Ana’s Anti-Heal Isn’t That Bad

EDIT1: FIXED MISINFORMATION

I’ve seen a few topics on Anti-Heal and I’ve heard some things in-game about it. Most of the time, people say that Ana’s Anti-Heal is too strong.

I could not disagree more.

Paladins (Oh no! Not Paladins!!) has a mechanic that works similarly to MOBAs where you earn credits and can purchase items (or in this case, cards) to provide buffs to your player. In Paladins, every person gets the same cards for the same prices. Each individual gets to choose how they build. Anyway, that is not the point.

One of the cards you can buy is called ”Cauterize.” This cards gives all your attacks the ability to reduce healing on the opponent(s) hit for a short duration, though every instance of damage resets the timer. There are 3 levels to Cauterize: 30/60/90%

What is worse? 100% Anti-Heal Projectile for several seconds on a long cooldown?

OR

90% Anti-Heal from almost every enemy player, constantly available as it is tied to dealing damage and has no actual cooldown on when it can activate?

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Option 2, QUITE obviously.

At least stuff still works. Instead on cancelling an ult with a basic ability that is AoE

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Comparing between two games isn’t really a great idea. I’m not sure how Paladins works but it’s kind of irrelevant for OW discussion.

I still think 100% anti heal on her nade is too much. Always have.

Considering it has a generous AOE, heal, heal amp, damage, and anti heal all in one? Holy moly what an ability. 50% anti heal would still be very powerful but not shut down enemy heals completely.

My opinion on Ana is there should be less power in nade and nano, and more in her shots.

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I think Paladins and Overwatch can be compared. They both are Team-Based, First-Person, Hero Shooters.

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With no hero changes in match, 10x more health, and even more broken abilities

Isn’t this straight-up a false dichotomy? These are not the only two options on the table.

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I don’t really know of any other options. I was just comparing the two worst scenarios we have.

I can tell you dont know much at all about Paladins or how it works, its 30% 60% 90% and it doesnt stack, additionally Paladins healers operate far differently than overwatch healers, as well as all characters having some way to regenerate health without healers something overwatch heroes cant do

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Well, for example, Ana’s anti-nade could be changed to -50% healing, and/or the duration changed.

For the record, I don’t actually care whether Ana gets buffed, nerfed, or goes unchanged; I don’t think the argument you set out in the OP is particularly solid is all.

I disagree. Cc and stuns and auto lock and turrets didn’t originate with overwatch. Other games working it fine means it’s possible.

get zarya to cleanse people of the nades effect and i might be wrong but i think sombras teleport also clenses her same for tracers recall

Cauterize is 30/60/90% heal reduction.

^This.
Nade is the best ability in the game (not including ultimates, ofc), a 4 in 1 ability, something must go… Reduce its anti-heal to -50% is enought IMO…

5 Likes

It’s also her only method of self healing, and on a long cooldown.

Antinade is strong no doubt, but Ana’s kit has drawbacks that help keep it in check.

It would be a pretty arbitrary debuff if it only blocked 50% healing for 4 seconds.
50% healing would still go through, and that’s a lot.

Wait, why are people saying it’s strong? It’s a pretty nice ability, it’s also nice on the RARE occasions where an ana will through her nade into a grav so I can coal into it and we can save everyone :smiley:

“this OP thing isn’t actually OP because this unrelated game has something even more OP”

2 Likes

I just want to know why Baptiste doesn’t stock his launcher with Ana’s grenades?

She gets a 4n1 while he can’t even self-heal from his grenades… no, he has to use his visually boring magical fist pump for that :roll_eyes:

And 50% of healing wont, and thats a lot

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the 50% reduction for 4 seconds accomplishes nothing.
instead of 140 hps you’ll still receive 70 hps (and just for 4 seconds at that).
It barely changes anything functionally. Instead of having to wait for 1 second to get back to full health you’ll get back to full health in 2 seconds.

50% anti heal would literally be a waste of the ability lol