Greetings!
Let’s talk Ana.
Her nano boost to be specific.
This is gonna be a very long and detailed post. I encourage you to read through it all and think about it for a bit before you comment. Thank you.
INDEX
- Ana - Intruduction
- Why people play her
- Whats lacking/boring in her playstyle
- Nano boost in deph look
- Changes suggestions
Pro Tip: If you are on PC and you are searching for a specific hero, press ctrl+a then ctrl+f and type in the heroes name to find them quicker in this wall of text
Okay. What is this all about?
Ana, is a very skill intense support healer, wielding a bolt action sniper rifle and a jar of magic apple juice.
She also has instant power nap abilities.
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Playing her is mainly doing it for the following reasons:
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Some people prefer to have a more “exotic” choice for a healer, looking at the sniper rifle as the weapon of choice here.
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Jar of magic apple juice - Some team comps require an Ana to counter heals from e.g. a Trancendence.
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Power napper 3000 - Clutch saves and putting this Cowboy to sleep because its not 12pm.
Last but not least:
- Nano boost: An enabler ult, designed to not help you personally, but to enable your teammates to get massively increased killing potential.
Whats lacking in her playstyle?
Nano boost in depth look
The big “problem” if you may call it that way with Ana is her ultimate.
What is it and what does it do?
Taken from OW Wiki:
After Ana hits one of her allies with a combat boost, they deal more damage and take less damage from enemies’ attacks.
Type: Targeted Hitscan
Damage: +50%
Dmg. reduction: 50%
Duration: 8 seconds
Charge required: 1650 points
Nano boost worked for us for years so why change it now?
The quick way of saying it is:
Its boring to use and doesn’t benefit every character/benefits some characters so well that they are primary targets for it.
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How to change it/make it “better”:
Quick version:
Every character should get very specific benefits and abilites from Nano boost and not a generalized “big picture” from it.
And now we are gonna get into the details my friends!
We are gonna go through every single hero and look at his/her kit and how nano boost could affect it.
The order is simply taken from the official hero page on playoverwatch
Fist off: We are going to keep one aspect of the current nano boost for every hero so I won’t list it independently.
That is gonna be:
- Damage reduction
And I’d like to add one aspect for every hero as well:
- Fast step: 10% increased movement speed
this is gonna make the heroes ever so slightly more generally mobile while boosted, while not turning them into an off-grid lucio - Ammo reset on all guns (I started listing it but am too lazy to backtrack and remove it now)
Wether or not it is gonna stay at 50% is to be experimented with. It may be too op to add it to some of the heroes kits and may be adjusted for some heroes seperately
Disclaimer: I couldn’t get this pull down menu to work for the heroes so only the names are listed here and you can click this little arrow. it just kept very small text and was hard to read, and I’m not gonna change it anymore, its a ton of work. Sorry folks!
