I will not talk about what’s wrong with Nova in this thread, as I already did that in: Let's talk about Nova
Also, I wouldn’t mind a bigger Nova rework (than what I am suggesting in this thread, thus the “small” in the title), but this one is less time consuming to think of, and for the devs to apply, if they like it. My goals are thus:
- Do not introduce concepts that would require new assets
- Keep Nova relatively the same, while fixing her main problems
- Balance Nova in a way, that allows players to pick her over other ranged assassins in favorable conditions.
- Clean up existing talents, consolidate weak talents
- Increase the amount of viable builds Nova has
CORE KIT
Basic attack damage increased from 105 to 150
Nova is currently one of the lowest dps ranged assassins. This buff will put her on par with her peers (listing their dps, and not dph; Nova has 1 aps, so her dps is the same as her dph):
Raynor: 126,25 base; 165,7 with the trait; 215,4 with trait + adrenaline rush.
Zul’Jin: 117,5 base; 146,875 with trait activated; up to 293,75 with trait activated, while at 1 HP. These numbers are without any trait stacks, or talents
Valla: 125 base; 225 while at 10 hatred
Cassia: 173,33 base; 208 to blinded targets
Falstad: 148,72 base
Fenix: 153,55 base
Greymane: 148 base; 222 while W is active
Hanzo: 132 base
Tychus: 200 base
So this change will keep her on the lower damage end of ranged assassins, but will greatly increase her sustained damage, which she is currently lacking so much.
Health increased from 1300 to 1350
Nova is currently one of the squishiest heroes in the game. She should at least have as much HP as Valla.
Trait - Permanent Cloak
Gain Stealth when out of combat for 3 seconds. Taking damage, attacking, using Abilities, or Channeling reveals you. Remaining stationary for at least 1.5 seconds grants Invisible.
Passive: Gain 15% Movement Speed, while Stealthed.[1] Ghost Protocol
Cooldown: 60 seconds
Activate to instantly grant Stealth to Nova. Nova is Unrevealable for the first 1,5 seconds, when Stealthed by Ghost Protocol.
Passive part unchanged. The decoy is removed from Ghost Protocol, but the unrevealable duration is increased, so it can be used as an escape tool, and so she can get some better talents.
[Q] - Snipe
Mana Cost: 50
Cooldown: 6 SecondsSnipe - Deals 250 damage to the first enemy hit.
Damage increased by 20, baseline quest removed. Just for comparison:
Raynor’s Q deals 220 dmg to all enemies on its path.
Cassia’s Q deals 175 damage to the 1-st enemy hit, and to the enemies to its sides.
Falstad’s Q deals 121-242 dmg to all enemies in its path.
Valla’s Q deals 160 + 2*80 = 300 damage.
Zul’Jin’s W deals 116-232 damage to all enemies in a ring area;
So while Snipe will still be on the strong side damage wise, it will still be on par with its peers, who still deal more basic attack dps than Nova. The nerf however is there because of the basic attack damage buff.
[W] - Pinning Shot
Mana Cost: 65
Cooldown: 12 secondsDeal 100 damage to an enemy and Slow it by 40% for 2.25 seconds.
Unchanged, it’s fine as it is.
[E] - Holo Decoy
Mana Cost: 50
Cooldown: 15Create a Decoy for 5 seconds that appears to attack enemies, dealing 1% of Nova’s normal damage. Using this Ability does not break Cloak.
Decoy’s damage is already insignificant, however, current Nova had to suffer some nerfs because of it. I’m ~almost~ removing it, so Nova herself can be stronger baseline, while keeping decoy’s ability to interrupt enemies and dismount them.
[R1] - Heat Seeking Missile
Mana Cost: 50
Charge Cooldown: 35 seconds
Charges: 3Locks in on the target Hero over 0,625 seconds, then fires a shot that hits the first Hero or Structure it comes in contact with for 372 damage.
I decided to give Nova a bit more freedom with this ultimate. While the channel time should’ve been 0,75 sec to be on par with the old TT, I decided to make it slightly lower, so it’d be more reliable to compensate for the overall power loss.
[R2] - Precision Strike
Mana Cost: 100
Cooldown: 60After a 1.375 second delay, deals 435 damage to enemies within an area. Unlimited range.
