Damien

Heroes of the Storm Nova

64 posts in this topic

This thread is for comments about our Nova build guide for Heroes of the Storm.

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Hi,

 

i would just like to point out i really disagree with the choice for nova's heroic.

At level 20 triple tap will enable you to kill not just one, but multiple heroes in quick succession. The key though is to weaken the heroes with snipe so they are low on health before you use your heroic.

In a big teamfight where the situation is chaotic and you can stand a little distance away, you can pick off heroes which are low on health, make the next one low on health with snipe if needed, and use heroic again. I don't personally play in the big leagues, but triple tap is my favorite for just this reason.

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Triple tap is garbage dude...easily countered and roots you for 3 seconds...you waste 2 talents on a heroic that will only work in bottom tier mmr

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Disagree with icon-nova-railgun.png Railgun . This skill just gives Nova huge minions wave clear, even really useful to burstdown camps. And powerful in TF. Even if Snipe is thin (Railgun doesn't change anything about it), it's the most powerful basic ability of Nova, so you just need to master it if you want to be a "good nova". Really adds a dimension to Nova playstyle. After playing it a lot, that skill just seems an absolute must-have on Nova. 

Double fake doesn't bring so much in the game, i always felt that one decoy well used is enough. I played mostly crippling shot before railgun, but its range is really low and more situational. Still a good talent.

 

 

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Disagree with icon-nova-railgun.png Railgun . This skill just gives Nova huge minions wave clear, even really useful to burstdown camps. And powerful in TF. Even if Snipe is thin (Railgun doesn't change anything about it), it's the most powerful basic ability of Nova, so you just need to master it if you want to be a "good nova". Really adds a dimension to Nova playstyle. After playing it a lot, that skill just seems an absolute must-have on Nova. 

Double fake doesn't bring so much in the game, i always felt that one decoy well used is enough. I played mostly crippling shot before railgun, but its range is really low and more situational. Still a good talent.

 

i dont agree tbh, nova is by definition the "Glass Cannon" of Hots, this build that is provided is a build that exploits this.

Split pushing in Nova is not good, usually (and this is for xp, and looking tournaments where she got in and everybody where like WTF) she is played as a ganker, a Treath against the lane, not a split pusher, Why? easy, she can chip life away, forcing the use of the cp cup, and the forcing the retreat to the base to heal, meaning an xp loss if there is only one hero in the lane

 

And what is that double fake doesnt bring much??????? do you not see the synergy between the talents, and sorry but the holo decoy build is way to popular

 

http://www.hotslogs.com/Sitewide/HeroDetails?Hero=Nova

 

There you have numbers if you dont believe me, all sum together is around 70% chance of winning, in masters this builds is mandatory with the change of the lvl 20 talent depending on what you need, mobility or more damage with rewind

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Great guide. I usually pick all the recommended skills, but use decoy and orbital strike a little differently.
 

When I use decoy I normally throw it out first and try to bait heroes into wasting their skills, then follow up with pinning shot and snipe with 1 other ally to take a hero down. I guess saving it to block a skill after a skirmish breaks out would be useful (if I was that good), but until someone masters the game it seems like it would be a good use to throw it out from a safe angle at the beginning of a skirmish and bait heroes to waste a few skills.


Orbital strike I'm alright at casting, and I do watch for allies to lay down some cc on targets, though I never use it in a set rotation of my skills. I use it generally when there is a skirmish near a bottleneck in the map (or in a team fight) where it either hits multiple heroes, or more likely forces their team to split and pushes a few heroes up front for my allies and I to pick off without their teammates being able to immediately help. If my team is behind, I use it defensively when the enemy team is beginning an assault on a fort wall in order to buy some time for allies to arrive to reinforce it.

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Great guide. I usually pick all the recommended skills, but use decoy and orbital strike a little differently.

 

When I use decoy I normally throw it out first and try to bait heroes into wasting their skills, then follow up with pinning shot and snipe with 1 other ally to take a hero down. I guess saving it to block a skill after a skirmish breaks out would be useful (if I was that good), but until someone masters the game it seems like it would be a good use to throw it out from a safe angle at the beginning of a skirmish and bait heroes to waste a few skills.

Orbital strike I'm alright at casting, and I do watch for allies to lay down some cc on targets, though I never use it in a set rotation of my skills. I use it generally when there is a skirmish near a bottleneck in the map (or in a team fight) where it either hits multiple heroes, or more likely forces their team to split and pushes a few heroes up front for my allies and I to pick off without their teammates being able to immediately help. If my team is behind, I use it defensively when the enemy team is beginning an assault on a fort wall in order to buy some time for allies to arrive to reinforce it.

Yeah at least at the start of the game the decoy is used just like you said, plus bodyblocking some abilities if you are good at it, when you reach the talents that give the decoy damage then you need to master even more its use, or you use it as a tool to make the enemy waste cooldowns or you use it to burst someone down

 

The way you use orbital is also good, usually is better paired with a good cc or slow so it can land, it can be used for defense, almost all ultimates can be used in this way, yeah you waste it but knowing when to use a big cd that "Makes you live to fight another day" is also good, hard to decide, but good

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It doesn't root you, it completely stun locks you. No auto attacking, no abilities, no nothing. Given you are the squishiest hero in the game save for murky, this is an issue.

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Hi,

Regarding level 7 talents, when facing comps with multiple heroes with Block, is it still worth taking Anti-armor Shell? or switching to other talents?

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I'd like to put in different option for novas. I am familiar with the build here and played with it myself for sometime when i was new to Nova and it is alright sure. However my problem was that i didn't feel present at the maps as much as each person should be. Hunting for the leftovers or limited squishies. For those reason nova isnt liked hero either, which again is a problem to me. So irritating at the beginning of each maps when people start crying "no nova plz".

 

So the skill output and few talents are what is different, ill explain my reasonings.

 

Combo: Tazer->clone -> snipe-> PStrike-> Rewind-> repeat

 

Though the only part that really matter is putting tazer in first and rest is optional based on the situation you are at. Nontanks are dead before Rewind already.

As you shoot tazer you will instantly proc first chamber which means you can follow with second (clone or snipe) right away, then you wait for about half sec before 3rd ability.

 

Why Tazer first?

- to gain max benefit from Crippling shot talent

-it will instantly unload one autoattack without needing to click on the person, where as clone and snipe do not ( this is important, this is why you begin with Tazer even before you have Crippling shot talent.)

-the slow gives you better aim for snipe ( not a big deal for really good players but still)

 

Now the talents then.

