Ana Brings Too Much Value

Anti-Heal is insane.
Longest CC in the Game (With recovery animation) (which is very easy to land on tanks)
Map-wide healing
Master of All Trades Nano (Healing + DMG Boost + DMG Reduction)

She needs to be adjusted, surely? She’s been like this long enough for the devs to have done something–but they haven’t.

What am I missing? :slight_smile:

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Technically Sombra has the longest CC, but yeah, sleep. Plus the hitbox on sleep is, VERY generous.

She’s the definition of power creep, on the support side. Players initially thought her kit was busted, nerfed the living hell out of her… but she wasn’t nerfed enough. Oh, then they buffed her for whatever reason.

Her kit is the core of a teamfight. Hit a big anti-nade on the enemy team? Rush them down and win the fight. Hit a sleep on the enemy Rein? Kill him, rush the rest down and win the fight. Nanoblade? Win. Hitting consistent healing on your main tanks and backline flanks whilst being able to duel/evade a collection of dive heroes? Y’know.

The trade off is that you need to be DAMN good at Ana to do this. I play Baptiste more cause I’m better at tracking than sniper style weaponry, and nowhere near get the same value, even if I’m at my peak.

She’s like Widow; really hard to master, but unstoppable when mastered.

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“Master of all trades”
Best mobility and sustain in the game :+1:

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I think this would be the only real thing you could nerf about her, apart from reverting her clip size. Ana has to hit all her shots and only has AoE healing from her bio-nade, which to your point, isn’t used as much as it is for denying healing on the enemy team.

She’s also the most stressful healer to play next to Zen. If you don’t land your shots, it’s GG.

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She is heavily dependent on aim though.

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Not really. Her main healing hitbox is relatively generous from a hitscan perspective. It’s like hitting Junkrat style projectiles on your allies.

Using her primary for damage however, the hitbox behaves more like a hitscan. It’s much narrower.

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Right click heal is forgiving up to 15 meters, then you have to be more precise and at 20m it’s around pinpoint

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Not for healing I meant for self defense. She has to land darts and use point blank quick scoping to defend against flankers.

Ohh I see. In which case yes, that is difficult. However (aside from Genji, hitting sleep on a flanker point blank is… easier than you’d expect, especially on the likes of Doomfist. That fat carcass is very easy to sleep.

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The value she brings really isn’t much different compared to any other support. Like with any hero, you can list off all the powerful things about them with none of their weaknesses, and of course she’s going to sound OP. “Longest CC in the game,” with the caveat that it’s a skillshot on a long cooldown that any amount of damage can break the target out of. “Map-wide healing” but with the caveat that she has to have clear LOS, decide between a projectile shot or being scoped in, and using an ammo resource that’s also used to attack enemies. “Mater of All Trades Nano” is… is just a really exaggerated statement, I don’t even know where to break this down.

Biotic Grenade is definitely Ana’s strongest tool, but every support has some “insane” tool. For goodness sake Lucio just boosts the speed of his allies in an aoe as basically a passive – that’s where we start when talking about “insane” support abilities, and from there we work up to a 30% damage intake on an auto-aim resourceless ability, the power to revive a fallen ally, and a literal field of immortality. Anti-heal is tame compared to these abilities.

We only see so much Ana because she often enough synergizes extremely well with other heroes that are doing more to define the meta. When heroes like Rein and Genji aren’t in the focus as go-to options, her usage often sees a dramatic drop. She’s definitely emboldened metas and ushered them in, and when she has been the cause, that’s when she gets nerfed. It’s been pretty obvious in the past when Ana is overpowered, and right now really isn’t that time, all of her output is about on par with other supports – she just gets more uptime because she has more apt tools to engage with the meta.

As far as the value she brings, it’s about the same as other supports. What strengths she has also come with their own unique weaknesses that help keep her in check, like all other heroes.

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Sleeping DF is buggy
If you fire sleepdart while slam hits you sleepdarts get’s canceled and during uppercut DF hitbox is at a different position than his visual representation

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Have you tried pairing with a main shield tank and be D.va to eat the nade with DM?