Just reduced the delay a bit to make it feel more reliable, after the movespeed buff
TALENTS
I tried to keep her talents as close as possible to what she currently has, or to what she had before the stealth nerf.
Level 1 Talents:
[W] Longshot
Increases the cast range of Pinning Shot by 30%. Pinning Shot also increases of Nova’s basic attack range by 1,35 (30%) for the next 3,25 seconds.
It’s 3,25 seconds, so she can proc it on up to 3 basic attacks instead of just 2. Also, right now this talent has anti-synergy with OitC build Nova, so this also aims at fixing that. But to compensate for the utility buff, I nerfed the basic attack range it provides. So now her basic attack range will be as long as her upgraded Pinning Shot range.
[W] Covert Ops
Increases Pinning Shot’s damage by 15%. After being Stealthed for 4 seconds, Pinning Shot’s Slow is increased to 55% and costs no Mana. Bonus is lost after losing Stealth for 1 second.
That talent is good as it is, but a bit underapreciated. So I thought that a little unconditional buff may help it a bit… nothing significant tho.
Later on, when I do the damage calculations, I am taking this talent into consideration. However, if it’s a bad idea to buff this talent, then baseline Pinning Shot should incorporate the 15% damage buff.
[D] Advanced Cloaking
Stealth grants you additional 10% Movement Speed. While Stealthed, regenerate 2 Mana per second.
Just reverting the unneeded nerf to this talent. Since both other talents are getting buffed, why not the most underperforming one too?
Level 4 Talents:
[E] Holo Stability
Increases the cast range and duration of Holo Decoy by 120%.
Fine as it is.
[E] Rapid Projection
Reduces Holo Decoy’s cooldown and Mana cost by 50%.
Fine as it is.
[Passive] Ghost Efficiency
Nova’s basic attacks deal 25% increased damage to non-heroes, and splash to non-heroes within 2,5 units radius of the original target.
Currently one of Nova’s biggest problems is the lack of early game waveclear. This talent, combined with her increased baseline attack damage is aiming at fixing exactly that. Unlike Covert Mission, this talent doesn’t require her to collect stacks, and bribe mercs. She is getting constant value out of it, so it’s much more efficient.
Level 7 Talents:
[Q] Snipe Mastery
Quest: Hit enemy heroes with Snipe to get a stack (up to 1 per cast), up to 15 stacks. Each stack increases Snipe’s damage by 5%. Missing a Snipe reduces your stacks by 4. Dying removes half of your stacks.
Reward: After getting 15 stacks, Snipe gets additional 25% damage, and you no longer lose stacks when you miss.
At 15 stacks, your Snipe will be dealing 500 damage. Before the stealth nerf, Nova’s Snipe was dealing up to 542,5 damage, so it will be closer to its old value, but will be much harder to get there. Yet once you have the 15 stacks, you will no longer be punished for missing, only for dying, which will also reset the reward, and you will need to get 15 stacks again before you can start missing again.
So this quest is much harder than before. You need to get 15 hits in a row + 4 per every miss on the way there. Yet it’s players’ decision whether to go for it, or not. They wouldn’t be punished for a choice they didn’t make themselves.
I’m actually not sure how difficult it will be to complete this quest… if it’s too hard, then maybe you can lose just 3 stacks per miss, and 5 when you die. That would be for the balance team to decide.
[Passive] One in the Chamber
After using an ability, Nova’s next Basic Attack within 3 seconds deals 50% additional damage.
While the % was nerfed, due to the baseline damage buff, the raw value from this talent is actually a bit higher than before. I balanced it in a way that OitC build Nova would be close in damage to her old OitC self.
[Passive] Anti-armor Shells
Nova’s basic attack speed is reduced by 60%, but she deals 150% more damage. Her basic attacks also ignore positive armor values.
Quest: Basic attacks against enemy heroes further increase the damage bonus by 1%
At 1-st I thought that this talent will be overpowered, due to the basic attack damage buff. However, after calculating her damage (you can check that after the talents section), it turned out that it wasn’t overpowering Nova, due to the baseline Snipe nerf (quest removal). It only shifted bigger part of her damage from Spell to Physical.
