It would be nice if the game kept consistent with how some abilities interact with the players and the environment.
A while ago, Ramattra’s vortex and Kiriko’s suzu were changed to only activate upon colliding with walls or floors, call it tiles. This made it much more consistent to apply, for example it stopped vortex being ineffective due to an enemy body-blocking it, or suzu being stopped by your team.
The same should be done to Ana’s nade. Too many times a teammate walks in front of you, blocking the nade and ruining a critical moment.
It’s not a big adjustment to throw the nade at walls instead of directly at enemies or teammates, the chances of you hitting an airborne enemy with nade are extremely niche and irrelevant. This shouldn’t be a “breaking” gameplay change, and would hopefully be a nice QoL change.
It’s a fair request but tbh, I don’t think Ana Nade, with the extreme (offensive) power that it has for such a simple ability, needs any more adjustment to make it easier to use.
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It’s not exactly making it easier to use. I would even argue it makes it slightly harder to use in some cases because you need to hit the map geometry, and easier in other cases. Wouldn’t call it a blanket “buff” if you get what I’m trying to say.
I would strongly class this a QoL change. It’s simply too annoying when people walk in front of your shots as a support that has healing and damage tied to the same ability or weapon.
Please no, do not make the most OP ability even better. It’s an Ult on cooldown, one nade still wins teamfights. Do not make it even easier for it to land.
They changed it back in OW1 where it goes through teammates but only when they are at full health. If they are missing even 1hp it will hit them.
You do realize healing is part of it’s intended use, right?
I don’t expect a lot of Ana players think about that though with the way they play
But then how will you be able to do clutch saves like hitting a direct nade on your rein when he is getting fluxed by sigma? Also sometimes you gotta hit direct hits on D.va or monkey especially when they’re flying/jumping around everywhere.
Suzu is typically used closer to kiri generally speaking. The projectile of suzu doesn’t seem to encourage kiriko to throw it really far away anyways.
But I do get your annoyance of losing the opportunity to use nade aggressively when it hits your 100% HP tank in front of you.
Technically it does this already, nade passes through full HP allies.
I don’t think there’s a reason to make it go through players. Makes it quite a lot easier to use and making it go through full HP allies was added (in OW1) in order to help fix nades hitting allies it wasn’t meant for.
It goes through full HP, this shouldn’t be a problem. Unless I’m missing a patch where they reverted it.
I thought they meant that nade passes through full-health targets.
I’m realizing they didn’t say that. 
I do want it to pass through full-health targets, though. Sometimes I’m about to throw a nade on a low HP Genji or support, and my tank strafes in front of me and takes the nade, when they were already full-health.
You didn’t read the post, did you? 
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An alternative solution, though it’s a bit hacky, would be to spawn the projectile way ahead of the player, say 2.5m. That way people that are directly in your face don’t get hit by it.
This would also make it more responsive to nade or suzu yourself when looking at the floor, because there’s technically no travel time if it just spawns at the floor immediately.
They would obviously need to compensate this with a slight projectile speed nerf to keep the speed due to the head-start the same.
I did, the only real reason to want it to go through teammates is so you can hit enemies with it
If a teammate blocks the nade, it means they weren’t healed
Regardless of intent though, it would be a terrible change for a variety of reasons and prevent you from getting the heal to teammates in need more often than how it currently functions.
I think OP wants it so that nade passes through allies all the time and only activates once it collides with the wall.
I don’t want that to happen, since then I won’t be able to do clutch saves like saving our rein when he is getting fluxed by sigma. I usually nade my rein when he is in the air getting fluxed, and then nano boost him just before he hits the ground.
Oh I didn’t know that. Maybe my tank must’ve taken chip damage like 1HP that resulted in nade being activated lol.
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I’m realizing that now.
That is…not a great change. 
People like being mad at Ana, especially since hero bans didn’t make her unplayable. 
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I don’t like being mad at Ana actually, just so you know
I’d prefer if they changed the character to not be horrific so we didn’t have to think about bans
Bans are a bandaid solution
Agreed
Also the throw animation and hitbox is broken
Nade is thrown from inside her body likely 2/3 inwards, this cause very weird interactions, yes you learn to play around it, but it is still not a good implementation.
Yeah and it should create a mini black-hole on contact too. You know, to suspend all enemies for maybe a minute or two. It’s too weak of an ability atm, so it’d be totally fine.