Let’s start:
D.va:
- Fusion cannons: Fire rate increased by 33%, no damage increase per bullet
- Boosters: Cooldown reset on nano boost hit (from now on listed as CR so I don’t have to type that everytime)
- Defence matrix: Duration from 2s to 3s; Cooldown from 1s to 0.75s
- Micro missles: CR; Projectile speed from 40m/s to 60m/s; cooldown from 8s to 6s (so she can shoot them twice while boosted)
- Self destruct: Will activate 50% quicker, in addition to dealing 33% more damage
this way, even when a d.va destructs which would currently waste the boost, she still gets some good use from it)
–
Baby-D.va
- Pistol fire rate increase by 50%
- Ult gain 50% quicker as well
(wouldnt make sence to boost baby d.va, but eh, why not)
Orisa:
- Fusion Driver: 33% increased fire rate
- Halt!: CR; radius increased form 7.5m to 9m; Cooldown from 8s to 6s
- Fortify: CR
- Barrier: HP from 900 to 1200; cooldown from 8s to 6s
- Supercharger: While orisa is nano boosted: AoE from 25m to 35m
Reinhardt:
- Hammer: Damage from 75 to 150 (so same as now)
- Barrier: HP fully restored; hp from 2000 to 3000; mov. speed while Barrier is up increased from 2.75m/s to 3.5m/s
- Charge: CR; cast time from 0.7 sec to 0.4 sec
- Fire Strike: CR; Damage from 100 to 150 (to not make him one shot 200 hp heroes, even when boosted); speed from 26.66m/s to 33.33m/s
- Earthshatter: Damage from 50 to 75, max range from 20m to 25m
Roadhog:
- Scrap gun: 50% damage increase; reload from 1.5s to 1s
- Breather: CR
- Hook: CR; Cooldown from 8s to 6s
- Whole Hog: move. speed from 2.5m/s to 3.5m/s; Damage increase 33%
Winston:
- Tesla Cannon: 50% damage increase
- Jump Pack: CR; Cooldown from 6s to 3s
- Barrier: CR; HP from 600 to 1000
-Primal Rage: (Reminder for the 50% damage reduction); Damage +50% to 60 from 40
Zarya:
- Particle Cannon: 50% Damage increase overall
- Barrier: CR; HP from 200 to 250; Cooldown from 10s to 7 sec
- Proj. Barrier: CR; Hp from 200 to 250; Cooldown from 8s to 5s
-Graviton surge: Disables Hanzos dragons just kidding lol, just trying to see if you’re still reading - Graviton Surge; dmg from 5.5 to 7/s; AoE from 9m to 12m
- Passive: Energy: Drain decreased by 15% for all actions; Gain increased by 10% for all actions
_Bastion_:
- Recon: Damage per Bullet +30%; Rate of fire +30%
- Sentry: Damage +50%; Fire rate +10%
- Tank: Damage +50%; Projectile speed from 60m/s to 70m/s
- Self Heal: CR; from 75hp/s to 90hp/s
Doomfist:
- Hand Cannon: Full ammo reset; Dmg +50%; reload speed -15%; shooting speed 15% faster
- Slam:CR; Max range from 7m to 9m; Cooldown from 7s to 4s
- Uppercut: CR; Damage from 50 to 75; Cooldown from 7s to 4s
- Rocket Punch: CR; Cooldown from 4s to 3s; dmg +33%
- Meteor Strike: Move. speed increased by 50%; AoE from 7m to 8m,
Genji:
- Shuriken: Damage from 28 per Projectile to 37; Fire rate increase by 33%
- Swift Strike: CR; Damage from 50 to 75; Cooldown form 8s to 6s; (can potentially dash through junkrats trap while boosted)
- Deflect: Duration from 2s to 2.5s, Cooldown from 8s to 7s
- Dragonblade: 700dmg per swing (kidding lol); dmg from 120 to 150; max range from 5m to 5.5m
Handsoap:
- Lunge: CR; Cooldown from 4s to 3s
- Normal Arrows: +25% dmg; Projectile speed from 25 to 30m/s
- Sonic Arrow: +25% dmg; Projectile speed from 25 to 30m/s; AoE: from 7m to 10m;
- Storm Arrow: idk, its very good, state some changes yourself, maybe a 15% dmg increase or so
- Dragonstike: Dmg +50%
Junkrat:
- Frag Launcher: Dmg +50%; Reload form 1.5 to 1s
- Concussion mine: CR; Damage from 120 to 150 at center; Cooldown from 8s to 6s
