Address Ana --- [FEEDBACK]

Yes.

No, because she’s only 10 less damage than where she used to be, but has traded 4 more ammo and the ability to shoot through allies for it.

Likewise with any support, however Mercy is far more lienient since she has mobility tools to get to them, and she still has the ability to heal through barriers, which will always top Ana’s burst heals and strong healing.

I’d rather not.

No, because it puts some good limitations on her, as she’s not meant to be a sudo DPS-healer hybrid. That’s why she worked so well in TT.

Interesting, since her nade is always a tough choice between healing herself and healing allies.

No, I’m sick of the mobility feature creep as it is already. Her weakness is that she has no mobility.

False. Her healing is way too good if you’re putting her in the context of being a hybrid. Zen has his place in damage, but that doesn’t make him a DPS, and he has small but consistent heals to make up for his high damage.

What you want is to give Ana the reward of high healing and high damage. Something doesn’t add up.

No, you don’t play her or any other support like a DPS.

She’s there for those who like aiming and want to pick up a support based around that,

All subjective. Most people I’ve met have liked her ammo buff because less time reloading = more time healing.

That’s a problem with the other support, Mercy, over Ana having problems.

Nerf Mercy, and I’m sure you will see a spike in Ana being played, and she’ll be balanced.

You can’t assess her balance state if Mercy is always in the picture, towering over her.

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I have a feeling nerfing Mercy mobility best makes Ana a option for dive comp. currently good mercys just dive, and I think that isnt what she is intended to do

Hi, thank you for the support and remembering me.

Ah, but it can become super inconsistent. All 200hp heroes can become a 4 shot, roles like Tracer / Doomfist are overwhelming to her damage forcing too much utility when she shouldnt have to and save it for her team.

Its better off to give her dmg for consistency in sustain / less people running away that you 100% should have killed.

Not so much with any support mainly Ana. Ana is the only sniper, and only aim heal. So your playing far back-line and only have windows of opportunity where all support healers have ease.

Its a big difference for a sniper with a small window compared to a mobility role like Mercy that can cover a lot of the map Ana cannot.

Also this idea is more that people are use to a pocket behind them now since all of support is kinda like that except Ana. So part of it is just for Ana.

and she wouldn’t be. 3 shots on 200hp targets should be a 3 shot. That is asking for consistency not a buff so she can kill as if it were some headshot mechanic or huge increase that would make dmg extremely useful.

Ana shouldn’t have to land 6 shots or more (armor, heals) on an enemy tracer when Widow can actually 2 or 1 shot her without use of recall, most dps can 2 shot her or have easy self-utility, and most of support category has an easier time killing or escaping a tracer.

Its talking about fairness for a role that doesn’t have consistent utility like all of support category & damage roles that only concern utility for themselves mainly.

80 dmg is fair.

The plan with that passive is to fit skill. Any passive for Ana should be skill-based even if its only a little. She should not have it for free. It is not fitting to her design.

I dont want mobility either, those to passives are just random suggestions. Really only for the people who want a mobility option, I even limit it extremely

No man, true. Category system is irrelevant. stats in numbers mean nothing.

Her whole design is a hybrid. If she heals she does damage on her rifle. If her nade does instant heal it does instant dmg. If her nade has burst heal it has anti-heal.

The whole design is an appeal to those who dont like primary healer in hopes of getting them on that type of design. Damage is vital to the role for consistency / skill-play.

Ana aims, dps aim, healers dont aim.

What I am getting at is it is obviously an appeal. Please dont have a fixed argument, because of the category she is in. Balance is never like this and would create a boring dull experience.

Shes holding a sniper, she has damage on the role, she has utility, and is this big appeal to those who like snipers, who like dps. Not asking for a big dmg part on her role, I am asking for consistency.

If she lands 3 shots on a 200hp target she should kill that class, they shouldnt escape, because of the slightest heals making her super inconsistent. Same thing with 1v1s. She has no mobility and is forced to 1v1 it needs to be a fair fight.

Yes, but that again is where the idea is lost among people.

Rather than understanding this role is for aim & skill people like the idea of being able to heal more, because they have more ammo. It is the same, but overall more fitting balance to have them carefully aim than spam shots.

Why not have proper numbers encouraging careful aim over spam?

It is kind of hidden within the role that a problem she faces is ammo consumption for the reasons I listed in the thread.

I am talking about a problem with her kit alongside that. What I ask for is nothing huge of a buff that will have Ana team-wiping like Widow.

