Ana’s nade is broken because it causes the enemy team to not be able to heal for several seconds. Having these stats:
60 damage to enemies
100 healing to allies
100 healing on self
+50% healing to allies, or block healing to enemies
+50% healing on self
30 m/s projectile speed
4 m radius
Lasts 4 seconds
10-second cooldown
If we reverted the healing buff for ana up to 75 heal per second instead of the current 70. While at the same time making antinade on a higher cooldown I think it could solve a lot of the issues with the support cast currently. Ofc then theres the point of: ana needs to selfheal sometimes so putting it on 12 or 14 seconds wouldnt be fair.
Buffing mercys heal, moiras heal and nerfing moiras damage is not the solution to making the support cast fair. Its just not the right way to go about it in my opinion… I think nerfing the nade is a better option. Making cooldown longer is what I think the devs should do.
Conclusion:
Antinade wins fights and whatever team doesnt have it is more likely to lose, simply because of its strong ability to deny healing for a whole 4 seconds! While moira and mercy cannot do this. Nerfing moira which is what blizzard is doing right now won’t help the situation, nor buffing her heals.
The reason this ability is so strong now is because of mercy not having the insane resurection ability/ultimate and it not being double shield. As double shield is the only thing that is really able to counter ana (or a good dive).
Ana = More heals if shoots are hit, nano stronger ultimate than moiras and mercys. Ability to sleep target, anti enemy (strongest ability of the support cast). Negative = No movement ability and can easily get dived, a missed shoot can be crucial. Doubleshield makes her almost impossible to play.
Mercy = Mostly used for damageboost but is in my opinion the strongest support hero in elos below diamond. Has movement ability, selfheal over time, no need to aim. Negatives = only focuses heals on one person at a time unless valk. Therefor 55 heals.
Moira = Good for comps where the team plays tight together. Easy to get value out of whether its in heals or damage/both. Negatives = side of her kit is running out of heals, having to recharge heal, needing to be close to enemy to do so. Not being able to heal teammates on highground or far away from her.
Feel free to post any opinions with ur own reasoning as of to why u disagree or agree with my statement.