 

Tazer round instead of Ambush Snipe.> The 20%dmg to snipe is simply inferior with this tazer version of Nova. your "combo"  can often take more than 2 sec so having the 25% increase from later trait is must. It also gives you the control to disengage if things go wrong( as with this build you are more than capable to brawl any oppononet), help allies, etc. Its practically deathmark to that opponent no matter what.

 

Chamber instead of Anti-Armor.> Now i noted that in the guide it is still written with 50% increase where as its actually 80% nowadays, lack of interest to update id assume. Chamber deals a lot more dmg. to put it in numbers as how many autoattacks you shoot per sec with both.

 

0sec    Chamber 1,8    Anti-Amor 2,5

1sec    Chamber 3,6    Anti-Armor 2,5

2sec    Chamber 5,4    Anti armor 2,5

3sec    Chamber 7,2(Pstrike)    Anti-armor  5

-> Rewind

 

So as you can see already at 1sec you are bypassing the dmg with chamber. Not to mention since your hits are divided Block doesnt hurt you much either. Furthermore if you follow with clone it will take second block before your second autoattack lands.

 

Anti-Armor does give you more room to move true. But i don't see it worth it considering the damage you would offer. Iv had no problem with the normal crab walking, it actually feels much easier to me than timing 2,5sec. So unless you do that perfectly you would once again offer damage.

 

 

This build does have about 1sec slower burst but the damage you can unload is much, much higher. Can easily kill even the beefiest tanks with the assist of rewind. I think the overall unload on dummy was about 9-10k when everything hits. By far higher than anyhero iv tried so far.

 

You are slighy riskier obviously since with the other builds you are only showing your face for second or two. But considering the presence you bring with verstatile and huge damage pool it seems only fair. Wont be just scavenger anymore. People have actually enjoyed playing with me when im not just ganker ghost.

 

Additionally the leveling curve feels very nice, with each new talent you are building your damage steadily, once you get the chamber you can already start brawling, as at that point the combo is enough to kill people already or severily damage them.

 

So to put it simply.

 

Pros

- more damage

- no hard counters to damage

- not heavily punished by LOS or colission as Snipe and Clone are only portion of the burst

- group members might not hate you.

- aim friendlier

- you can brawl any hero short of douple trolls.

 

Cons

- not as lightspeed burst

- so more vulnerable

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I personally really like advanced cloak. The regen is really nice, but the speed allows you to roam the map without having the risk of mounting. Mounts can show your position as on mounts, your sprite is quite large, making easy for enemies to spot you (as well as knowing you're not a decoy). Also, you need to fix one in the chamber. It's been buffed and its now pretty good.

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I'd like to put in different option for novas. I am familiar with the build here and played with it myself for sometime when i was new to Nova and it is alright sure. However my problem was that i didn't feel present at the maps as much as each person should be. Hunting for the leftovers or limited squishies. For those reason nova isnt liked hero either, which again is a problem to me. So irritating at the beginning of each maps when people start crying "no nova plz".

 

So the skill output and few talents are what is different, ill explain my reasonings.

 

Combo: Tazer->clone -> snipe-> PStrike-> Rewind-> repeat

 

Though the only part that really matter is putting tazer in first and rest is optional based on the situation you are at. Nontanks are dead before Rewind already.

As you shoot tazer you will instantly proc first chamber which means you can follow with second (clone or snipe) right away, then you wait for about half sec before 3rd ability.

 

Why Tazer first?

- to gain max benefit from Crippling shot talent

-it will instantly unload one autoattack without needing to click on the person, where as clone and snipe do not ( this is important, this is why you begin with Tazer even before you have Crippling shot talent.)

-the slow gives you better aim for snipe ( not a big deal for really good players but still)

 

Now the talents then.

 

Tazer round instead of Ambush Snipe.> The 20%dmg to snipe is simply inferior with this tazer version of Nova. your "combo"  can often take more than 2 sec so having the 25% increase from later trait is must. It also gives you the control to disengage if things go wrong( as with this build you are more than capable to brawl any oppononet), help allies, etc. Its practically deathmark to that opponent no matter what.

 

Chamber instead of Anti-Armor.> Now i noted that in the guide it is still written with 50% increase where as its actually 80% nowadays, lack of interest to update id assume. Chamber deals a lot more dmg. to put it in numbers as how many autoattacks you shoot per sec with both.

 

0sec    Chamber 1,8    Anti-Amor 2,5

1sec    Chamber 3,6    Anti-Armor 2,5

2sec    Chamber 5,4    Anti armor 2,5

3sec    Chamber 7,2(Pstrike)    Anti-armor  5

-> Rewind

 

So as you can see already at 1sec you are bypassing the dmg with chamber. Not to mention since your hits are divided Block doesnt hurt you much either. Furthermore if you follow with clone it will take second block before your second autoattack lands.

 

Anti-Armor does give you more room to move true. But i don't see it worth it considering the damage you would offer. Iv had no problem with the normal crab walking, it actually feels much easier to me than timing 2,5sec. So unless you do that perfectly you would once again offer damage.

 

 

This build does have about 1sec slower burst but the damage you can unload is much, much higher. Can easily kill even the beefiest tanks with the assist of rewind. I think the overall unload on dummy was about 9-10k when everything hits. By far higher than anyhero iv tried so far.

 

You are slighy riskier obviously since with the other builds you are only showing your face for second or two. But considering the presence you bring with verstatile and huge damage pool it seems only fair. Wont be just scavenger anymore. People have actually enjoyed playing with me when im not just ganker ghost.

 

Additionally the leveling curve feels very nice, with each new talent you are building your damage steadily, once you get the chamber you can already start brawling, as at that point the combo is enough to kill people already or severily damage them.

 

So to put it simply.

 

Pros

- more damage

- no hard counters to damage

- not heavily punished by LOS or colission as Snipe and Clone are only portion of the burst

- group members might not hate you.

- aim friendlier

- you can brawl any hero short of douple trolls.

 

Cons

- not as lightspeed burst

- so more vulnerable

 

i like different approaches to all the heroes, but maybe, maybe not idk, the idea behind your build and behind this build are completely different, not bad or wrong, just different in my opinion. Yours, as you pointed out, lets you brawl/duel better

This build is pretty much exploiting to the max what nova main play style is, that is a roaming burst ganker.

 

First the part of just "hunting down the squishies/leftovers" is actually a wrong approach in my opinion, yes you should focus those because usually those are priorities, in the case of the squishies at least, (Supports/Carries) that must be eliminated/cc to let your team have an advantage in the next team fight, this is usually in the mid-late game

 

in the early game usually the idea with the 20%  is to force the laner to hide or to recall, making him lose xp or making him recall during a map objective.

