Hello all, I’ve been playing Nova for a good while now, and I think a lot of you have too. It’s no secret that she’s not a very good hero in terms of overall viability. In fact, playing Nova is not unlike playing Cammy in Super Street Fighter 2 Turbo: not bad, just the least good hero in the game. That’s the price she pays for having long range, stealth, and high damage all in one kit.
As the title suggests, I have an idea for a mini rework that is designed to just help smoothen out some of her edges while maintaining most of her core gameplay.
Core Changes:
Mind Wipe: All Q stacks are lost upon death
Decoy AI is improved, and is capable of retreating from enemy heroes
Auto Attack Range increased by 2
Increase the range of Nova’s Pinning Shot (W) by 30% to match the Longshot lv.1 Talent
Longshot Level 1 Talent has been removed and replaced with a New Talent:
Piercing Rounds
Summary: When Nova deals fatal damage, the attack pierces the target and either travels along its current trajectory until it hits another target, or until it travels to the end of its cast range. Can proc multiple times.
Why: Everyone will tell you how bad Nova’s waveclear is. This doesn’t give her a ton of AoE, but it helps her waveclear a bit without disrupting her identity. And yes, by “fatal damage”, I do mean ANY of her attacks or abilities. This includes her auto attack, her Q, her W, the damage dealt by Decoy, and even Triple Tap. So in other words, if you see a minion on low HP and you kill it with an autoattack, your autoattack will become a projectile that travels in a line like a skillshot and can/will hit whatever is along its path. As you can tell, this affects her teamfighting as well. If Nova is trying to eliminate a particular target, but something is in the way (a hero, minion, monster, mercenary, etc.), Piercing Rounds gives her some way of getting at that target.
The other buffs to her autoattack range and her W range should help support her identity as an actual Sniper instead of just some lady with a rifle.
This also means that Nova more or less chooses what kind of sniper she is at level 1:
Roamer with infinite mana: Advanced Cloaking (I say infinite mana because she almost never runs out with this talent unless you’re spamming your abilities)
Ganker/Counter Ganker: Covert Ops (strong slow on W, no explanation needed)
Target designator: Piercing Rounds (like I said, helps her gain access to her intended targets)
Quality of Life change to Permanent Cloak (Passive):
Nova can now press D to exit Stealth/Invisible.
Why: She no longer has to attack to exit Stealth, which gives her more control and flexibility with her abilities. For example, Nova can exit Stealth and then cast Holo Decoy, making the Decoy a non-Stealthed target for enemies if and when Nova players wish. Since this is now an activatable ability, it means that she can use it to proc One In the Chamber at no mana cost.
Change to Ghost Protocol (1):
Cooldown: 90 Seconds (increased from 60 Seconds)
Activate to instantly grant Invisible (formerly Stealth) to Nova and spawn a dead Holo Decoy at her location. Nova is Unrevealable for the first 0.5 seconds when Invisible by Ghost Protocol, but she cannot attack for the duration. After 0.5 seconds, she becomes Stealthed.
Why: Ghost Protocol often doesn’t do its job as an escape tool because most skilled players can see Nova during the stealth portion of the ability and track her from there. Ghost Protocol giving Nova Invisible in exchange for not being able to attack for the duration means that it not only works more effectively as a misdirection tool, but it keeps her from misusing the ability as well.
Quality of Life change to Holo Decoy (E):
While Nova’s clone is active, the E key can be pressed again to kill the clone early.
Why: This prevents enemy champions from getting free stacks off of her clone. Furthermore, this lets her bait out abilities with more effectiveness. It also reinforces the psychological layer that decoys create: not just “is this the real Nova?”, but also, “even if it is a decoy, if I try to attack it, will the decoy vanish before the attack hits?”
Quality of Life change to Triple Tap (R):
If Nova casts Triple Tap and kills her target before she finishes firing all 3 shots, the cooldown of the ability is lowered based on the number of shots fired, and her mana is partially refunded. Furthermore, the projectile speed of her Triple Tap is increased slightly by 7%.
1 shot fired: Cooldown is 50 seconds, refunds 50 mana
2 shots fired: Cooldown is 75 seconds, refunds 25 mana
3 shots fired: 100 Seconds, 100 Mana
Why: If I reworked the ability to say “she gains up to 3 charges, where each charge fires one shot”, then it is no longer Triple Tap: it’s basically just “Extra Long Snipe that you can fire up to 3 times”. Having her fire all 3 unless her target dies maintains the ability’s identity.
Ionic Force Field has been replaced by:
Apollo Suit
NEW: Available at level 13
Reduce the cooldown of Permanent Cloak by 2 seconds. Nova has 25 armor while Stealthed and for 3 seconds after leaving Stealth.
Why: I never pick this talent, even when I’m facing enemy teams with strong assassins. I saw WereElf’s “Pinnacle Nova” rework concept and decided to throw this one in here. That means there’s room for another level 20 talent. Furthermore, this lets Nova gain access to the extra survivability offered by this talent earlier on in the game when it actually matters.
Level 20 Talent: Psychic Strike (NEW)
Activating Ghost Protocol while Holo Decoy is active causes Nova to gain Invisible for the duration of the Decoy instead of 0.5 seconds. Additionally, she gains full control of the Decoy, increasing its damage by 60% and resetting its duration. The real Nova is Unrevealable and cannot move or attack until the Decoy expires. If the Decoy is killed, increase the cooldown of Ghost Protocol by 30 seconds (120 seconds total).
Why: This lets Nova actually employ real misdirection against her opponents instead of just using a Decoy and praying that it tricks someone. It also gives Nova a roundabout way to gain access to the enemy team’s back line by casting a Decoy into the back line and gaining control of the Decoy.