I am asking for consistency in her damage. Ana is a sniper, the window of opportunity to get a kill is so small since she plays at a distance. If I have the skill to outplay and put pressure or possibly kill a flanker at a distance due to my positioning, aim, and management with my team focus heals / focus on enemy flankers. I should be rewarded.

Not have this unfair scenario where Tracer needs 6 shots to die, my utility is on cool-down, and she can 1 clip me. Make me useless.

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No, because look at Hog. A skilled Hog will know the correct way to kill an enemy, despite each hero having some sort of different combo.

The inconsistency is what brings balance, and in my 32 hours of playing her I’ve never felt her damage was a problem at 70.

I’ve played her as a frontline medic on many occasions, if not more than half of my playtime on her.

If you’re far back from your team, then not only is LoS a problem, but if you get attacked then you better hope you land that sleep dart.

Just because she is a sniper, doesn’t mean she needs to be played like one.

IDK maybe it’s because I’m naturally better at projectile heros over hitscans.

No, because it doesn’t work that way. Bastion doesn’t shred a Rein as fast as he shreds Winston, so I don’t see why you’re advocating for fairness. Life isn’t fair, nor is each 200 HP hero dying in the same way every time. The heros designed with aspects that puts them above Ana’s 3 shot are fair, imo, because that’s what their design does.

No, I think that’s fair since her damage is DoT, and not instant like a widow shot.

It’s just that one of the repercussions is that Armor is effective against it. :man_shrugging:

80 damage is DPS.

Ana is not a DPS.

Agreed, which is why I don’t want mobility that you get via pressing a button. Mobility itself is a problem, but stacking everyone with it is getting old.

All I see is a support, that doesn’t make her a hybrid. Otherwise Mercy’s pistol which is quite lethal would classify her as a DPS as well.

5 shots per second, 20 damage per shot, not including headshots, is 100 DPS. So please, get this noting out that just because she has damage that she is somehow a hybrid. She is a support. Every part of her kit supports her team.

That doesn’t make her a DPS, that just means you need to aim to heal.

I’m out of time, but the biggest issue I see is that you want to play her like a DPS, but because she is a support you think she is weak. She’s not. She’s a very powerful healer, but Mercy is heavily skewing that truth.

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Why are you comparing Ana to Hog? Ana is a sniper with utility concerned for her team and goes on high cool-down. Hog has utility for himself only. Huge difference in sustain, oh and the dude only has 100000 hp over Ana. Inconsistency is already heavily in Ana’s role. She has no mobility – easy to abuse for flankers. Utility concerned for her team so shes on cool-downs often, she has DOT dmg, a sniper line revealing her exact positioning, and drawbacks to her scope.

She has plenty of designs that are inconsistent that make it fair for Ana to have the 80 dmg which are easily skipped, because support = “healer not a dps, must be weak / easy to kill.”

I have 281 hours on Ana. I feel the difference between 60 dmg, 70 dmg, 80 dmg, and its for consistency. It is not a dps buff as you assume or not a huge advantage that is unfit.

Your argument is you want Ana inconsistent to your own misconception of her role and being this fixed idea on a category over opening your eyes to look at what she actually is. No shes not a dps, no im not asking for dps, I am asking for her kit to be less tedious / gimmicky. I am asking for skill to be properly rewarded and for sustain to make sense.

80 dmg fits, is fair, and is balanced for Ana whether people like it or not.

People seem to have this flawed vision in their head of a flawed fixed stricted idea on Ana that does not represent her fully. Seeing her as “dps Ana” over what the role is capable of and what the role actually is.

So Brigitte, Mercy, Moira, Zenyatta, Lucio are able to have a pass on killing targets – while having more ease / less hassle – oh and they are all roles with healing mechanics that also do not aim while having self-utility concerned for themselves while Ana has high cooldown utility. . . but the moment we talk of Ana it is a no? even though it takes skill to do, positioning, and is well deserved with the amount of limitations inside of the role.

Also is the high-skill ceiling of this role not even considered in your argument? That these roles usually have more in their design allowing for solo carry potential surpassing medium / lower skilled roles. Like comparing Genji or Widow to an average dps.

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PREACH!!! MY MAN!!! I say the same thing all the damn time. It makes no sense that Ana the most skilled and the easiest to fail with gets no pass what so ever. In my post I said Ana needs something like this…

Then people suddenly screams “NO TRIPLE TANK” yet when Quad Tank failed with Moira and Lucio because of Junkrat. So basically what makes this any different if Quad Tanks fails but Ana having supposedly triple tank will be better?

