Notes for the Saltminers:
Before I begin, I am a Warlock main. While I cannot speak to other classes, I’m sure there are Hunter and Titan things that need help as well. That is not my area of expertise, though. I am only speaking of Nova Warp because it is the subclass I decided to main the past 3 weeks. I’m sure other Warlock subclasses need help too, but that is not my focus right now.
Additionally, this is more of a PvP focus and not a PvE focus. While I’m sure there are changes that would benefit Nova Warp in PvE, that is not what is being discussed here.
I’m not trying to make Warlocks overpowered, and I’m not just whining that my favorite thing isn’t the best. Constructive Criticism only. If you can’t constructively criticize, if you’re only going to post a whiny or insulting comment about Destiny or Bungie, please don’t waste my time by replying (like G0lden hunt3r in the comments below). Thank you.
Now, onto the topic at hand.
Topic:
Nova Warp is in a bad spot right now, and no matter how IP defining it may or may not be, I think it deserves some help.
One of the biggest problems with Warp is that you get gunned down so easily in super. If you don’t get bursted down from range, a shotgun melee combo can do it quite easily due to the charge time of Warp’s attacks. Sometimes even just the shotgun can do it. However, I don’t think a pure damage reduction increase is the answer, for that is not only a flat, boring solution, but also one that could cause other problems while not even completely fixing the one at hand. It needs to be looked at, and after much thought here are my suggestions:
-1: Make the warp of Nova Warp not cost any energy, and/or make this warp a longer distance. One of Warp’s biggest weakness isn’t specifically its squishiness, but rather it lakes the ability to close the distance without dying unless most of the super is drained using the short warps. Instead of making Warp a tank, I suggest instead granting it more access to its biggest strength. Mobility. This way a team can still gun down the super if they are organized, but a skilled Warper is also able to be more evasive without draining their entire super to cross a gap safely.
-2: Increase the Warp’s blast radius, and/or shorten the time it takes to fully charge. Warp’s second weakness, after its ability to close the gap, is that you have to get uncomfortably close to secure the kill, and said kill is made harder to secure thanks to a charge time. Imagine trying to use a high impact fusion with a long charge time like it was a Sidearm or SMG. Without the range to compensate for the charge time, you’d be better off using a shotgun. The weakness of a fusion charge time is compensated by its range. Warp has this weakness, and lacks the strength.
-3: Allow a Nova Warp to “cancel” a charge by teleporting. Sometimes Warp can get caught in an odd position where you thought you were in a good range to kill, but because of the slowed momentum caused by charging your opponent was able to just hop out of the way and then shotgun melee you. This change would allow Warp to readjust a little when situations as described happen.
-4: Increase damage resistance while charging. This would allow Warp to have a bit more tankiness while it is immobile attempting to get the kill. I think a flat, ever present damage resistance increase would be too powerful when combined with Warp’s teleporting abilities, but a damage resistance buff while charging will allow it to secure the kill in that close quarters
Summary:
After tons of playtime since its latest nerf/buff, the biggest problem I see with the Nova Warp super is that your enemies almost need to blindly walk into melee range in order for you to secure the kill. It is hard to effectively close the distance without draining tons of super. Once the distance is closed it is hard to secure the kill because of limited range/charge time. Even if the distance was effectively closed and kill seems secure, because of squishiness, charge time and momentum changes due to charging, and opponent can easily shut a Warp down in close quarters. Nova Warp is strongest when the opponent is unaware, and incredibly weak of they spot you. Nova Warp cannot effectively chase without draining a significant super, cannot secure kills efficiently because of charge time and range limitations, and can be easily beat down due to low damage resistance and attack charge time.
I believe that one or both changes listed in #1 are necessary, and one or both changes in #2 are necessary. Just #1 or #2 is not enough. Both of those need to be addressed. Additionally, I think one of options #3 or #4 should also be considered, but only if the changes listed in #1 and #2 do not prove to be effective. Everything at once would be too much, but Nova Warp needs to be looked at if its super will ever be a viable option in competitive PvP.
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Why improve it when they can remove it? You’ve LITERALLY just seen them do it with Crimson days.