Instead of 456,5 (spell) + 301,875 (physical), she is dealing 350 (spell) + 375 (physical). But her damage over time is higher (which was the point of her basic attack damage buff).
Also, Nova will be getting up to 1,5 + 4% damage every 2,5 seconds; Zul’Jin can get 1 damage every 2-4 sec; Zagara can get 1,5 damage every 4 sec; However, Nova is not the type of hero who is constantly attacking heroes, so she will be getting less stacks than the other 2 mentioned heroes. And her quest comes on level 7, while the other 2 get theirs baseline and on level 4.
Level 13 Talents:
[Q] Railgun
Snipe pierces trough all enemies on its path, and its range is increased by 15%.
While this talent wouldn’t be necessary anymore for non-Snipe build Novas, it will be the bread and butter of Snipe build Nova, as it will be allowing her to hit her desired target more reliably.
But even the other builds can benefit from this talent, if they didn’t take the Ghost Efficiency on level 4, and they want to get some waveclear, that doesn’t require a heroic.
[W] Double Tap
Pinning Shot now has 2 charges.
Reverting an old nerf, as it will have better talents to compete with.
[1] Tactical Retreat
Reduce Ghost Protocol’s cooldown by 30 seconds. Using it grants you 30 armor, that lasts for 3 seconds after you leave stealth.
Passive: Reduces the delay before you naturally enter stealth by 1 second.
This talent will make Ghost Protocol a lot more flexible, and will further enhance its “escape tool” powers. I like this better than the current Ion Force Field. And also, this talent has great synergy with the new level 20 talent.
Level 16 Talents
[Q] Perfect Shot
Hitting an enemy hero with Snipe reduces its cooldown by 3 seconds, and refunds its mana cost.
Reverting it to the way it was before, as her Snipe build is also quite close to what it used to be.
[W] Crippling Shot
Pinning Shot lowers a Hero’s Armor by 20 for the duration of the Slow, causing them to take 20% increased damage.
Fine as it is… I could’ve reverted the nerf it got, but I don’t think it’s needed, as Nova will be stronger baseline.
However, if her level 7 talents are weaker than the way I’m suggesting them here, then this talent should be reverted to remove 25 armor to compensate, as I balanced Nova to be as strong as she used to be… Although numbers aren’t everything, and the Nova I’m suggesting is actually more versatile, even if the numbers she has are the same. Anyways, I guess that would be for the balance team to decide.
[E] Lethal Decoy
Increases the damage Holo Decoy deals to 50% of Nova’s damage.
Decoy benefits from all of Nova’s talents
Since Nova will no longer be able to leave a decoy with Ghost Protocol, she can finally get some love on this talent… Currently 2 decoys deal 60% of her damage, so having only 1 decoy, with just 50% damage should be fine.
It should also be benefiting from Snipe Master, unlike now.
Level 20 Talents:
[R1] Your name’s on it!
Heat Seeking Missile pierces trough all enemies, until it reaches its target.
You basically get a small Pyroblast that damages everyone on its path, instead of everyone around your target.
Current Version’s cooldown reset is cool and all for QM, but too niche. This talent will make HSM a lot more reliable, although, due to the damage split into 3 charges, you should still be able to leave Nova’s range before she can fire them all at you, so there is counter play.
And things that counter Pyroblast, can be used to counter HSM too.
But if the 3 charges are indeed making it overpowered, then I suppose this talent can reduce the amount of charges she has by 1; or remove the charges, and also increase its damage. Whatever is balanced.
[R2] Precision Barrage
Precision Strike gains a 2nd charge and its cooldown is reduced by 30 seconds.
Fine as it is.
[Active] Ghost Maneuvers
Cooldown: 60 seconds
Teleport to a nearby location, resetting the cooldowns of your Snipe and Pinning Shot, leaving a Decoy at your old location.
An alternative for Rewind, that doesn’t allow her to spawn more than 2 decoys at a time, that also gives her some mobility.
Since this talent doesn’t reset Holo Decoy’s cooldown, it’s a bit worse with OitC, but since it gives you mobility, something you otherwise lack. It’s actually as good as Rewind, if not better.