The difference is that anti-heal is dual purpose. Rez is on a, ghastly 1.5 second wind up and a 30 second cooldown, and immortality can be shot down, not to mention a 20 second cooldown.

Anti has the ability to either heal-buff your entire team nearly instantly (on a 10 second cooldown?) OR completely deny all healing on the enemy team long enough for your deathball comp to rush them down.

Whilst the other two are sorta YEET style abilities that you can use without much note for positioning or timing, nade is, I agree, trickier to use well. But, when done so, provides WAY more value than the other two. Having that sheer effectiveness offensively is what makes people cry out that nade is so strong.

DF is just one big bug

That isn’t the case. I’ve been slept numerous times at varying stages of slam (before, during and after) and sleep consistently hits. I’ve learnt to bait out sleep by punching sideways, THEN slamming.

Then is sleep slam interaction very inconsistent.
I don’t play with 144 or 240Hz which makes the match up much easier against DF

Yeah I guess it depends on how much you and I play our heroes. I’ve clocked over 270 hours with Doomfist, and have seen all sorts of interactions with sleep. I’ve learnt that sleeping a DF mid rocket punch amplifies his hitbox by like, 5x. You can throw sleep out ANYWHERE in the line he’s going and it’ll sleep the Doom.

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True, but Ana players learn to heal at corners, fast moving targets, mobility allies flying around and some from distance. The point is definitely true and the ally hitbox is generous, but when people know how to position, jump in, need heals, get out and feel accomplished, you better hope your Ana is hitting those clutch far-end corner shots.

I think Nade is perfectly fine, but in it’s concept, it’s not a fair ability at all.

I mean, they’re fat and thick for a reason, it should be relatively easy for ANY Ana to Anti tanks. Like when a Hog pulls a target like another Hog, I splash his back or his leg, it affects the enemy Hog and he can’t use breather. I have found that I am most successful with Nade when people are bad at positioning or have no idea where to position themselves, making them relatively easy targets.

Nade dreams are impossible if people are always hiding behind a shield or have exceptional position, because your only hope is to get an angle on them, which leaves your team exposed and without one of their healers and 2, the high-chance/high-reward is not considerably worth it, since you have to hit such tight corners.

Sure, no denying it’s a powerful ability, but people are overexaggerating how easy it is to utilize and get value from, other than the obvious pulls and hooks.

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When your team is Anti’d you have to treat like your supports are dead, you have to back off or play defensively.
If you die within 4 seconds of no healing then your heavily out of position overall.

I just hope that we see with the upcoming engine overhaul in OW2 major bugfix and futur proofing for hypermobility

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From what I’ve read, the game’s going to be vastly different. Tank reworks, support rebalancing, DPS nerfs (I hope)…

As regards OW1? I still believe the game will be beyond buggy, even after OW2 releases.

It’s very dependant on your elo. Anything below GM will think “oh, time to push in” cause they have the collective IQ of my right knee.

Just want to emphasize that when discussing this ability, it’s always in terms of “the entire team” apparently. Allegedly Ana never, ever has to spend the ability on herself to stay alive, or burn it on a tank that needs to be kept up, or on a flanker to confirm a kill; enemies never get cleansed, she never misses, the grenade never gets shielded, and they’re always in a position to immediately get overrun.

I agree that bionade has this potential to make huge, team-wide effects, but it’s simply incorrect to discuss the ability as if every usage is getting these fat hits. I’d say the only reason we so often see these fat purples is because the very meta Ana excels in is generally a meta where bionade can make big splashes – when the meta is Rein/Zarya and other deathball formats, yeah, it naturally occurs that aoe attacks will hit multiple targets when they’re grouped up so tightly.

It’d be like saying Immo Field always prevents huge team wipes, or that Mercy always get her Resurrect off without a hitch. Biotic Grenade is always discussed at its most ideal performance. And again, I don’t want to downplay how powerful bionade is, because if there is any place for Ana to get nerfed, I’d vote it’d be here. But going back to the OP, I can’t buy that bionade is inherently more valuable than comparable abilities other supports offer.

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