Then I get a answer of “Well it will be Moira/Ana to heal the tanks.

So basically some people’s logic is…

Ana has to be bad because of Moira…

EVEN THOUGH she’s harder to play and easier to fail with.

This community at times…I tell you…

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IMO peoples misconceptions screwed her damage over. She was popular during tank meta, but a lot of tanks were strong.

So people scapegoat look for fall-guy type of blames to what to nerf. One I saw often was “healer not a dps, nerf dmg”. Mostly bad flanker players.

Now they have Brigitte, something to really complain about that doesn’t take much skill in a 1v1.

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Nowadays, rip accuracy. Just focus on healing and picking low health enemy targets.
Landing timely shots is more important than stats

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I agree, stats don’t record a Widow killing 1 enemy, but that enemy was going to shatter their whole team so Widow got a clutch pick that was HUGE.

Stats are bad examples not considering actual live scenario. I dont like when people compare stats like dmg, because you think every Ana is god 100% accuracy doing your “paper stats” damage per second, or heals per second. So annoying when you skip live scenario and give them a spreadsheet that can mean anything.

A lot of stats are not accurate at all + this is a video game for most, not pro leagues for them.

People also forget that Ana has taken the most indirect nerfs in the game which I made a post about too.

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80 dmg per shot and 1tick damage is really helpful for her to survive against tracer. 2 shots and some extra damage is almost impossible. Tracer can even have time to recall even if you hit all your shots.

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Exactly, for Ana its actually a 4 shot, Tracer just cant be a stupid person in a 1v1 and has to use some brain to bait her kit and abuse her no mobility. I actually mained Tracer for 50 hours a while back and had no problem with Ana in 1v1s or staying alive. Came across as shock to me watching some bad flankers complain about Ana.

Tracer takes skill is high skill, Ana takes skill is high skill. People dont understand this. Think healer means easy pick for flanker. Are blind to skill / reward completely. Meanwhile Brigitte can easily shutdown kill flankers, as well as Moira. Those classes don’t take skill to 1v1 flankers, but even Zenyatta takes skill to aim and he can actually one shot tracer.

People have no real argument against her dmg it seems other than a view of the support category = healer.

Tracer can literally 1 clip headshot Ana. Widow, some damage roles, and even some support roles can kill Tracer than Ana could even with 80 dmg 4 shot kill.

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And that’s a very fair point. My healing output is still the same.

She also needs qol buffs!

Nano targetting - distance increased to 200m. Sniper who can’t nano a team member a few metres away? Are you joking Bliz?

Tank hitbox size decreased - her friendly hitbox buff is good but tanks (not including zarya or baby Dva) are already huge) scale it down a little bit and give us size options (current being the largest)

Grenade ghosting - grenade goes through full hp team mates. Also cannot hit a team mate when it is at the centre of Ana’s hitbox (the beginning of the throw) so that it does not blow up on a team mate behind her.

Admit that her unscoped projectile is the smallest projectile because it is smaller than hanzo/genji’s. Testable in game and once again you’ve completely forgot about her when you quoted the smallest projectile.

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I like the 14 bullets and don’t see an issue with it. It means less time reloading, which means her healing output is ultimately higher. Why would this be bad design? Just because you personally don’t like the feel doesn’t mean it’s bad design. In my book, the longer she can go without reloading, the better.

Ana’s kit is one that’s difficult to balance, especially at the pro level. As it stands, she’s either not viable at all at the pro level (the case right now), or she’s so OP that nothing else is played at the pro level. The reason you get asked to switch if you play Ana really isn’t about skill (or lack thereof), it’s the fact that even if you were a god on Ana you’d still get outvalued by a Mercy, because Mercy’s kit is just that much better right now. It’s why Ana doesn’t get played in OWL. It has nothing to do with skill, her kit just isn’t good at the moment compared to the kits of the other healers.

She definitely does not need another damage buff, because then you end up with the Moira problem: people play her because she’s fun to play, but they just end up playing DPS healer instead of actually healing the team (because with these two heroes, unlike with Zenyatta, you can’t do both at the same time).

I’d like to see just a small buff right now, then more buffs added if this buff isn’t enough to make her viable. The ability to shoot through shields (healing only) would make a big difference because it would mean that she can support her tank line when they walk through an Orisa shield, and when Symmetra puts down her ult it would mean that her team is not completely screwed over because their support player chose to play Ana over Mercy.