It could also be made to “swap your position with that of your decoy”, but then Lethal Decoy should be further buffed, and its synergy with Holo Stability will be insane - you’ll have a really long distance teleport. So I don’t really like this version.
[D] Slippery Ghost
Increases Ghost Protocol’s unrevealable duration by 0,5 seconds, and using abilities or attacking no longer reveals you while you are unrevealable. Using Ghost Protocol removes all negative effects and DoTs from you.
Another survivability talent. It brings back the old Ghost Protocol, but it’s also better, since it also removes slows, roots, blinds and DoTs from you.
It may actually be too good, considering the cooldown reduction from the level 13 talent. However, Valeera has a similar talent on much shorter cooldown, and currently Valeera is in a much better spot than Nova, so maybe this is okay.
But if it is overpowered, then I suppose the “attacking while unrevealable doesn’t reveal you” part can be removed.
Numbers
Now I will compare the numbers of old Nova, current Nova and the Nova I am suggesting, just to show that she will not be overpowered, or underpowered:
NB!: For the suggested Nova, I am using Pinning Shot with Covert Ops talent. Without it, the damage will be slightly lower, and that’s why I said that if the buff for Covert Ops doesn’t happen, then at least a baseline buff is in order.
Note: for the old and suggested versions, the time for her combo is ~1,75 seconds, while for the current version it’s ~2 seconds, because now you also need to use Ghost Protocol twice for full value, which increases the required time for execution.
Another note: I’ll be calculating stuff with the highest damage possible, and not always “the best for the build” talent just to make calculations easier, since in her old version one talent was better, but in the suggested version, another one is, thus potential confusion. So I’ll just avoid it this way.
OitC + Double Tap + Crippling Shot + Rewind/Ghost Maneuvers:
Old Nova: 2796,25 + 4% dmg over 6 sec. Or 2560 + 4% dmg over 5 sec.
Current Nova: 2606,8 + 4% over 6 sec + 189,45 + 4% Decoy damage.
Suggested Nova: 2602 + 4% dmg over 5 sec. Or 2782 + 4% dmg over 6 sec.
AAS + Double Tap + Lethal Decoy + Rewind/Ghost Maneuvers:
Old Nova: 2034,75 + 4% dmg over ~1,75 sec
Current Nova: 2073,125 + 4% over ~2 sec
Suggested Nova: 1960 + 4% over ~1,75 sec (and it increases, as you collect stacks)
Snipe Master + Double Tap + Lethal Decoy + Rewind/Ghost Maneuvers:
Old Nova: 2212 + 4% dmg over ~1,75 sec
Current Nova: 1891,8 + 4% dmg over ~2 sec
Suggested Nova: 2410 + 4% dmg over ~1,75 sec
While a higher number, the quest is harder to complete, so I think it’s a fair trade off. And the biggest reason for the higher damage is the increased basic attack damage, combined with the increased Lethal Decoy damage.
However, I do think Nova needs a high risk, high reward build, and that that is exactly it.
AAS + Double Tap + Crippling Shot + Rewind/Ghost Maneuvers:
Old Nova: 1470,625 + 4% dmg over ~1,75 sec.
Current Nova: 1510,6 + 4% dmg over ~2 sec
Suggested Nova: 1441 + 4% dmg over ~1,75 sec (It also increases as you collect AAS stacks)
Snipe Master + Double Tap + Crippling Shot + Rewind/Ghost Maneuvers:
Old Nova: 1855 + 4% dmg over ~1 sec
Current Nova: 1321,6 + 4% dmg over ~1 sec
Suggested Nova: 1771 + 4% dmg over ~1 sec
As you can see, her numbers aren’t much higher, or much lower than her old, or her current self.
Thank you for your time
EDIT: I think that it’s possible to switch level 7 and level 13 talent’s places for balance purposes. While getting a quest as late as level 13 may be counter-productive, these talents may end up being too strong for level 7. But that is just a suggestion in case she does in fact end up too strong early-mid game. I was also considering switching only OitC and AAS with Double Tap and Railgun, but being able to take both SM and OitC/AAS at the same time would also be too much.
Also, if AAS does prove too strong, despite of Nova having relatively the same numbers, it can reduce her attack speed to 50%, and increase her damage by 100% instead.