This rework was made with the following design goals:
Make Nova more generally useful
(So she brings something to her team beyond just sporadic burst damage, making her a less niche, more viable pick)
- Give Nova at least *some* waveclear ability.
Her Snipe now penetrates minions, so she can use it (if well aimed) to clear minion waves efficiently. Additionally, Remote Delivery at level 4 enables her decoys to deal damage to non-heroes, waveclearing for her while she remains safely in stealth (ready to countergank anyone who thinks she is foolishly waveclearing in the open).
- Make her better at scouting.
Nova's passive no longer grants her +10% vision range at all times, but instead grants +20% vision range while stealthed. She is therefore better at finding targets and at keeping an eye out for approaching dangers, giving her an important benefit outside of fights.
Make her gameplay easier for low-skill players
(So those first-pick novas aren't quite as much of a curse)
- Make bad Snipes less punishing.
As her snipe now penetrates minions, it can still damage heroes even if you don't hit them directly, albeit at reduced power. Hitting them directly is still the best choice as only then do you get full damage on them, but hitting a stray minion no longer *completely* negates the attack. The change from Snipe Mastery to Patience further reduces the massive risk/reward gameplay on hitting her snipes while still playing into the 'patient sniper' fantasy of waiting for the perfect shot.
Make her more interesting to play
(Because lets' face it, she's mechanically a bit stale.)
- Make her talents (especially her decoys) more interesting.
There is far less redundancy in each level, with several talents combined so that talent choices meaningfully change her playstyle instead of just tweaking it in tiny ways. This is most evident at level 4 - combining four talents into two far more meaningful ones.
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