Shock Nova

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haplessG00N wrote:
Please remove the dead zone for this skill.



+1
or make the deadzone a fixed AoE size, as in doesn't change on AoE boosts?
Why not have a contracting ring of damage, opposite to ice nova?
Can't get more different than opposite.

This way you have a dead-zone at first so it won't save you from dangerous melee mobs immediately but it will still kill trash mobs. Maybe have faster casting effect the contraction to some degree.
It's visually intuitive to new players, compared to previous versions & the current.

Possibly have the skill do damage in ticks rather than single hit, so if you time it right the mob will take increased damage by being in the ring for longer.

Hell, have it work with knockback in reverse, that'd be pretty sweet with buffed melee & prevent the KB abuse the skill had seen before since if the mob isn't dead, it's now standing next to you! (or your totem)

You'd think the effectiveness of knockback(knocktoward?) with my suggestion would be abusable via totems, but totems aren't going to last very long with all the mobs standing next to it.
So with a totem it's basically a (high mana cost?) single cast black hole skill.

It could be balanced around knockback distance as well as contracion speed based on cast speed, meaning you could make it work in more than 1 way, perhaps the only way it'd work with totems is with enough cast speed + knockback distance nodes.

I feel like this suggestion fits the idea the devs were going for with the deadzone, removes the quality of life issues the skill currently has & opens it up to a few interesting gimmicks.

Here's where devs tell me since knockback always pushes away from the caster that without adding a silly exception to the way knockback works it's not possible.
Come on guys, gimmicks are where it's at!
Back in closed beta this skill was by far my favorite of all, now I wish I could go back in time and have fun once again.
IGN getrichquicky
I think it should do 10%ish damage on targets in melle range, and radiate outwards in a smooth transition to 100% at the end ring. That way, your still damaging them, support skills such as blind, knockback, stun, still can work cause its actually doing some damage.

You could even spice it up and have the targets in the 90%-100% range have an extra 10% chance to be shocked.
Ok, been trying out a shock nova/lightning warp build, heres my thoughts on Nova.

Its crap, and I'll tell you why its crap, desync. At any point if you do /oos every mob on the screen moves around a little bit, and by a little bit, I mean a small distance that is about equal to the bandwidth of the Nova ring. When you add this to the fact you are not targeting a monster directly like you would with a bow it makes killing with it so unpredictable and down to luck, all the skill and fun is drained from the ability and its just random and shit sadly. In completely stable conditions Im sure its amazing, that is not the reality of playing this game online.


I would do one of 2 things to solve this, the quote below with the damage scaling outwards sounds great, thats idea 1. The other is just to increase the bandwidth of the Nova, ok we got the deadzone, I like the deadzone, but the width of the ring outside that needs to be doubled to account for the fact that mobs are so out of sync all the time that targeting them without actually targeting them can become impossible.

Love the idea of the skill, and it could be epic, but atm I feel like these factors are killing it.




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Vaaz wrote:
I think it should do 10%ish damage on targets in melle range, and radiate outwards in a smooth transition to 100% at the end ring. That way, your still damaging them, support skills such as blind, knockback, stun, still can work cause its actually doing some damage.

You could even spice it up and have the targets in the 90%-100% range have an extra 10% chance to be shocked.
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mptyspace wrote:
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Drizter wrote:
Please change Shock Nova back to this: http://www.youtube.com/watch?v=GV-0GXCJJAA
ofcause with some changes. The animation and the no dead zone makes it seem so awsome!


No deadzone would be awesome, but the damage would have to be adjusted.

I've been looking at the numbers, and it looks like with the right focus in the skill tree, average gear and support gems, you can achieve about 5k dps with the skill and supports at level 18, with a 70% chance to shock if you get 20% quality on shock nova and added lightning damage, and by using the conductivity curse.



You are wrong !

Shock Nova Lv20 damage 35–656

Look , Damage is 35–656

Low damage may occur 35

shock nova damage is not Stable

even it is no dead zone !

shock nova is never OP

Because Shock Nova have dead zone
Now
Shock Nova = Garbage skills

Last edited by play2013#2819 on Jul 2, 2013, 1:02:31 AM
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play2013 wrote:
shock nova damage is not Stable
shock nova is never OP

Because clearly Spark wasn't very silly before Fork was changed. After all, you could deal very little damage, maybe! Rarely.

A lack of truly reliable damage has never been a big issue because you also roll very high damage as much as you do low damage.
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Vipermagi wrote:
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play2013 wrote:
shock nova damage is not Stable
shock nova is never OP

Because clearly Spark wasn't very silly before Fork was changed. After all, you could deal very little damage, maybe! Rarely.

A lack of truly reliable damage has never been a big issue because you also roll very high damage as much as you do low damage.


Spark is very very many hit number.

But Shock Nova is not.

The two are not the same can not be compared.

And Spark is Nerf !

I must say : Shock Nova = Garbage
Because have dead zone.
Last edited by play2013#2819 on Jul 3, 2013, 2:01:56 AM
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play2013 wrote:
Spark is very very many hit number.

But Shock Nova is not.

The two are not the same can not be compared.

And Spark is Nerf !

I must say : Shock Nova = Garbage
Because have dead zone.
i can understand you can not type english well... but the issues with deadzone isn't a problem unless the player and server are having issues talking.

deadzone + lag = bad time
deadzone + miss = play differently in order to hit (adapt)
deadzone + fast mobs = use something else *important*

as for spark, the many hits still have very high damage and very low damage. players just love the multiplying hits to "make up for" the random damage.

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