just from my perspective I have experienced 80, 60, and 70 damage, and with 80 damage I felt I filled my role well with Ana and can do the most as a main healer w/ damage & utility. 80 felt suiting to me.
I do understand however there those people out there who assume Ana as the main healer role and don’t focus on using damage. Thats the thing about Ana. A high skill-ceiling design with different playstyles seen that vary.
Not really. Not “around HER alone” It was due to the way her utility was designed, Roadhog during tank meta, and other roles involved as well. It was not only, but the main issues of her problems were nanoboost and her utility alongside tank meta.
The roster has changed and her utility has changed. She has had many tweaks, and rifle damage was not an issue. I think people in general are not use to the the idea of a high-skill ceiling unique support design like Ana. We are use to seeing high-skill ceiling roles like Tracer, Widow, Genji (etc). Support category is lacking, doesn’t help they add poor designs like Brig.
Rifle damage had nothing to do with Ana. Again it is was never like you see #1 pick-rate Ana each rank, because of her rifle damage. It is more likely people are not use to these types of new heroes added into the game.
What makes you think Tracer is going to let Ana use her utility or land shots? The entire design of Tracer is a tiny hitbox moving fast across the screen with recall, and really good damage numbers. On my time when I played Tracer it was about baiting out her utility and attacking her when she was vulnerable. If you had to back off then still you gave your team big advantages by putting Ana’s utility on high cool-down benefiting for the team-fight. Tracer has way more control of that 1v1 than Ana does. Why would a Tracer even get close when Ana has utility like nade or sleep dart.
A good Tracer has everything to survive against Ana w/ 80 damage and even more. A good Tracer will outclass Tracer, and rifle damage is fair against her for what she is.
For some reason I feel like we’ve been down this tracer road before goat lol im getting off for a bit here soon tho so I’ll leave it at this. I want ana viable as much as the next person and I’m not 100% against more damage just that dueling is something ana already excels at compared to most supports and I dont think making the only strong part of her kit stronger is how we should do it. It should be last to be considered in my opinion.
This is the point that I was talking about here. People are more afraid of Ana than Mercy and Mercy lasted way longer than Ana ever has. Ana did constantly show up in 3 metas but how many metas or how long was Mercy Meta? Over a year. I don’t get people.
I think its cause she is already a scary dueler. Making that better sounds like itd be a mistake and wouldn’t address her pitiful healing compared to moira and mercy
DOT damage gives plenty of time to use recall what are you talking about. It isn’t hard to grab a health-pack or control the the 1v1 as Tracer against Ana.
again easiest thing to abuse is that Tracer is all about mobility and Ana has none. It is very tilted to the Tracers advantage, and a good Tracer can easily control the 1v1.
Ana scoped in or Widow scoped in is the easiest 1 clip for Tracer, Genji, Doomfist. Its like their wet dream for that to happen. If you play a lot of the class this comes naturally.
If not 1 clip most likely 2 if they have been playing the class normally. I seriously played her, and she was not a problem for me… but I do see this often. A lot of bad Tracer players and a lot of bad Ana players. High skill = high reward must be considered.
Being dead all the time is part why she can’t keep up with Mercy/Moira which is why the 80 damage buff was asked to comeback. Also even Ana is a scary duelist Mercy makes any of your scary targets twice the threat and if you kill them you might have to deal with them the second time. Overall it still doesn’t make sense.
This is why in my opinion I do believe Ana needs the damage back plus a passive self healing. Tracer players needs to stop being salty if they get two shot by a skilled Ana.
Dying to a Brigitte combo is easy.
Skilled Ana’s are harder to come by then a Brigitte. If Ana has a reason to be picked more you will have a easier time dealing with being two-shotted then Brigitte combo of death.
Ana is skill cap hero she needs these things or else she has no point. People really don’t seem to understand that.
What passive self-healing you got in mind. I also asked you to repost the list of QOL changes you had earlier since I want to look over / discuss them. Would be appreciated.
I think 50 shields would be interesting.
Having Ana’s base health pool consist of 150 health and 50 shields would give her a bit more resistance against chip damage, as shields regenerate after not taking damage for a few seconds. This would let her waste less nades on herself and increase her survivability a little.
