Tier I - Level 1
(Q) Enhanced ocular implants
Increases Snipe range by 20% and view range by 10% when Sniper trait is active.
(W) Brain shock
Increases slow duration by 150%.
(E) Increased dexterity
Reduces Dodge cooldown by 5 seconds and increases dash distance by 25%.
(D) Moebius Reactor
Mana regeneration is increased by 20%.
Tier II - Level 4
(Q) APCR Shells
Snipe penetrates through enemies and deal decreasing damage to subsequent targets. Hitting minion or merc decreases its power by 10%, hero by 25% and structure by 50%.
(Q) HEAT Shells
Snipe decreases target's received healing by 25% for 6 seconds.
(W) Psionic Superiority
Psychic Attack refunds 75 Mana when attacking minions and mercenaries. Cooldown is reduced by 3 seconds.
(D) Gathering Power
Hero takedowns increase Ability Power by 1%, to a maximum of 15%. Half of this bonus Ability Power is lost on death.
Tier III - Level 7
(Q) HESH Shells
Snipe deals additional damage equal to 5% of target's current health.
(W) Psionic stun
Psychic attack stuns primary target for 0,5 second and nearby enemies for 0,25 seconds.
(E) Tactical retreat
Dodge makes you cloaked and leaves behind a Holo-decoy which deals 15% of Nova Damage.
(#) Psi-charged Shells
Activate to increase Basic Attack damage by 50% for 5 seconds. Each attack costs 20 Mana.
Tier IV - Level 10
(R1) Mental Wreck
(R2) Precision Strike
Tier V - Level 13
(D) Advanced Cloaking
While Stealthed from Permanent Cloak, your Movement Speed is increased by 25% and you heal for 2% of your maximum Health per second.
(D) Psionic Radar
You can sense enemies in small radius in fog of war.
(D) Psionic Shield
Upon taking Ability Damage, generate shield equal to 20% of Nova's health. Can only trigger once every 45 seconds.
(#) EMP
Shot an EMP that drains 75% of shields and disables structures (except the Core).
Tier VI - Level 16
(Q) Disruptor shells
Snipe ignores 50% shields.
(W) Psionic delusion
Psychic Attack creates 2 Holo-decoys near its target when attacking heroes. These decoys are only visible to target and deal 15% of Nova damage.
(#) BE3 Grenade
Throw sticky grenade in selected direction. Grenade sticks to first hit foe or surface and deals 70 (+20 per level) damage in small radius. Does not break cloak.
(#) Holo-decoy
Activate to place a Holo-decoy. Does not break cloak.
Tier VII - Level 20
(R1) Mental Overkill
Increases max duration by 2 Seconds and range by 25%
(R2) Precision Barrage
Precision Strike now holds two charges with a short cooldown.
(Q) Assassination mastery
Snipe cooldown is reduced by 4 Seconds. Damage is increased by 50% when Permanent cloak and Sniper trait is active.
(W) Psionic mastery
Psychic attack cooldown is reduced by 3 seconds. Range and area of effect is increased by 50%. Damage against main target is increased by 50%.
(D) Ghost delivery
Death timer is reduced by 33%. You can return anywhere on the battlefield in a drop pod.
(E) Tactical retreat
Stealth is activated for 2.5 seconds and leaves a decoy behind that deals 25% of nova's Damage. Nova's ability damage is decreased by 75%. After the 2.5 seconds Nova is revealed and auto cloak has a 5 second cooldown.
It gives her a needed way to get out of jams and makes it so she can't cloak and turn around quick strike both her abilities.
The Other thing she needs a Mana cooldown effect, but I can see why they might not give her that.
And one thing you are wrong with is that : since nova is a ranged assassin, it is not as good.
Let me correct you on that.
Letting nova (who not only has cloak, but 20% increased range and view over other heroes) have an escape is making her insanely good. What if I told you that I want to give, say, abathur, a talent that allows him to burrow instantly, and makes his burrow have a 5 second cooldown. You may say that it doesn't make him good, because Abathur isn't supposed to be in the thick of things, but a simple fact is, it would STILL make him good, as it would be too much of a reliable escape that you can use at any time-- and he could backdoor the enemy with locusts, unpunished. Giving Nova that short dash is basically allowing her that extra second she needs to get back in cloak, and honestly, that is what gets her killed 90% of the time -- that single extra second. A dash on Tychus is fine, because he is doesn't have that HUGE advantage that cloak is. One would say, the one reason Nova can't just chase kills through five people is because she does not have an escape.