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Yeah, I can agree with these few. Especially nano range increase / tank hitboxes lowered.

I will edit the thread recommending these.

Her projectile hitbox being small is fine and fitting.

It does not need an increase “because other players have it” type of argument. Its fitting for aim / toward a sniper that her bullets her accurate. I really dislike that healing gives some hitbox sizes that are bigger, and would like them to be to scale.

It also lowers skill as in 1v1s with fights like Tracer increasing the projectile bullet size could be strong.

Oh I just want them to admit it. It’s really sad when they just forget she exists. Better yet if they release all the official projectile sizes

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oh ok.

I also updated the thread, the fixes / QOL changes into the thread. If you know any bugs in-game for Ana or any QOL change then feel free to post em and i’ll update the thread.

That goes for anyone.

The main issues I see with Ana are this:

-She’s the only healer that can’t heal and deal with pressure. Whether it be fighting or an effective tool at disengagement, Ana is the only healer who can’t do that while still healing. To even attempt the sleep dart skill shot, you need to turn, face your attacker, predict movement abilities or barriers, then shoot and hit. You aren’t healing while doing this, and it’s a temporary measure as sleep dart wears off and allies can’t necessarily peel back to confirm the kill depending on your positioning. Enemies merely need to annoy Ana in order to cause her HPS to suffer.

-Her abilities are too hard to get value out of. Assuming a decent hit percentage, Ana’s HPS is effectively a bit lower due to the inevitability of missed or blocked shots and relaoding. With that said, she becomes a Mercy who can’t damage boost, can’t fly away, and can’t regen HP. Thusly, her saving grace is Anti-nade and sleep dart, both of which are admittedly hugely effective. However, Ana’s counterplay is forcing these tools to be used on herself, something that is very very simple for any flanker to do. Anti-nade can win brawls all on its own, but how does Ana land it perfectly with its floaty arc, large obstacles (allied tanks), small AoE, and lack of an advantaged position where she can drop it where it needs to be? The answer is high ground access, but I’ll get to that in a minute.

Sleep Dart is another ability that can swing teamfights on its own. It can singlehandedly end ult combos despite being just an ability. However, Ana has to often use it on herself to repel Genjis and Winstons who flank her. Consider Widowmaker for a moment. Those two heroes have to use movement abilities to reach her oftentimes, which gives her a fighting chance. I know when I play Widow, if I can peg Genji or Winston on their way in, I have a strong chance unless I screw up or they’re better than average. Again, I bring up the importance of high ground and how it provides a natural defense (as well as its own disadvantages).

Just give her a slow wallclimb. That way, she has consistent access to high ground without giving her a tool that can be used to escape threats. It’s a prep tool. Right now, high ground is so tenuous as Ana because she needs to land that Anti-nade well in order to have unique value over Moira and Mercy and she obviously needs to heal her team, so she needs LoS on enemies and allies. Not to mention, high ground you can walk to easily with stairs is not really the ‘good’ high ground that Widow or Hanzo can sit at. Again, Los is MUCH easier with high ground where you don’t have huge hit boxes lumbering around in your field of view.

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With a few of your points, it does back up the reason to give Ana damage actually. You say often times flankers force out or just harass Ana to make her utility diminish and cause her to kinda be this useless healer and you also mention how limiting her utility is with the player skill. For the most part I agree with your points on how Ana is kind of this hassle to play at times where others have ease.

My idea is that if you gave her proper numbers then Tracer wouldn’t be this 6 shot kill, she’d be 4 shots, Doomfist would be less of a hassle, and it would give her good dmg numbers in that 1v1 scenario or when multiple people jump her whereas other dps or supports can get out that scenario where Ana cant. It would also let Ana pick some 200hp targets off – but even with 80 dmg youu can still outheal that dmg since its DOT, now it would not just be this instant little amount of regen that makes her rifle useless dmg at distance.

So you give her dmg, its skill sustain & saves her utility for more uses.

For the idea of mobility options like a vertical wall-climb I disagree only for this reason. If you give Ana mobility, then you basically say “here have free sniper angles” It is what Widowmaker already has. Shes able to get angles that Ana normally cant and that is one of the balances within Ana compared to Widow.

So thats why I recommended a VERY limited idea of a vertical climb. Removing the idea of a no mobility sniper lessens the variety of gameplay, and it causes for a Widow vs Ana balance issue.

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