 

The fact that people hate her can be 2 reasons, first, when she is in your team, usually they dont play her correctly or they dont know how to play, abathur has the same bad reputation, not because he is bad, not because of the builds, but because people just jump to the hero without any xp invested in them and people usually complains in qm scenario, which is the WORST because we all know how weird the comps can be

The second complain usually comes from people that is facing her because she is the ultimate punish against bad players or bad decision, (you know staying in the goddamn line with no life, personal one: i play ETC i manage to save a hero that is about to die and suddenly he turns around and got killed....... in my mind is i big WHY? i didnt do that for you to go ham but for you to escape), there was a time where people asked for a nerf to nova because she was doing way too much damage and she was op, a lot of the community pretty much laughed and trolled the ones posting this so the theme was forgotten

 

The other thing that you dont seem to understand, at least for what i read, is that you claim that one in a chamber does more damage than anti-armor, youre right, o dont deny it, BUT it is in your build, to put it in simple words: one in a chamber is for constant damage, meanwhile the anti-armor is for burst damage, there is the difference constant/burst

 

In the pros and cons you got it right except for the counter and the hate

Your hardest counter is muradin, in terms of damage mitigation, trying to bring him down while he is in avatar, popping stone form with spellshield is a bad decision, why? because it will take a lot more resources to bring him down than if you for example use one rotation against a priority target, rewind and target another one

 

the hate is not only on nova, people like you if you play well and bring results, in any role you play, if you play warrior they expect that you know how to peel, how to engage, how to create opportunities, if you play assassin they expect you to do the damage correctly and don't stand in front of the enemy team, as a support, well pretty obvious keep everyone alive and don't get killed, specialist well that's the weird one but pretty much just play well

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Hi everyone,

 

As you may know, Blizzard has done a big change in a lot of Nova's talents, decreasing her burst damage for a more general damage. The reasons are found in the patch notes.

 

Many people are complaining, saying she's know unplayable, that her talent "snipe master" ( I think it's called like that in english, I play in EUR zone) is unfair because even though you can stack more power with Q, if you miss a single target you start from 0 again. I agree with that, even Butcher has a talent to preserve half of the meat he picks up.

 

I was wondering what is your opinion on the subject, if you're still gonna play her and if there's gonna be a new build for her in this site, since even though I think I won't play her for now I wonder if there's a chance to seize these changes for the better.

 

Seems like with Li Ming's incorporation to the game she's the new OP assassin in detriment of Nova tbh, I'm sad about this since I loved to play her, she was one of my main pjs.

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Hi everyone,

 

As you may know, Blizzard has done a big change in a lot of Nova's talents, decreasing her burst damage for a more general damage. The reasons are found in the patch notes.

 

Many people are complaining, saying she's know unplayable, that her talent "snipe master" ( I think it's called like that in english, I play in EUR zone) is unfair because even though you can stack more power with Q, if you miss a single target you start from 0 again. I agree with that, even Butcher has a talent to preserve half of the meat he picks up.

 

I was wondering what is your opinion on the subject, if you're still gonna play her and if there's gonna be a new build for her in this site, since even though I think I won't play her for now I wonder if there's a chance to seize these changes for the better.

 

Seems like with Li Ming's incorporation to the game she's the new OP assassin in detriment of Nova tbh, I'm sad about this since I loved to play her, she was one of my main pjs.

 

Hi,

 

Unfortunately, Nova is extremely undertuned (read: not enough damage, and too little utility to justify this low damage) in her current state, making it difficult to justify picking her over any other assassin, such as Li-Ming for burst, or Zeratul for ganks. A patch is coming out soon™ which, hopefully, should look into some of her issues. She's currently at her worst, and arguably one of the worst heroes in general, and I just can't recommend playing her as of right now.

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I played with snipe master, and after getting full stacks, the burst damage with vulnerability can easily kill a squishy hero with no problems. Besides, missing a snipe really shouldn't be a problem when you're playing nova in competitive; especially with the slow.

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I played with snipe master, and after getting full stacks, the burst damage with vulnerability can easily kill a squishy hero with no problems. Besides, missing a snipe really shouldn't be a problem when you're playing nova in competitive; especially with the slow.

 

I think it becomes more of a problem against good players who actively try to dodge snipes. I've never been a fan of all-or-nothing talents, but if it works for you, great!

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One in the Chamber really doesn't work for me, either. It feels really minimal of an increase vs Snipe Master

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One in the Chamber really doesn't work for me, either. It feels really minimal of an increase vs Snipe Master

 

Go in try mode, and hit a the dummy with both talents. OitC deals something like 200 more sustained DPS, and doesn't require you to have 100% accuracy on Snipe.

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Hi everybody.

I really like to play nova and I really like the other guides I've read but I dont like this one at all. 

First oft all it contains many copy pastes from before patch. And second it does not contain many synergies like lvl1 movement with Ghost protocol, lvl16 snipe with one in the chamber, Laser with OitC, snipe full build which allows to bully even tanks from Lane, remote delivery with snipe (Vision) , faster decoy cd for OitC.... 

 

It feels like every Talent is looked at by itself not like a build

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2 hours ago, Guest KVPMD said:

Hi everybody.

I really like to play nova and I really like the other guides I've read but I dont like this one at all. 

First oft all it contains many copy pastes from before patch. And second it does not contain many synergies like lvl1 movement with Ghost protocol, lvl16 snipe with one in the chamber, Laser with OitC, snipe full build which allows to bully even tanks from Lane, remote delivery with snipe (Vision) , faster decoy cd for OitC.... 

 

It feels like every Talent is looked at by itself not like a build

Hello,

Thank you for taking the time to comment. When writing guides, I purposefully omit to make mention of certain synergies, either to avoid being too explicit ("spoonfeeding"), or to avoid confusing readers or otherwise seem like I'm recommending something that I would not. This is partly why the core of talent-related discussions often specifically revolves around talents that are recommended or situational. You did allow me, however, to find a mistake (which you mentioned regarding Snipe Master and OitC - the mistake was calling it Double Tap instead of OitC, specifically).

As for copy-pastes, I'm not exactly sure of what you mean. Guides aren't typically fully changed to account for newer patches, simply because... not every element sees change. We still try to look for cohesion.

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I would have to say as a long time Nova player with a solid win rate, even in ranked, the current build guide is well...crap. It is not that the build is bad, but there is some reasoning that is weak imo. At this time Nova's talent picks are almost all viable, but you need to have an end build in mind. Nova is a late game hero, and you need to plan for that. I see so many Nova's play a decent early and mid game, only to get trashed late game because their build has no synergy.