- Trap: CR; Damage from 80 to 120; Cooldown from 10s to 8s
- RIP-Tire: Move. Speed Increased from 12m/s to 16m/s (that alone should make it harder to hit so I won’t give it increased hp as well);
Damage from 60-600 to 80-800
Mccree:
- Peacekeeper: Damage +50%; Fire rate from 0.5s to 0.4s to make it a tad faster
- Fan the Hammer: CR; dmg+ 50%
- Roll: CR; Cooldown from 8s to 4s
- Flashbang: CR; Cooldown from 10s to 7sec
- 12o’clock: Lock on time 50% quicker, aka damage +50%; additional movement speed from 1.925m/s to 2.5m/s
Satan:
- Endothermic Blaster: Damage from 45/s to 55/s; Freeze time from 1.5s to 1s
- Icicle: Dmg +33%; Fire speed increased by 33%
- Freeze: CR; Healing from 37.5/s to 52/s;
- Ice Wall: CR; HP from 500 per pillar to 600 per pillar; Cooldown from 10s to 8s
- BlizzardTm: dmg from 100 over duration to 150; Freeze time decreased from 1.5s to 1s
Pharah:
- Rocket Launcher: Dmg+ 50%; proj. speed from 35m/s to 45m/s; rate of fire from 1.1/s to 1.4/s
- Hover Jets: Duration from 2 to 2.5s
- Jump Jet: CR; Cooldown from 10 to 6 seconds
- Concussive blast: CR; Cooldown from 12s to 8s
- Barrage: additional 25% damage reduction (so 75% total)
Reaper:
- Shotguns: Dmg +50%; falloff range from 11-20 to 15-24m
- Wraith Form: CR; Cooldown from 8s to 6s
- Shadow step: CR; 75%, Cooldown from 10s to 6s this could enable him to, with luck, tp step right into an enemy team, ult and get out again. maybe.
- Death Blossom: +15% damage; range from 8m to 9m
Soldier 76:
- Pulse Rifle: dmg+ 33%; rate of fire +33%
- Helix Rockets: CR; dmg from 120 to 150 for direkt, from 80 to 100 for indirect hit; Cooldown from 8s to 6s
- Sprint: Lucio would be proud. To the 10% increased movement anyways while boosted he sprints with 9.16m instead of 8.33m, so 10% faster as well to a total of 10.08m/s. He’s old, but not slow.
- Biotic field: CR; Heal from 40.8/s to 61.2/s; AoE from 5m to 6m
- Tactical Visor: Dmg +33%, shooting speed +33%
Sombra:
- SMG: Damage +50%; Spread from max 2.7° to 2.3°
- Hack: CR; does NOT get interrupted when damaged, otherwise stays the same
- Stealth: CR; move. speed from 10 to 12m/s (yes, even witht he upcoming sombra 12m/s)
- translocator: CR; Cooldown from 4s to 3s; upcoming sombra: not beeing able to be destroyed while boosted
- EMP: AoE from 15m to 18m; Duration from 6s to 7s
Symmetra:
- Photon Projector: Now instantly at maximum charge; +15% extra damage
- Energy Ball: dmg from 60 to 80; movement from 20m/s to 30m/s
- Turret: CR for all 3 turrets; speed from 12m/s to 18m/s; dmg +33%; movement reduction +15%
- TP: CR; Health from total 300 to 600
- Photon Barrier: Now gives enemys which walk through damage while boosted, dmg will be 20 hp per walk through.
Torbjörn:
- Instantly fills scrap reserves to 200
- Rivet Gun: Dmg from 70 to 120; shooting speed from 1.67/s to 2.22/s (30% increase)
- Hammer: Dmg from 55 to 80, healing turret from 50 to 75, from 1.25 swings/s to 1.75 swings/s
- Turret: CR; lvl1 turret instantly lvls to lvl 2 turret; turret dmg +30% overall, including lvl 3 turret
- Molten core: unchanged, boosted torb with molten core is a killing machine
Tracer:
- Pulse Pistols: Mag size increase from 40 to 60
- Blink: CR; Cooldown from 3s/charge to 2.5s
- Recall: CR; Cooldown from 12s to 8s
- Pulse Bomb: Damage increased from 300 to 500
_ Widowmaker_:
- Sniper: Charge rate from 0.75sec to 0.5 sec
- Assault: Dmg +50%
- Grappling Hook: CR; Cooldown from 8s to 6s
- Venom Mine: CR; Damage from 75 total to 120 total; Cooldown from 15s to 8s
- Infra-Sight: Any ideas?
