Nova Snipe Improvement Suggestion

The smaller hit box added difficulty, and general non-viability in HL, could be addressed by turning Snipe into a semi-skill shot. This could be done by make snipe a tap ability (in which case it would be a skill shot) and a charge ability (which, once fully charged, would guarantee hitting the target hero once he/she was in rage). This would be offset by not allowing Nova to move while charging (aka aiming) her snipe. A fully charged (aimed) snipe would cause additional damage, but would have a fairly long charge time of 2-3 seconds (or for slightly longer than the duration of pinning shot). Maybe?

I personally don’t like that and think a skill shot should just remain a skill shot. Not to mention you would need to eat an overall Snipe damage nerf even if this could get value (people would just back off while she charges, or she just becomes a sitting duck easier to CC and kill) because a max stack Snipe with even more damage behind it could easily be doing ult levels of damage.

I think it would be better to hear an explanation directly from the HoTS team as to why this hit box change just casually rolled in and blindsided everyone. I don’t think I’ve seen anyone with even a theory yet, maybe if they explain it we can give feedback on whether it makes any sense or if it should just be reverted.

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Snipe is okay as is. You could theoretically make the skill shot wider to help compensate. But that has downsides also.

I think Snipe is in a fine place. If it needs adjustments it should be in damage it deals.

Holo decoy is what you should look at for Nova… it’s messy. In lots of ways.

[corrected spelling mistake]

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Give us gathering power back. :frowning:

  • Max Stacks set to six

  • Pinning shot now has AOE and cooldown is halved if used against non heroic units (allows for some minimal wave clear)

Totally agree. Holo decoy needs to have additional damage added. It’s stupidly weak right now.

It has some other issues that need fixing first.

I’d have to run through replays, but it has inconsistent interaction with talents.

example: sometimes it triggers the 25% armor from Ionic Force Armor, other times it does not. It doesn’t seem to get the cooldown reduction from Perfect Shot. It takes the Anti-armor shell attack speed, but not it’s damage modifier (it’s tooltip does show this is correct behavior). It doesn’t inflict the -20% armor debuff you can get at level 16.

Holo decoy needs to either have no talent impact it, or all of them impact it. And balanced from there. But it is frustrating as is.