Ability visuals should reflect their damage output
The more damage an ability has the potential to do, the more threatening and obvious the visuals need to be.
Zoe's Q is a small, quick orb that makes little sound and has a very thin trail, and yet it has the potential to one-shot squishies.
Skarner's E is FAR more visually threatening when it does little to no damage (not complaining, it's to set up stuns). It's very loud and obvious.
Having discreet visuals on abilities is very powerful, it's something Riot needs to consider when balancing champions. Abilities like Lux ult, Nunu ult, Vel'Koz ult, all do an exceptional job at conveying that they will do a lot of damage. They are easy to see in a team fight , therefore they are easier to avoid. Things like Caitlyn traps and Zoe Q are harder to see and avoid in a fight.
Zoe's Q needs to be held to the same standard. With the amount of damage it deals, it needs to have more obvious visuals and sound, or indicate which direction it is traveling, or something to that effect.
r would set off an atomic bomb noise in your head set