That being said, lets look at some of those talents.

Level 1 Talents

The only talent that you should never pick is tactical espionage. It looks decent on paper, but in practice you burn mana so fast as Nova, that it only makes a difference of maybe teleporting one or two extra times for mana in a game without it. Unless of course you are just running around being a waste of a pick and not using your abilities, just so you can restore mana. Covert ops is decent, but only in certain comps, and unless you really know Nova and every hero you are matched with, I would stay away from it. If you are building OITC (One In The Chamber), you want long shot for sure. If you are building snipe mastery, I would recommend advanced cloaking. While the author of the guide refers to it as "situational", the two situations it is useful is fleeing, and chasing. Which tend to be pretty important. It is not a real escape, but if you can evade hits long enough to stealth, you can usually get away with this talent. Also, when chasing, you can run down players without having to stop to mount, and allow them time to escape, which is really important as Nova's primary role is to finish players.

Level 4 Talents

For a OITC build, get rapid projection, it is by far the best synergy wise. For snipe mastery, any one will work. I lean towards remote delivery myself, as it is good for providing sight, and unless you are playing real low ranks, that is about all it is good for. Holo stability can also be good though, if you want to use your decoy to drain ammo. Ofc, if you are going to do something crazy with your build later, get the talent that works best.

Level 7 Talents

This is really the key talent to whatever build you plan to use. If you are not comfortable with your skill, or you are up against a lot of heroes that have quick evasive moves, get OITC. It doesn't require skill to use, and if you got long shot on the level 1 tier, it is safer then going with sniper master, as you can stay further away. If you are a higher skill Nova, snipe master is my personal recommendation, unless you are up against picks that can dodge, as you don't want to fire, and as you do, that illidan/luna/valla/etc. moves out of the way. The only pick I would avoid is AAS (Anti-Armor Shells), as it is near useless. It gives the lowest DPS potential, and less burst potential than snipe master. The only time I would say to take it is if you are going with lethal decoy later, and you want a low skill burst.

Level 10 Talents

I have gone back and forth on this tier since Beta. Originally precision strike was insanely strong when using the right build, which was not the OMG burst build most Beta Nova's thought was good. Using the correct build in beta you could drop a strike every 30 or so seconds, which was pretty crazy. After a number of changes though, I found TT (Triple Tap) to be better. A skilled Nova could time a decoy deployment so the decoy used pinning shot to armor break as you hit your target with TT. It made TT a sledgehammer to punish out of position heroes. However, I am fairly certain that the current decoys do not get the crippling shot buff on their pinning shots, so I have switched back to precision strike. Not to mention it provides emergency wave clear. TT is still good against a team of squishies, because it always hits something, and if the other team is all squishy, it doesn't really matter who you hit, they are going to get hurt. Also, almost all heroes that are not fat tanks, can dodge strike unless slowed. 

Level 13 Talents

This is where talent picks get interesting. If you took OITC, get double tap. It provides much better synergy. If you took snipe master, you can either go full snipe build, in which case take psionic efficiency, for those free snipes on hits, and increased range. If you are like me however, and your building for maximum burst, get double tap with snipe master so you can synergize with pinning shot on the next tier. If you ignored my advice and took AAS, this may be where you take explosive round, so you can synergize off lethal decoy on the next tier.

 

Level 16 Talents

 

Supposing you went OITC, take crippling shot. If you went snipe mastery and want maximum burst, take crippling shot. If you went snipe master for sustained dps, take perfect shot, and double down on hitting a hero every time. If you went snipe master with explosive shot on the last tier for some reason, maybe to be contrary as I did not mention it as viable, then perfect shot is good as well. If you took AAS for that low skill burst, you can pretty much take anything on this tier, depending on what you took the last tier, and your over all build. Crippling shot is best team play, lethal decoy is real good synergy for a AAS build using explosive shot, and halving the CD on your snipes is good for AAS too, just not as good as the other options.

 

Level 20 Talents

 

Fast reload should only be taken if you are consistently finishing players on the other team with TT. If not, don't take it. Precision barrage is my recommendation for OITC player that take strike, as I could be wrong but I am pretty sure OITC triggers on ults as well as basic abilities. (Did not test so am not 100% certain). Even if that is not the case, rewind provides only a small dps boost, which double precision strikes can easily match, but really they are pretty close so take the one you feel is better for the match. If you went with the full snipe build, you want double strike, unless you are missing snipes, you snipe already has a 3 second CD, and if you are missing snipes, you shouldn't be using that build. If you went burst build with snipe master, get rewind, timed correctly, you can burst every 6 seconds for 4 cycles using rewind, or my personal favorite, burst, rewind, burst again immediately. If you went with lethal decoy for some reason, you will also want rewind to drop another decoy. Lastly, there is ghost protocol. Only take this if you took advanced cloaking, for the 2 talent escape pick on a 60 second cd....yeah doesn't really seem worth it to me either.

 

 

So that is pretty much it, although I have not put my preferred build out there in a TL:DR form. So here it is:

 

Advanced Cloaking → Remote Delivery/Holo Stability → Snipe Master → Precision Strike → Double Tap → Crippling Shot → Rewind.

 

It gives the highest burst potential for Nova, and if you can get a level lead, there is nobody that is safe from you. With a 2 level lead I dropped a full HP Anub to dead in under 10 seconds when he was foolish enough to chase my half hp Nova on his own. I also have a video posted on Plays.TV of me taking a KT from full to dead in about 3 seconds without using my ult at even levels. Just keep in mind, you have to be able to consistently land snipes for it to be effective. You can game it a little by sniping tanks to build stacks, but if you can't land it on squishes, you are not much use, so stick to a OITC build.

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Hello, and thanks for the comment. To make my response easier to digest, I'll break it down by replying to individual select parts of your post.

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

The only talent that you should never pick is tactical espionage. It looks decent on paper, but in practice you burn mana so fast as Nova, that it only makes a difference of maybe teleporting one or two extra times for mana in a game without it. Unless of course you are just running around being a waste of a pick and not using your abilities, just so you can restore mana.

When I first read this, I suspected that you did not fully understand the implications of Tactical Espionage (TN). Upon inspecting your hotslogs profile, my initial impression was confirmed: out of nearly 700 (!) recorded Nova games, you have picked TN only twice. I must urge you to actually experiment with the talent before putting it down. You might be positively surprised by the results.