Assassination Mastery and Psionic Mastery are too weak to be lvl 20 talents. Some games don,t even reach level 20. Current Nova gets Headshot (the same thing as you minus the passive 4 seconds cooldown, but it applies to every ability) at something like lvl 13. lvl 20 is made for game ending talents, talents made to just incentivise on the fact that the game is gonna end VERY soon, quite possibly. But, more to the point, it either means you only reduce snipe's cooldown by 2 seconds when a hero is killed, or that you reduce its maximum cooldown (which means that after 4 kills snipe has a 0 second cooldown. Basically means you can use it freely, without restriction.)
APCR shells is railgun. Quite literally. It does, VERY EXACTLY, the same thing.
Adrenaline rush is a much, MUCH weaker version of Raynor's level 20 talent -- "A Card to Play" -- that reduces his heroic ability's cooldown by 15 seconds every time a hero dies, allied or enemy. Right now, I think buffing it and making it a storm tier talent instead would be better than the two you already have there.
Other than that, I guess I can understand some of the things, but this just seems like a much, much more powerful nova in many regards, and a less, much less powerful one in others, and I'm not sure how I feel about that.
Dodge is more an ability to evade skillshots than an escape. It is also very mana consuming which means that it would punish yolo approach. Also she loses holo-decoys to block damage or distract newbies. I hope it would make her better in high level plays and a bit worse in lower ranks.
I wanted to make her kit more antimage and anticarry, to be able to harass squishies in CC heavy comps (Zera would be stunned to death) This is the reason I gave her bigger range (but only when not moving - she is a sniper) and a way to avert being stunned, but also reduced damage.
Why a leap? this just don't make any sense, and I tried to imagine the Nova leaping and this isn't right. she already have the longest range of AA, she don't need nothing more. Holo decoy when used right can be the perfect disengage tool, or juke tool, even as a body shield agaist some skillshots.
When you have permanent cloak, you don't stay in lane, so boost her lane capabilities don't seem ok, but boost her teamfight capabilities I can understand. EMP is a great idea to give to a ghost. Personally, I would remove 100% of shields and some mana, like 10% of the mana or something. But the EMP would fit her as a niche pick against some heroes that have strong shields, and a hard counter to Tassadar's archon.
Edit - Oh, I forget to mentiont, did you see the damage of the Mental Wreck? this thing is ridiculous. Better stay with Triple Tap and nerf if t abit. Lvl 20 Mental wreck would do 4400 damage to a single Target. Some tanks don't even get 4400 health at lvl 20!
This seems like it would nerf an already low tier hero pretty hard.
She's not meant to be a laner, she's a burst damage assassin. Trying to turn her into a laner will take away the only reason she's ever picked, while there are far better well rounded assassins (ie Valla, Sylvanas, Raynor)
Thank you for your feedback!
I am not trying to change her to laner, her main purpose is to assassinate low-health/squishy heroes, but also I think that she deserves equivalents of Zeratul's Cleave and Blink. Now Nova needs to use all her abilities to burst - in mine version it is only Snipe + auto attacks. Other abilities are used to help team or to retreat.
I didn't specified Snipe's damage to a number - I think it would be a way to balance her. I also want her to be strong against specific compositions: EMP - shield based teams, tier II HEAT shells against 2 healer composition and Mental Wreck against Jaina/Kael. Unlike Valla, Raynor, etc. she can sneak behind enemy lines, kill damage dealer and retreat.
Reworked talents give her many new possibilities like scouting for ganks/Murky's egg/Abathur with Psionic Radar or stunning group of enemies to let E.T.C. cast Mosh Pit and finish with Precision strike. Currently it is all about maxing her combo.
She's not meant to be a laner, she's a burst damage assassin. Trying to turn her into a laner will take away the only reason she's ever picked, while there are far better well rounded assassins (ie Valla, Sylvanas, Raynor)