Not sure if this is actually a bug or if it is intended to be this way, but I wanted to make a post about it anyways.
When using elemental nova with all 3 elements unlocked in the passive tree, Elemental Nova randomly chooses which nova to cast, Fire Nova, Ice Nova, or Lightning Nova (I wanted to make it clear I am not using the tri-elemental base version of Elemental Nova). Using elemental nova generates Runes, but not in the way that I expected. It does not take into account which nova was actually cast (for example giving you a Rah Rune when Elemental Nova casts Fire Nova) and instead gives you a set sequence of runes. I have a feeling that this is due to the way Elemental Nova’s tags are set up. Elemental Nova has all three elemental tags on the skill description but only one elemental tag on each of the three novas that can actually be cast. My theory is that the game is generating runes based on Elemental Nova’s tags and not the tags of the nova that is actually being cast, which is causing the disconnect between the type of nova cast and the type of rune generated.
Gameplay wise, if you wanted to cast Elemental Nova 3 times and then cast Runic Invocation, you are seriously limited in the possible combinations. It will always be Fire+Lightning+Ice, Ice+Fire+Lightning, or Lightning+Ice+Fire. This does let you consistently choose which Runic Invocation you want to cast, however, it does not fit with the theme of randomly gaining runes and casting off a random Runic Invocation. It should also be noted that base tri-elemental Elemental Nova behaves identically to having all 3 novas unlocked when it comes to Rune generation. This means that should the rune generation for the 3 nova version of Elemental Nova be fixed/changed, the playstyle it offers still exists with the tri-elemental Elemental Nova (available in multiple ways such as the new unique item or the passive node Silenced Spark).
Thank you for reading through this, I hope what I wrote makes sense.
I also noticed this, and I was pretty miffed.
I would strongly prefer for the rune generated to match the flavor of nova cast, keeping that random, both for thematic reasons and simply to allow for effectively random rune generation.
Same. Doing a nova build and noticed that every single time the rune sequence seems to be Fire, Lightning, Cold (I think that’s what it was.) No matter what Nova seemed to be cast.
Actually, on further inspection of related skills and passives (mostly the Invocation and Rune Bolt specs), the forced pattern seems not only intentional, but beneficial for use with just Nova and Invocation. Rune Bolt can be used to get random runes instead, with relatively minimal investment.
Also, it’s possible to force changes in your pattern with the use of other elemental skills, as Nova appears to grant the next, least common, rune in its rotation, which can re-arrange its internal queue or buffer or whatever, letting you effectively choose between sets of rune combos to have reliably available.
Yeah now that I’ve played with it longer I’ve noticed that functionality. It explains why it was impossible to get 2 of the same rune unless you use a different ability twin in a row. This means you will never get any of the many invocations with 2 of the same rune while using only Elemental Nova. I’m still not happy with the way it works, but I guess that is just a disagreement in design. Guess I’ll just use Rune Bolt and have Elemental Nova be trigger only.
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