoE groundslam on activation, can use it's quick attack to juke and confuse enemies while also being able to 1hk them without wasting all of its energy. It gets energy back on kill and your armor in super is fairly decent. Nova Warp gets no initial blast on activation, it's quick attack can barely kill anything unless you're hugging them, which is a death sentence for you. Using the super blink to juke and catch up to enemies is just a huge waste of super energy. You get no energy back on kill, the armor is near non existent and it's the only super you need to max charge to guarantee a 1hk and you can't even duel most supers because their quick attack will kill you faster than you can charge your main attack, which takes 2 blasts to kill most supers. Handheld supernova is meh unless you use Contraverse to semi counteract the suicide factor and honestly it's not worth it as a counter unless you pre charge that thing long before your opponent rushes you. Nova Warp was probably the coolest super introduced in Forsaken but PvP balance blew it away in the backyard. Here's what I would change, granted it's probably not too thought out for "balance in a PvP sense" 1. Melee: keep it the same, it's fine. 2. Grenade: get rid of HHSN. Instead, Charging your grenade gives it the oppressive Darkness debuff. 3. Keep the ability kills return energy and health perk. 4. Nova Warp: while in super, grenade is replaced with old HHSN. On activation causes a massive AoE explosion. Take away blink, instead drastically increases forward momentum (like burst glide). Holding the charge slows movement speed and emits a void aura around you that burns enemies and enemies that are burned by the AoE take extra damage from Nova Warp explosions, making the tiny explosions worth a damn. Multi kills return a portion of super energy with diminishing returns. Plausible, maybe. Likely, not a chance in hell. I pulled some of what I think the darkness Wizard staff super does into here... Hopefully that isn't trash too. 😅
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33 RespostasBut think of the Hunters!!!
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I absolutely hate nova warp, used it just enough to finish the triumps and will never use it again.
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3 RespostasJust remove it altogether and bring in another nova bomb.
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5 RespostasBuff HHSN? Lol get the f outta here
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3 RespostasCan’t get behind this. The class’s neutral game is amazing and the super is either great or terrible depending on the player. Just like the hunter and it’s tether. The neutral game is great but not so much the super(which is mostly just terrible). The nova warp blast has the highest guardian kill potential out of a any super. Every charge explosion can take down multiple guardians. That being said I have tried it and am terrible with it. I never gave it much time though. The charge time could be faster but increasing the resistance will just make this overpowered again and I still get a twitch in my neck from this super and its past dominance. Let’s not repeat the past.
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Bungi: *just sits and does nothing *