Ana ought to get some buffs

Currently it’s the equivalent of activating an alternative trait:

  • Your movement speed is zero (self rooted until cancelled).
  • Your ability range is infinite.
  • You can only cast Healing Dart.
  • Your Healing Dart has infinite range and also damages enemies.

Removing the Dart limitation allows for:

  • Your Healing Grenade can be thrown globally (so it’s not really thrown, like Nova’s ult)
  • Also the root could be removed. It’s pretty awkward when upon activating it, Ana gets ganged and she can’t escape.

I don’t think E could be used globally in any shape or form.

Regarding Q buffs (Volun), my biggest concern about it is the hit rating. It’s too small.
Also, when I get a team consisting of Genji-Ming-Tracer-Illidan, I just…

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I really like Horus, but I wished it had a similar functionality to cups where if you cancel early, you get a reduced CD per shot that was unused.

That’s why I suggested to make Q 10% wider to help with that and to help account for the small movement speed everyone got awhile back. But it’s never really going to help with those players who just move weird for no reason.

Those heroes can be annoying, but it’s really dependent on the player. Mings, I find are generally okay, you can usually predict where they’re going to port and are closer to the backline so they’re at least in range. Genji, Tracer, and Illidan can sometimes be so far ahead, you literally can’t heal them because of the range without Horus. This is where I really miss the Q range upgrade on the old quest. Genji is especially annoying because they sometimes will jump out to safety even further from you, and they just never come back, as if they’re magically going to be useful at 20% health if they watch from the sides long enough. A tracer will at least try to fall back or recall closer to you.

Illidan’s flip is dependent on angle so it varies quite a bit, and you never quite know when they’re going to do it, because they spam it on CD more than any reason, and that is dependent on how many AAs they get in which varies a lot depending on a variety of factors.

I’ve also had Garroshes that were impossible to heal because they just run in weird directions for no reason. Or Raynors that are in zero danger doing huge and erratic stutter stepping that only nerfs their damage. Like there’s nothing to dodge, and you should be moving towards the enemy to do more damage, wtf are you doing? I find that the best players actually move with purpose, move in to maximize damage, move out when they need safety, and dodge when appropriate.

Too many people confuse random quick movements for actual skill. They’re just too fancy for their own good. I actually found healing with Ana in masters level games to be a lot easier even though they are supposedly moving more. And that included a ton of Tracers, Mings, and Genjis when they were meta.

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I’d like to see her Q dart travel speed go up, hell-- make near bullet speed. That would reduce the skill floor, and more importantly–reduce the rage induced when you have a super mobile comp. Some of my sweatiest ARAM matches have been with Anna. She always feels like 10x the work of other healers. Maybe because she’s the only healer that actively pits your own team against you to some degree. That’s probably my biggest issue with her is how dependent on you are on how many cups of coffee your team has had prior to the match and how TWITCHY everyone is. It makes a world of difference.

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