As for commenting on the talent itself, it essentially provides you with double the mana to work with - never go back to base again, use your abilities liberally. Unfortunately, I can't use hyperboles in guides, but that's really what it does. Nova's early game role is to roam between lanes for constant ganking pressure. TN lets you do that very reliably while also allowing you to conserve your Healing Wells for health exclusively. It even makes you feel less bad about using your abilities on anything that isn't a hero, like mercenaries or structures, and so on; this is especially useful once you get IotC.

An interesting point is that you consider Nova to be a late-game hero. Try TN, and the consistent early/mid game gank pressure it allows you to relentlessly apply might make you reconsider that thought.

 

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

If you are a higher skill Nova, snipe master is my personal recommendation

I can never, ever recommend Snipe Master. Here's why: Although it yields a marginal ~100 more sustained DPS (20+ seconds, which is unrealistic) than IotC under perfect circumstances, it ends up losing much more than it potentially gains after a single mistake. Furthermore, you lose out on providing yourself and your team with 4.5 seconds of Vulnerability (assuming Perfect Shot @ 16), and on your ability to use Snipe against anything but heroes for fear of losing the stacking bonus. That's the worst part, really. Stats show that Snipe Master under-performs at all levels of play as well.

Looking at your hotslogs again, which actually tracks Snipe Master stats, we can see that you spend nearly 60% of your time at 0, 1, or 2 stacks. It seems that you are hardly making the most out of the talent.
 

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

However, I am fairly certain that the current decoys do not get the crippling shot buff on their pinning shots

Correct. This is stated in the guide, under the abilities section. This was indeed a relatively recent change.
 

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

TT is still good against a team of squishies, because it always hits something, and if the other team is all squishy, it doesn't really matter who you hit, they are going to get hurt.

I'd argue that this is true concerning Precision Strike (PS) as well. Pinning Shot makes it impossible to walk out of PS in time. It then only becomes a matter of keeping track of movement abilities to punish.
 

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

If you went snipe master for sustained dps, take perfect shot, and double down on hitting a hero every time.

Just don't. Having access to Vulnerability by far outweighs the marginal sustained DPS increase.
 

On 8/18/2016 at 5:34 AM, Guest BadIdeas said:

but I am pretty sure OITC triggers on ults as well as basic abilities

It does.

In conclusion, I think you over evaluate Snipe Master's power (or perhaps more accurately, underestimate the downsides of the tradeoff you have to make the talent work). Reliability and versatility is what gets you far in this game. Even with a high Snipe hit rate, Snipe Master is not versatile because there are times where you simply can't Snipe, and where IotC would be paying off right away.

I must reiterate here; try Tactical Espionage, get your early ganks going, and you should be able to be much more impactful.

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21 hours ago, Oxygen said:

When I first read this, I suspected that you did not fully understand the implications of Tactical Espionage (TN). Upon inspecting your hotslogs profile, my initial impression was confirmed: out of nearly 700 (!) recorded Nova games, you have picked TN only twice. I must urge you to actually experiment with the talent before putting it down. You might be positively surprised by the results.

As for commenting on the talent itself, it essentially provides you with double the mana to work with - never go back to base again, use your abilities liberally. Unfortunately, I can't use hyperboles in guides, but that's really what it does. Nova's early game role is to roam between lanes for constant ganking pressure. TN lets you do that very reliably while also allowing you to conserve your Healing Wells for health exclusively. It even makes you feel less bad about using your abilities on anything that isn't a hero, like mercenaries or structures, and so on; this is especially useful once you get IotC.

An interesting point is that you consider Nova to be a late-game hero. Try TN, and the consistent early/mid game gank pressure it allows you to relentlessly apply might make you reconsider that thought.

Well...hotslogs is not very accurate for one. I actually played maybe 5 or 6 games with tactical espionage, but the thing is, if you are playing Nova like you should, you shouldn't be spending a lot of time roaming between lanes, but actually laying down some hits in lanes. Which takes mana, a lot of mana, and after rewind your mana pool vanishes incredibly quickly. You can easily burn 2/3 your mana in about 5 seconds of combat. You shouldn't count on passive regen to gain it back, just tele and refill.

Here is the thing, even early game where you are roaming, you don't just roam, you focus on low hp heroes, numbers advantage, and ideally lanes without tanks or heals. You can't use mana as fast without rewind, but your mana pool is smaller. Unless you are spending a lot of time roaming, and not using your abilities, then that mana regen boost is not really that helpful. If your roaming and not using your abilities, then  you might as well be teleing back for a mana refill, because your impact is the same. 

TN just isn't as useful as say the speed boost you get from advanced cloaking since that will save you from a chase situation quite often when the person chasing you is just waiting for the CD on whatever dive mechanic they have. You can pick it if you like, but again, only really makes a difference if you are spending a lot of time out of combat.

21 hours ago, Oxygen said:

I can never, ever recommend Snipe Master. Here's why: Although it yields a marginal ~100 more sustained DPS (20+ seconds, which is unrealistic) than IotC under perfect circumstances, it ends up losing much more than it potentially gains after a single mistake. Furthermore, you lose out on providing yourself and your team with 4.5 seconds of Vulnerability (assuming Perfect Shot @ 16), and on your ability to use Snipe against anything but heroes for fear of losing the stacking bonus. That's the worst part, really. Stats show that Snipe Master under-performs at all levels of play as well.

Looking at your hotslogs again, which actually tracks Snipe Master stats, we can see that you spend nearly 60% of your time at 0, 1, or 2 stacks. It seems that you are hardly making the most out of the talent.

Firstly, you are ignoring the reason I suggest snipe master in the first place, burst, not sustained DPS. Sustained DPS is largely not a good way to build Nova, other picks do it better, and there is no point of playing sustained DPS Nova rather then Li-Ming, or Valla, or Raynor, or anyone that excels at that role. The reason you want to burst is twofold. They don't have a lot of time to react, and there is not a lot of time for heals to help them, particularly regen type heals. Your second point is only valid if you build full snipe master, which is a valid build, just not as good as snipe master with crippling shot.

Again, Hotslogs, not really that accurate. In this case it is more the fact that I play Nova more in QM than in ranked, and as such I tend to ease off and play her a bit sloppy. You also neglected to mention I run 5 charges the most, at close to 30% of my game time, and that is with taking snipe master in QM vs picks like Illidan that are insanely hard to hit consistently. Also, I would like to point out that that is percentage of total game time with that talent pick, not just combat time. What I am trying to point out here, is I might spend 30 seconds between team fights with no charges because I took a pot shot at a fleeing hero the last fight and missed.  Where as once I am in combat, I can hit something every 6 seconds to build stacks back up. So actual time in combat with charges is going to favor more towards having charges then not.

