Okay.
This *****.
Hmm, not sure why it censored ‘Amari’. Maybe I typed something else subconsciously!
She’s too strong. There is a reason why she’s in 95%+ OWL games; In fact there are about 10, and all of them point to her having way to much Versatility, QoL, and Overall Power.
I want to write a list, and to do that I feel I need a starting point. And for a starting point I think I should try and order her ridiculousness somehow but every part of her kit so broken in its own way that I just want to empty them out on the floor and gesture at them like Khaby Lame!
!!! !!!
She has one of (if not the?) highest single target healing figures in the role. But she has that despite being able to HITSCAN HEAL from across the map—literally—from a postition of safety.
She’s been given more ammo. This ammo, if it happens to hit a full HP target will just go straight through and keep trying to get value until it hits a wall or the backside of a TW-1.
She can still quickscope, for some reason, despite it negating some of the 60% movement penalty uptime that is presumably supposed to offset it.
She has 200HP and a small hitbox, with no penalty to movement speed–so despite being able to contribute massive healing from an insane distance, she doesn’t pay a single ‘price’ for that with basic effective health.
AntiNade has ruined matches and games for YEARS. It QUADRUPLE DIPS in its power by Dealing Damage AND Healing AND Applying AntiNade AND Applying a TEAM WIDE HEALING BOOST:
AntiNade is MAD. Moira has to PICK between Orbs. Lucio has to PICK between Healing and Speed. Zen uses BOTH of his slots to Apply Discord and Harmony. Bap’s Lamp has its own issues, but at least RegenBurst is less valuable in a more Spread Out Overwatch 2.
And it isn’t like AntiNade is some OG WoW Cooldown that takes 4 hours or 60 minutes to recharge. It’s 10 seconds! With a soon-to-be 3 (currently 4) second duration that is still long enough to guarantee a kill on almost anyone it hits. Moira’s short-lived Necrotic Orb didn’t stop healing. There was no real DANGER OF LOSS OF LIFE for anyone hit by it and that had a 16sec CD, DIDN’T affect allies, and a SMALLER SPLASH RADIUS compared to AntiNade.
I’ll pause here to say that I KNOW heroes are different. And Moira has survivability perks/elements that Ana doesn’t have. But my point further above highlights how much cotton-wooled, quality of life, benefit of the doubt Ana has been given DESPITE her kit being insane. And we’re not done yet!
Her bullets HIT ALLIES WITHOUT HITTING ALLIES! From the Wiki: “Projectile size is treated as 0.3 meters for allies, making it easier to heal. It is smaller for enemies.” A hero with the ability to quickscope hitscan across the map doesn’t even need to
HIT
HER
TARGET
PROPERLY
And then there’s Sleep Dart. We’re trimming CC down, right, in OW2? It’s pretty much only for tanks. Except that doesn’t apply to Ana; and, of course, by not applying to Ana it doesn’t apply to the STRONGEST CC in the GAME. A 5sec duration, with before and after animations. In 6v6 it was dangerous; in 5v5 with no Off-Tank, no CC, and much less team peel? It’s a death sentence.
The combination of Sleep Dart and AntiNade is more powerful than any other combo in the game. For a small, infinite-range, 200hp sniper with one of the highest hps in the game to get BOTH of these abilities and to KEEP THEM INTACT in OW2 is ridiculous.
Oh, I forgot to mention that Ana can still YEEEEEEEEEEEET AntiNades in OW2.
THIS
WRINKLY
OLD
HAG
OF
A
WOMAN
can THROW an AntiNade FURTHER than a JUNKRAT can FIRE A GRENADE
OUT
OF
A
PNEUMATIC
GRENADE
LAUNCHER
now, perhaps you can see how mind-numbingly ridiculous this hero is.
“Oh, Haha, I threw that Grenade from SPAWN (which isn’t hard once you memorize the positioning!) and it flipped the fight completely!”
This is madness. This is absolutely ridiculous. That Ana can throw a grenade so far in the first place is stupid design, but the fact she doesn’t need Line of Sight OR REASONABLE PROXIMITY TO A FIGHT to have such a crazy impact is absurd.
Her shots and grenade go through full HP allies, who are easier to hit with her rifle by (bad) design, on top of quickscoping, on top of a linear projectile 5sec Sleep Dart, on top of a quad-dipping antinade.
AND THEN THERE’S NANO BOOST.
It has a reticle. You can’t MISS IT. And you don’t even have to think about it because it heals allies for 250HP INSTANTLY… AND it benefits from Biotic Grenade +Healing if the target has been naded!
So many heroes have to track cooldowns just to make sure their ult doesn’t get shut down. Shatter, Beat, Whole Hog, Coal, Flux, Grav, etc and so on–across pretty much the rest of the roster. Ana USED to have to think carefully about when to Nano incase the target died or was at risk.
But like everything else, she’s been spaffed up the backside by GALLONS of Quality of Life Juice and as a result is ridiculously overpowered.
Unless Ana is reined in, Overwatch 2 (and especially OWL) will be miserable:
It’ll be horrible for tanks, constantly at risk of a Death Sentence Combo from a support 70m away. It’ll be horrible for other supports (who can’t compete on range, utility, or versatility.) It’ll be horrible for everyone.
Ana needs nerfs. She can’t be THAT effective, from THAT far away, with THAT versatility, with THOSE Utility Skills, and THAT Ultimate. With THAT HP and that hitbox… with ALLLLLLLL THOSSSSE Quality of Life Perks. Bullets and Nade going through allies. Bigger bullets for allied targets. NANO healing people.
Blizzard should START by limiting how far Ana can throw Nade AND ALSO by having Nade limit healing on affected enemies rather than outright deny it. From there, who knows. Maybe kill quickscoping.
Thanks for scanning or reading if you were THAT bored!
I genuinely, really, absolutely, HATE Ana.