And hey, maybe Sombra would see more use when we have more heroes with shields
Of course, i still think we need to give the incoming support changes a chance before asking for more buffs. Who knows, Ana might very well be the strongest support after all the changes.
Alright then I probably didn’t see it my bad I’ll get it.
This is from a old post of mines but this is something I thought she needed at the time from back then. Still kind of feel that way though. I already know I’m probably about to hear that’s OP.
See I don’t know about shields or passive healing though.
Why not make a way that is a give / take method. That if she throws her nade and lands it on targets or the targets she heals gives a very very very small amount of slow regen back to her health.
Cause when you say shields its 3 seconds then regen, wait then regen type of idea, but she plays at a distance, so I would say in the sense of core-identity / skill she should take some skill to use the passive and shouldn’t have it for free.
I kinda don’t care that mercy can self-heal, Ana is her own role and should have that design around her be fitting to what she is. A sniper support.
Take a closer look at 70 damage. It is too easily countered. Shields, self-heals, enemy healers, healthpacks, any slight factor that comes into play will take a dump on 70 damage and targets either escape with a sliver of HP where they should have died or you die, because of the slightest thing.
It is slight, but it makes a difference in being less clunky. Thats all 80 damage is for. To refine mechanics and be more fitting to sustain / use to overall make her a better role through her entire kit.
Too many things overwhelm her rifle damage which makes no sense for the amount of drawbacks the damage has in the 1st place. 80 dmg fits even for the enemy player.
I was being sarcastic because honestly I thought you were with the “tracer running for a health pack and 1 clipping ana stuff” I guess not? You seem to have a scewed view of tracer.
Its distinct not slight. I’ll give you that.
That’s an escape issue not damage. Just look at old hanzo. Damage by the bucket full but still a troll pick because he had way to run. Ana is an even bigger target as a support and suffers from the same thing. That’s just my opinion tho.
for the passive you said about heals getting back for the rifle are you saying like lucio healing where its slow? or are you saying instant 15 hp back every shot landed. Cause you say HPS which I assume is heals per second.
The sleep dart cool-down is tricky. Although Widow has her disengage hook changed to 8 seconds, consider what sleep-dart can do. Sleep dart is like 5.5 seconds and .5 seconds of animation. So 6 seconds you take the target out of a team fight. With other CC you can legit I feel grab something like McCree, Brig, & Ana and stun a target forever if its at 8 seconds. I would leave the sleep-dart where it is, if other passives like self-heals were there w/ rifle damage then I think she could do her job well. I think her utility is fine on long cool-downs regardless if other roles don’t have long cool-downs.
I think a general reload time is 1.5 for a lot of damage classes. Take a look at the wiki, roles like soldier 76 also have the same 1.5 seconds reload. I don’t think it’d be a problem to add that .25 second reload, but you really think that type of reload is necessary in the game? that teammates really die to healing cause of .25 seconds? Personally I like the aesthetic & strategy to reloading when there is down-time.
As for the revert on the bionade… whats the reason? and what do you mean “no 100% heal boost”
What i mean by no 100% healing boost its currently at 50% where as all other sources gain 50% more healing that affected by the nade that’s what I meant by not returning from 100% boost.
Also the reason why I said the nade affects can return because it was nerf because of the healing 100% boost but that’s not here anymore.
Also many people died because Ana reload is slow. I will say people are so used to Mercy which isn’t our fault but mostly the devs for allowing Mercy to be too strong for so long that its hard for others to accept different things.
So for the nade radius increase, whats the use for then? for just some bigger radius to heal? anti-heal for the enemy? I personally find the radius to be fine / an idea of predicting movement & how nade timing.
as for the reload time, you really think .25 seconds will make a difference?
That was also part of the nerf she received. Which both are reverts because the healing boost of 100% is gone. That nerf in general is no longer necessary if the reason of why the range and time has been nerf is gone.
Also if people complained about .1 second for Sombra’s hack and for the fact that Sombra’s Hack buff was only increased by .15 seconds just shows how much this little time makes a difference even for Ana’s reload.
She never had built self healing in her kit. But I did say because of LUCIO it was like she had passive healing because his range was really huge.
Also yes if she did get the 15 HPS its will act the same as her healing shots. But it will only work with her allies not enemies and counter play isn’t hard.