22 hours ago, Oxygen said:

I'd argue that this is true concerning Precision Strike (PS) as well. Pinning Shot makes it impossible to walk out of PS in time. It then only becomes a matter of keeping track of movement abilities to punish.

Yes and no. You can secure the hit using pinning shot, but a hit on one player with strike is only about 50% the damage as 3 TT hits. You have to hit 2 players to break even with TT damage. Strike combos with other players stuns/ults is what makes it the better pick for most situations, but TT can still be good in certain comps, vs certain comps. Mostly you want to use it as a finishing move, when the other team is pretty much all low HP, anything you hit at that point has a fair chance of dying.

22 hours ago, Oxygen said:

Just don't. Having access to Vulnerability by far outweighs the marginal sustained DPS increase.

Again, yes and no. I don't because I strongly prefer the burst over sustained DPS, and its not the way i would want anyone to play on my team, but if you are a highly skilled Nova with a low DPS team, or a just plain bad team, you may find depending on your self to finish enemies beats counting on teammates to do so. This ofc is not true of high level team games, solo queue though...

 

22 hours ago, Oxygen said:

In conclusion, I think you over evaluate Snipe Master's power (or perhaps more accurately, underestimate the downsides of the tradeoff you have to make the talent work). Reliability and versatility is what gets you far in this game. Even with a high Snipe hit rate, Snipe Master is not versatile because there are times where you simply can't Snipe, and where IotC would be paying off right away.

I must reiterate here; try Tactical Espionage, get your early ganks going, and you should be able to be much more impactful.

Trust me, I was running OITC as my main build after playing around with the options, using almost exactly the same build you recommend, with the exception of running double strike instead of rewind, then I got matched up against someone using a build pretty close to what I run now. When you are playing Raynor, and a Nova pops out of a bush and takes you from full to under 10% HP in a few seconds, and you have to stun and run to escape, it makes you think. 

I am not saying OITC is bad, I am saying it is easy consistant dps, and should be taken against comps that include heroes with evades, but there are other viable builds depending on comps, skill level, and general situation. If you can pull off the snipe burst build, it is a stronger build. You still have the same team play with crippling shot, but you trade in easy sustainable dps, for a skill based high bust. The highest burst in the game, with the possible exception of Chromie.

The great thing about this build is you can easily build charges on tanks, and at full charges you can melt tanks. At full charges, one burst cycle can take about a 1/3 a tanks HP off. That means you can burst the tank, who at 2/3's or so HP still feels fairly comfortable in combat, then 6 seconds later you burst again, hit rewind and burst immediately, killing the tank.

All that being said, I still would not recommend nova in ranked play. No escape = glass cannon, along with no wave clear unless you build for it, and no ability to take camps. You can wrack up kills like nobody's business, but can't do much else.

Oh, and the problem with you recommendation for taking Tactical Espionage there at the end....I probably gank a lot more than you, because I burn mana extremely fast, and more mana regen does not really help. A full ability cycle uses 165 mana, you gain 7 mana/second with tactical espionage, so that means you have to stay out of combat an average of 23.5 or so seconds to regain the lost mana. If you are spending an average of 23.5 seconds between cycling your abilities, you are doing something wrong.

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On 18.08.2016 at 0:34 PM, Guest BadIdeas said:

Advanced Cloaking → Remote Delivery/Holo Stability → Snipe Master → Precision Strike → Double Tap → Crippling Shot → Rewind.

Well, this is the only build i'd recommend for nova players. Yes, it is high skill caped. Yes, it is hard. But this is the best way to play as the prerework nova, whos only purpose was to kill squishes in 3 seconds flat. High risk, high reward as it is.  I don't think that the sustain damage build through w is the right way to play her, since for that purpose indeed you should just pick some different hero. In high diamond/master she trully is a situational pick for last slot tho. You can win your team a game in late, just by oneshoting enemy's support/assasin if you managed to make your way through to their backline, and with that burst you have a high chance of escaping. If you fuck up, well, prepare to be a scapegoat.

