ana isnt op.
I think the proper way to balance the 'nade is to remove the after-effects entirely. As it stands, it violates the sort of balancing direction the game has been going in. Blizz doesnât want big AOE heals that nade provides. And because it does big splash healing plus amps up all follow-up healing, including AOE healing, it violates this principle twice.
So regardless of playersâ opinions of the 'nade, yes, itâs due for a nerf. It no longer fits within the frame of how the devs want the game to play out.
And thatâs before we talk about how powerful it is to cut teammates off from healing. That is, quite literally, one of the main reasons Mei wall got repeatedly nerfed. Because cutting people off from the functions of their team is exceedingly powerful in a strategic sense that canât be expressed or understood by numbers alone.
Ana 'nade would be fairly balanced if it didnât have any after-effects. No healing boost, no healing negation. Itâs a quick one-shot of burst healing that also happens to be handy for damaging enemies in an AOE, like mobile heroes like Lucio.
If that isnât enough for you [this is a general âyouâ to the reader. Not a specific âyou personallyâ], then your issue is with Blizzard, not with players who recognize the double standards at play and call out the problems it creates within the game.
supports legit have minimal ways around helping an antiâed ally live. the only real thing a support can do to help an antiâd ally is to lucio beat.
and thatâs the problem here: a main healer with an ability to hard counter her competition â> inherently higher on the support balance hierarchy.
to overcome such a hard countering ability with buffs to the other supports, theyâll need to be at least overturned.
mccree flash bang isnât a problem at all due to its inherent short duration and how its range limitations allow for more global counterability.
I have yet to meet anyone who enjoys Ana specifically because of the nade rather than the way her rifle works.
She does what you said in the post. End of the discussion i guess ? Nade has 4 meter radius which means you canât both deal huge aoe burst healing and stop all healing. You have to choose between one.
If they did what you said, make him choose between using it as anti-nade or healing-nade and reduced its cooldown, this would make ana just much more broken because changing setting of nade takes too little from ana, she already has to choose to throw it at enemies or teammates. And reducing cooldown for such little nerf(?) would make you cry even more on forums imo.
I said nerf(?) because its even more like a quality of life change, i would love to be able to send my nade to enemies, not having to think about it colliding with my teammates and becoming a healing-nade. And making it healing when i want to.
Please dont ragepost on forums, you end up buffing the character you hate even more.
Itâs not 1dimensional.
Yes supports get countered by anti, but if your teammate refuse to take cover, got anti naded while overextending etc, itâs his fault and not the fault of Ana.
You could say the same about Window or MAashe, they counter every squishie, but their is something you can actually do against it, same goes for Ana. OW is a team game.
There are many ways to remove people from a fight.
You know how dangerous discord orb for a maintank is?
A pro player will use Zaryas Bubble to cleanse it, even if it mean she get no charge for it.
If we start to nerf or remove anything that is actually powerful and influence teamfight dynamic OW would be dead.
And about how often it is actually used offensive:
I think nade should do what it does, but take away the damage that it does.
Discord is stronger than antiheal.
Supports just hate antiheal for some reason bc they like to hold M1 for most of their value instead of using their other abilities with antiheal lands.
Zenyattas discord is catastrophic and nobody complains about. Yet it makes people absolutely melt. Tanks know
Its rare that you hit allies and enemys with nade, it only makes her weaker in Rein Metas and against flankers
so what youâre saying is because itâs a team game, we can introduce heroes that have hard counters to their competitionâŚ
cool so whatâs your idea for a main shield tank that has excellent shield break uncounterable by other tanks?
how about a dps hero thatâs immune to other dps heroesâ damage?
I mean such heroes being inherently better than others in their role is fine simply because itâs a team game and itâs the other rolesâ fault for not dealing with them amarite?
not a good comparison for you because widow and ashe being able to OHKO consistently is exactly what makes them the top dps heroes and has dominated the roster for quite some time to the point where people had to make entire specific comps to not suffer from them (goats, various forms of double shield). and thatâs exactly the problem Iâve been bringing up with ana.
heck even the point about âbeing able to do something about themâ is arguable because unless youâre a shield tank, you legit donât have anything for a widow or mashe in open maps with little cover like. junkertown A end, havana last point, mecha base point, and many more maps.
unless the discord orb boosted a shot to OHKO-like status, it can be countered through healing. the same canât be said about anti. i.e.
- the antiâs allyâs probably going to die faster than the discorded enemy whoâd have a higher chance of not dying since they can still be healed
- even if damaging is a justification, anaâs better than most other supports at damaging anyways which still brings us back to the problem regarding how anaâs inherently better due to anti.
- heck ana even gets a head start because anti deals damage which canât be healed too.
and with how heal-botty OW made supports (and this is pretty much all due to how much they skewed values towards damage and the lack of reliable sustain sources), what else is there for supports to âremove someone from the fightâ to prevent them from killing someone antiâed? oh wait itâs just lucio beat.
sheâs not a support i.e. irrelevant to the point of contention: anti heal needing more counter play because it inherently makes ana better than the other supports by hard countering them (unhealthy for the game and not balanced).
ok so can we get a support hard counter to ana that can also be a great standalone support that works well with any tank? no because itâd be unhealthy for the game in being completely dominant amongst the supports and wonât be balanced? my thoughts exactly.
Agree, but to be fair, orbs itself is one of the best things moira has going for her.
Imagine 3 hard counters for every hero.
Iâd probably delete the game at that point.
Switch-sim 2020
Whatâs so problematic with Ana? she seems fine and not oppressive to me