Ana:
Yes, Ana. Ana will now be able to nanoboost herself, preferably with a different button, so she doesn’t accidentally do it.
- Sniper rifle: Fire rate increase by 33% for both scoped and unscoped. This should make hitting both allies and enemys alot easier and provide a healing boost for the nano boost time for your team.
- Sleep dart: CR; Speed from 60m/s to 80m/s, cooldown from 12s to 8s
- Biotic Apple Juice: CR; Damage from 60 to 80, healing from 100 to 120; cooldown from 10s to 8s
- Nano boost: Well…
Brigitte:
- Inspire: Healing from 16hp/s to 20hp/s
- Rocket Flail: Dmg from 35 to 60; range from 6m to 7m
- Repair Pack: CR; Healing from 150 health to 200 health; cooldown from 6s to 4s
- Whip shot: CR; Damage from 70 to 90;
- Barrier shield: unchanged(?)
- Shield bash: unchanged(?)
- Rally: Aoe from 8m to 10m
Lúcio:
- Sonic Amplifier: Dmg from 20 to 35
- Boop: Da,age from 25 to 35, Cooldown from 4s to 3s
- Crossfade: Healing increased from 16.25/s to 24.37/s (50%); AoE increased from 10m to 20m(!)
- Amp it up: Healing from 46.8 to 70.2 (50%); Speed boost from 70% to 100%
- Sound barrier: Cast time instant (He could just make a big boop and say a different line or something, idk its up for blizzard to animate this; health gained from 500 to 700 and duration from 6s to 7s
Mercy:
- Caduceus Staff: Damage boost from 30% to 50%; Healing from 60/s to 80/s;
Max range from 15m to 20m - Caduceus Blaster: Damage from 20 to 30; Rate of fire from 5/s to 8/s
- GA: CR; Cooldown from 1.5s to 1s
- Resurrect: Able to ressurect intantly; Cooldown to 6s from 30s (maybe this seems op, but think about that we are talking about anas ultimate here which lasts for only 8 seconds and should be a game changer. having Mercy rez 2 people while boosted seems fair to me)
- Valkyrie: unchanged
Moira:
- Biotic Grasp: Healing remains 80hp/s but healing bar will not go down while boosted
- Damage Grasp: from 50dps to 70dps
- Biotic Orb: Up to 250 damage from 200, up to 400 healing from 300; Cooldown from 10 sec to 6 sec
- Fade: CR; Cooldown from 6s to 4s
- Coalescence: From 70dps to 100dps; from 140healing/s to 200 healing/s
Zenyatta:
- Orb of Destruction: Damage unchanged, Fire rate increase by 33%
- Orb Volley: Damage unchanged, Charge time increase by 25%
- Orb of Harmony: Healing increased form 30/s to 50/s
- Orb of discord: Damage from 30% to 45%
- Transcendence: Healing from 300/s to 400/s
And with that, we are done!
As you may have noticed some dps have recieved 33% damage + 33% fire speed, which makes for a total of 66% instead of the old 50%. Combining the higher rate of fire should mix things up, and it can be, of course, adjusted.
A Particulary interesting example of these changes is Lucio for example.
Noone would think of boosting a lucio now, but with these nano boost changes he coujld be boosted in a big teamfight, giving the team some incredible passive healing over 8 seconds, in addition to having a saver like transcendence because of the instant sound barrier.-
With all of that I want to be able to see more different heroes beeing boosted and utilized in different ways, instead of always seeing a boosted Genji, Mccree or Soldier.
With that I want to thank you for your attention and I want to hear YOUR feedback!
Would you change some aspects? What would you change? By how much? Should ana wallclimb during boost? I don’t know!
Are there any typos? Tell me everything!
Thanks for reading and type away! Have a nice day!