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      For me it was Dehaka!
      I was a hardcore Zerg player in BW and SC2, so it was exciting to be able to help bring Dehaka to the Nexus. One of the reasons I love the Zerg is their obsession with evolving. Our Art Director had a cool idea to help sell this fantasy: Dehaka's arm would regenerate once the player accomplished something, in this case, when they picked a heroic ability. This was both challenging and very fun to execute on. The fully grown arm had to line up perfectly to the severed one. This was also the first time a hero's model changed significantly after picking a heroic in our game.
      Thanks for the question YugoBetrugo17! It's very hard to pick just one, as one of the great things about Heroes is the variety of characters we get to animate and design. Animating Alarak was a lot of fun because of his weapon design. But Lili was also fun because it's not every day you get to animate a character skipping. Not sure when that will happen again!
      For me it was ALSO Dehaka!
      I started my life at Blizzard as an intern on StarCraft II: Heart of the Swarm, where we first met Dehaka, and I fell in love. By the time I got there, Dehaka was already animated, but I thought the concept of his character - this badass primal zerg - was SO awesome I jumped at the chance to give my own take on him.
      Plus I got work with a pretty cool Tech Artist. (PS: Happy Birthday, Billy!)
      Why aren't we getting banners as often as we should? There are plenty of banners that could/should be added, but we are only getting banners for events, and not regular ones ?
      We think banners are a fun way to customize your character and we'll continue to invest in them even more moving forward! Banners were originally difficult to distinguish or associate with a given player, but in the past year, we've added the ability to see the owner of the banner (in text form) in-game, along with adding it to the MVP screen. As part of this expanding support, we'll be releasing more banner content in future patches that not only celebrates our events, but also our Heroes, skins, and the game as a whole. We hope you like them, and please keep those requests coming!
      When animating a character that has seen a previous iteration in the Blizzard universe (as is almost always the case) how much inspiration do you draw from the original iteration, and how much do you create fresh?
      In the case of a game like OW, are you able to directly port over animations, or do you end up creating everything from scratch anyways?
      Bonus (and more important) question: Waffles or pancakes?
      In general, when setting out to create an existing Blizzard hero, we collect reference materials from across the company with the goal of making the hero fit in the Nexus while still staying true to their other incarnations. We often will get in touch with other game teams to get their feedback as well as their buy-in on what we are doing. In the case of Overwatch heroes, we do not port over animations directly. We do heavily reference them though!
      Waffles FTW.
      How much of the artwork that finds it's way into the games is just one of you, doodling and brainstorming by yourself, it gets traction w/the others in the team. Or is all the artwork made by commité?
      I think the team does an exceptional job of being mindful of the collaborative mentality. However, every good idea's gotta come from somewhere!
      D.Haka, for example, came about because my buddy and I were making jokes while queing for QM during a lunch break. Chromie's sand-clone dance was something I begged FX for and we were able to make happen, and her Taunt, when the dragon appears, is something I mocked up a working protoype for and pitched to the team.
      One of the most fantastic and most surprising things I've found working as a game developer at Blizzard is the seriously incredible sense of ownership over the work I'm creating. We have teams, there is an approval process, and yes, direction often comes down from on high -- but every voice really does matter. My opinions are valued, and good ideas are acted upon no matter what the source.
      Lana: What was your favorite animation to work on and why is it Enforcer Morales' hairflick?
      Hahahahah -- That was a fun one! I begged to work on even just a tiny piece of Enforcer Morales, and was very lucky that I finished up Enforcer Jo quick enough to sneak in a hearth for Morales between other tasks.
      Favourite animation to work on, however? Gotta be my boy Dehaka.
      What heroes/effects were particularly hard to animate?
      Stukov! This boy was challenging from a number of angles:
      Technically -- Making sure that his various FX were correctly connecting to his base model. Massive shove, in particular was exceedingly challenging to get working 'just so' and it took an incredible effort from all disciplines to get it where you see today.
      Artistically -- Stukov is a stoic military bro who is ashamed of the monster he's become. I went to school to animate monsters -- all I wanted to see was Stukov go full Rage Mode with that Zerg limb, but he's supposed to be restrained. Calm. (Compelling character -- but what an obnoxious justaposition!) Keeping a half-man half-alien looking upright and put together on the battlefield.. but also threatening and tough. Not exactly the simplest task.
      Emotionally -- Now, this is getting real deep into animation nerddom, but I really struggled with getting his acting choices just right! In the end, I'm pretty satisfied with the balance I found. It's probably best seen in his Quick Match hero select screen:
      When Stukov is out of combat, he stands with his arm tucked behind him - as he wants to present his best most human self to you.
      Upon hitting ready, Stukov looks at his arm, resigned, and says 'Victory above all' - because winning battles is more important to him than his cosmetic flaws, and he will use every advantage he has in order to do so.
      When he's readied up, he has forgotten any insecurities and is ready to fight.
      And when Stukov unreadies, it's almost as if he's coming to his senses. As if, perhaps the animalistic, zerg mentality has affected more than just his arm, and he's back to his militant, disciplined self.
      Thanks for the question, kid-karma:
      We are constantly pushing ourselves to do innovative and challenging things for new heroes. Some of these challenges will be invisible to our players by the time they ship, so this is a good opportunity for us to shed some light on what we went through.
      For myself, Ragnaros was particularly hard. He went through various iterations in art and design, so his character rig had to change multiple times to accommodate. One thing to call out specifically is Ragnaros' "flame base." To prevent the spinning texture from flipping around when a player moved him, we needed a way to lock it down to always face the camera. To do this, we separated the flame base from the rest of him and re-attached it back in game. This made it hard for the animator to know what he was doing inside our animation program because a significant part of Ragnaros was not moving as it would in the game. The animator had to use a lot of his imagination when doing his work. ?
      Ragnaros' custom mount was also tricky. It was our first time introducing a mount with a dynamic trail. This introduced new technology to our Heroes and required a lot of interaction and iteration between Tech Art, Engineering, Animation, and FX. We now use this technique on the various water mounts in the game.
      It seems like Standalone hero reworks are coming with new skins. Is this something we can expect in the future?
      Hello! Our recent reworks from Sonya & Medivh through Raynor & Azmodan have been paired with everything from new takes on existing skins to entirely new skins. With future reworks, we'll continue to have similar skin support across that range, though note that it's much more important to us to get the right rework at the right time for gameplay purposes rather than aligning a rework with a skin.
      Overwatch has victory poses and taunts available in lootboxes, will we ever see anything like that in HotS?
      Hi Imephraim! That's a really fun question, it's an idea that gets brought up every now and then internally too. I can tell you there are currently no plans to do this but it's still an idea I'd like to hang onto. It requires a lot of technical hookups in the game before it would be possible that aren't currently at a high priority, but beyond victory poses and taunt animations, I think a Hearth animation you can choose in your Loadout would be fun too.
      Hey /u/Blizz_LanaB, great job on Yrel, she looks amazing though I have a question. Did you get to animate her wings too or was that somebody else or the FX guys?
      Thanks!
      I animated them, as well! The motions at least -- our amazing FX artist was responsible for making them look so beautiful, otherwise.
      They were a little tricky, because the wing rig lives in a separate file and then is attached to the model once they are in the game together -- so it's a little funny animating them as separate pieces -- but I think they turned out great!
      The Lost Vikings haven't gotten new skins (or even recolors) ever. Any plans to change that?
      Eventually, yes. The primary hurdle for The Lost Vikings is that it is a "three models for one Hero" situation. Building three new models is quite a commitment, so a new skin for them is something we have to clear time for. But I'll go ahead promise that recolors WILL happen! ?
      The extension of certain skin-themes in events like Herostorm or Raiders of Warchrome have been a delight. Can we expect similar events to expand on other skin-themes in the future?
      As long as the community is engaged and passionate for a skin theme, we would love to continue exploring those themes! ?
