Ana sleep dart nerf is not great

So we have explanation behind sleep dart nerf for tanks from 5 to 3.5 seconds.

Developer Comments: We’ve been watching how effective Sleep Dart has been in 5v5 gameplay. It hasn’t been overly disruptive as a whole, but since it is significantly more reliable to land against Tank heroes due to their large hit boxes and even more valuable to do so with only one tank on the field, we’re reducing its maximum duration against those targets.

If this logic drives that change I strongly suggest making it so hitting tracer or sombra with sleep dart will sleep them for 8.5 seconds as they are hard af to hit ! Let there be consequence across the board for everyone!

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maybe because tank players accross ranks have been complaining about being a sleep magnetic?

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The difference is if you sleep a DPS or Support hero, it’s 100x easier to kill them outright?

If anything, this is how it should have been since OW2 came out and included Sleep Dart in the Tank role passive 30% anyways

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Dunno, but as a Hog player I’ll take it.

Tank players make 10 threads a day here complaining about her

Please note - I am not saying to revert this change. I know, like everyone, tanks are easy to hit. I am saying - apply adequate logic to small framed characters because I bet - that dart hit % against them is rather lower compared to tanks. So why skip them?

Frankly the fact that Ana got an actual full-on nerf is the most astonishing thing in the entire patch.

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Really should’ve made it distance based. The farther away the target is from Ana, sleep effect lasts less long. If the hero is right on top of her, the sleep effect lasts longer. So if she sleeps a Rein from 20m-30m where he isn’t a threat to her, then he’d only sleep a second or two, but if a Winston has dived her and she sleeps him, he’d sleep the full 5 or longer.

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For me that chips away identity of character. Just like McCree who not only lost his stun, due to stun reduction policy of OW2 but now gets a nerf to homing grenade. Like common.

Instead of giving tanks a passive, I would have rather they just, ya know, adjust the actual ability in general.

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They’d do this if Sleep Dart was seen as ineffective against those targets. Like, you sleep Tracer, and it doesn’t matter for some reason. As it is now, sleep dart works. But it works against key heroes more. So they’re changing that.

People talk that supports are the preferred one by the devs, but I would say that tank mains are the liked ones…

Tanks already have many resistances by now. Can’t boop them off map, can’t get ult, and sleep is almost worthless against those bosses now.

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I guess we need some whining community like tanks have to get this sorted. I understand the change, but man the way it is explained shows how short sighted thinking that is.

This change is garbage; just nerf the duration for everyone or leave it alone. The tank role doesn’t need any more preferential treatment. They’re already largely overpowered in OW2 compared to the non-tank heroes.

Perhaps one day when queues will be long enough due to lack of support players someone will make suprised pikachu face and rethink balance. Looking forward to this.

I get it but it’s annoying because the tank is who you need the time on the most, can’t 1v1 them and you need the extra time to escape.

When this is live, it would be back-to-back nerfs for Ana. And I think both were needed. Hell I would go 1 step further, nerf nade effect duration from 3.5 to 3s. I felt that was very fair back in the beta.

Yea let’s make grenade 1 second and sleep dart 1 second : D
Best hero ever.

Technically yes, but the (bionade) nerf before this one was just a partial revert of a previous buff.

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im a tank player and i hate when skilled heroes get nerfed so we are all HAVE to play braindead sups just because they are easier AND better. i prefer to get hit by sleep than trying to kill anything with a pocket attached to him. heroes who are playable while you are half asleep should not be rewarded.