      Something me and many of my friends have noticed, is that a lot of the Heroes character models are muscular and chunkier than their other video game counter parts, Is there a particular reason for this?
      Yes! We try our best to maintain the key elements that make those heroes who they are, however, when a new hero or skin comes into our game we have to take into account how those models are seen by the player. Because our game has a RTS-style isometric view, we often need to exaggerate proportions so that the asset is easily readable and identifiable from our game camera. Having said that, our game has evolved over time and with new features like Heroes 2.0 loot chest and collection views, we've been adjusting our modeling process to account for close up views as well.
      What were some of the difficulties the team ran into when making/animating Alexstrazsa's dragon form? And can we be hopeful to see more like that in the future?
      The biggest issue we ran into was the size of the dragon - we knew we wanted to have her in dragon-form out on the battle field, but to do so effectively proved a challenge. How do we ensure we're adding to the gameplay experience rather than obscuring it?
      There was a lot of back and forth on the scale of her dragon form between art and design, but ultimately, it was our incredible engineering team who helped us cultivate a powerful and performant experience using turning tech.
      Most heroes can turn on a dime and it's no problem, but a massive dragon pulling a 180 in a single frame is visually abysmal and breaks the immersion of the dragon fantasy. The tech enables us to have 'turning' animations for the dragon that we blend in/out of, so we can actually have the model bend and face the direction she wants to go as she turns, rather than popping in the opposite direction.
      This is a question for each artist/animator: If you could redo one hero from scratch, who would you choose? Could be one of yours or someone else’s work.
      Kerrigan! One of my favourite characters from lore (and I play her all the dang time). I was lucky enough that I got to animate a skin for her -- had a chance to animate a legendary homescreen and a few custom animations -- but I'd love the chance to do my take on her kit in full!
      How much work goes into making a legendary skin with unique animations and/or sound effects? If you decided today to make a new legendary skin for a hero, when would you guess it would be ready for release?
      Artistically, it's typically the same amount of work for a brand new hero! New model often means new rig, often means new animation set. With all that work and TLC from so many different teams, it could typically take months and months!
      Alright I got several question so lets start with the big one, which I have been curious about for quite a while
      Why was Nova's original taunt animation changed to the current one?
      I believe you changed it after the game went "live", Im just curious as to why because its not like there has been a lot of animation changes, at least not after heroes are open to the public.
      Thank you for doing and for probably being the best art direction in all of Blizzard right now, you guys rock!
      First of all, thank you so much for the kind words!
      Nova's original taunt fluctuated a bit too far out of character for her. So the dev team decided to change it to something that actually fit her personality!
      Taunts are a funny thing to animate because it's hard not to let our own personal attitudes seep into the characters. The way that I would taunt someone is dramatically different than the way Yrel would taunt someone, or Dehaka, or Artanis... In this case, I think Nova's old taunt dipped a little too far into the voice of the dev vs. the voice of the character.
      What was the biggest animation error or glitch that has occurred during the entirety of HoTS? I wanna see how screwed up this can get.
      Hi NumberOneBepsi! I'm not sure if this is exactly what you're after, but when animating Nazeebo's Gargantuan there was a bug in the game during development where a Minion would randomly attach to his hand. It was incredibly funny and the Designer agreed to make it a part of his kit. We created some animations to have him actually pickup the minions and then attack with the minion still in his hand. I think a lot of people don't realize this happens. ?
      I've always been curious as to the process of getting a design from initial concept art to in-game, would you be able to give a general sketch (lul) of the steps leading to your art appearing before us in game?
      I've always been a huge fan of how Blizzard games look and feel and HOTS is no different! You guys are awesome thanks for the passion you put into this game
      It's truly a collaborative effort! Generally it looks like this.
      Design comes up with a 'paper design' -- an idea of what the hero's abilities will look like and we can already start feedback before they begin implementing the hero into the engine.
      In tandem, Concept art starts concepting how we want the hero to look.
      The designer, once approved on paper, starts creating the asset in-game using temporary assets for testing.
      The art team then goes on to create the model, textures, and tech artists make the rig -- and if possible, we support the designer by prototyping assets they may need. (i.e. Chromie's Q was so distinct, we had to do a custom animation with temp geo for the designers to work with) Writing also starts putting together the script and recording VO!
      Once the design is somewhat locked in -- final Animation and FX begin, and then we hand off into our incredible sound, and video teams.
      We consistently meet as a team the whole way through to make sure we're all on board with the direction, and eventually it makes it's way to you!
      If you want a more in-depth view into the process, I'd advise scoping out the 'Ressurrecting Kel'thuzad' video series we created. ?
      Oh, oh hello, When you animate a hero how do you know what movements do? do you sketch them first or have some one to act them for reference?
      hehe, thanks for doing this AMA, Im in my last year of animation school and Blizzard was always a big part of why I decide to study this, I love all the Blizz work but here in Heroes I think is were the artist put more heart in their work.
      It varies animator to animator.
      Depending on the character, sometimes I can just feel it, but I do a lot of sketching, and a lot of video-recording! Sketching, often,for when the action is physically impossible. Video reference, when I'm looking for smaller moments -- how did I shift my weight just then? What is the way I'd look around in this instance. What are some unique ticks I could put into an idle animation? etc.
      You can see me working out Yrel's bubblehearth here: https://www.instagram.com/p/BkEOmH7A7m-/?taken-by=lifeatblizzard
      And Enforcer Johanna's ready up here: https://twitter.com/Latienie/status/968674147889905664
      Most importantly I'd suggest talking to your peers! To this day I have a post-it on my monitor that says 'Feedback Early and Feedback Often'. Game development is collaborative, and learning how to give and receive feedback, and communicate effectively goes a long way!
      What are your preferred art programs (Maya, Cinema4D, Blender, Photoshop, etc.)? Any hidden gem programs you think more people should use?
      With 3D digital content creation programs, once you know one, it isn't too hard to learn another. A lot of the tech artists on our team had to learn one of these programs on the job. Just become familiar with one and you'll be fine! They each have their own strengths and weaknesses.
      Hi Devs! Altough i am aware most won't comment on this since it's the most asked question (i.e "is hero X coming") i must do my part and ask if Mei from Overwatch is in consideration to appear in the game since we already have Jaina that can function as a similar hero? Thanks for the hard-work and we'll see you in the Nexus!
      Nothing is off the table in the Nexus. ?
      Do you prefer capes or wings?
      Wings.
      Is there any chance we can see more concept art or in-progress work on the game? Not like future stuff, but I would love to get some insight into the process of making my favorite skins/characters/maps that are already in the game.
      I think that the @BlizzHeroes twitter account has been posting concept art fairly frequently -- that's a good place to start. Also: we hosted some art drops on Art Station you should check out -- like this one! https://magazine.artstation.com/2017/05/blizzard-entertainment-heroes-storm-art-blast/
      Sometimes various skin tints have many colors, sometimes they have a similar amount of colors as the base tint but are different, and sometimes they have much fewer colors or are all shades of the same color.
      What is the reasoning for this limited pallet with some skins in particular?
      Here is an example of the former (many colors)
      https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Naxxramas.jpg
      and the latter (very limited color palette)https://heroesofthestorm.gamepedia.com/File:Sonya_Death_Knight_Blighted.jpg
      So color variations are meant to give the players an outlet to see their favorite heroes and skins in new and colorful ways, but occasionally, we have to take gameplay implications into account. Sometimes we have to consider content that's coming in the future -- like all of the marine suit based heroes, including Raynor, Tychus, Lt. Morales, Blaze -- and therefore limit the base version of a hero into a uniquely identifiable palette. Other times we have to take hero silhouettes into account (like Stitches and Butcher) and make sure their palettes don't overlap. In other instances, we have to take into account the FX built for that hero or skin as it affects people on the team beyond those who are modeling them.
      That said, we do appreciate the feedback on any and all color variants and we hope the community continues to let us know what they love and what they feel could use more love ?