Anti-heal is dumb, make it 50% less healing

Except the numbers literally disprove that?

Zen, Ana, and Baptiste all have the same average number of deaths with a 0.3 difference between them all

If Zen is easier to kill than Ana or Baptiste, why do they die roughly the same amount as Zen does?

If you are seeing it 50 times a day then its an idea that a lot of people agree needs to happen. Thus making it a good idea.

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i’m just saying in terms of mechanics, and abilities, zen is easier to dive because he doesn’t have a way of supporting himself mid-battle other than hoping he can kill whoever’s challenging him if he’s caught alone.

Sure, but regardless of Ana’s grenade sustain, and Baptiste,s Immortality AND Regen Burst; both Ana and Baptiste die almost on par with Zenyatta who ONLY relies on getting kills to defend himself

You can’t just say, Zen is easier to dive because of his lack of support mid-battle, while Ana and Baptiste have more, but die roughly equally as much

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If you look at it terms of mechanics and abilities anybody would say Zen is easier to kill by nature of reasons i’ve already explained.

My changes from my balance patch:

Ana

  • Biotic Grenade now restricts healing by 60% instead of cancelling it
  • Biotic Grenade healing increased to 140 (up from 100)
  • Biotic Grenade additional healing increased to 60% (up from 50%)
  • Nano Boost healing decreased to 200 (down from 250)
  • Nano Boost damage reduction reduced to 40% (down from 50%)
  • Nano Boost damage boost reduced to 40% (down from 50%)
  • Nano Boost duration increased to 9.5 seconds (up from 8 seconds)

here’s a thought for u. Get guud and stop complaining

I don’t understand what your talking about

How is it a high risk ability

Using it offensively means your only form of self sustain as well as a huge part of your teams survival is on cooldown for the next 10 seconds. Ask a flanker main and they’ll tell you Ana fractions her survivability and is often prime for killing once nade is on cooldown.

If you take away or make anti heal weaker, it will be used more on saving herself or her team, contributing to healing creep overall.

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I hate this refrain and am seriously so tired of it:

Ana, easily the most effective support at long-range, has 100 hp on demand instantly with Nade. Compare that to:

Zen, who has literally no self healing outside of shields
Brig, who has only her passive self-healing over time that cannot ever be increased in quantity
Baptiste, who has 150 healing over 5 seconds (on a longer cooldown, to boot)
Lucio, who has ~150 healing over 3 seconds (also on a longer cooldown) and then a flat 16 per second otherwise.

Ana has the most effective self-healing tool for engages, and sleep, one of the most effective disengages, and she’s a sniper, so she’s at long range. Playing a lot of dive tanks, she is one of THE HARDEST AND MOST PUNISHING supports to dive, and she’s also the one who works the easiest at long range.

It is a broken kit because the only weakness (dive) isn’t actually a weakness and her nade being SO AMAZING AT EVERYTHING isn’t an excuse to say, "Well, anti-portion has the drawback that she ALSO heals with it).

Zen is somehow balanced even though he doesn’t have a lick of self-healing, why is it that people always rage about how Ana’s nade is her only self-healing tool and that’s why it’s balanced?

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Shields that auto regen 75% of his health btw.

Brig who has armor hp and a shield effectively giving her 450hp.

That also heals his entire team, and is a huge reason why he’s in such a bad spot right now to begin with.

Literally constant sustain instantly.

That’s also tied to her best offensive ability as well as her ability to heal less than similar averages to that of other main healers.

Are we just going to sit here and up play all the good sides of a hero and ignore all the downsides for the sake of an argument? Because that’s exactly what you’re doing, but only for Ana. You’re doing literally the exact opposite for everybody else.

Mercy can literally raise people from the dead. She has a movement ability on 1.5 seconds that only has the downside of needing a team mate to fly to, in a team based fps where you’re supposed to be playing with your team to begin with. Damage boost has single handedly kept her viable option through every meta ever with the synergy it provides to phara on specific maps regardless of meta, as well as snipers. She literally has her hp regen passively.

It’s a broken kit

You can literally do this to every single hero if you ignore their downsides.

First, i’m not sure people are the ones who are raging after that long rant of yours. And second of all, it’s because it’s also tied to her best offensive ability and her ability to heal her team effectively. It’s literally because it does so much that it’s balanced. Using it in one situation means you no longer have it for the others. Taking away that part will only make the other parts stronger.

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IMO, it’s this, or…

#removeresurrect2020 give mercy a cleanse on E instead.
No longer should the only character with a targeted cleanse be a TANK.

I like how you said I’m ignoring all the downsides even though you yourself never brought one up.

What are her downsides? Mostly just ā€œStrengthsā€ that she doesn’t have.
-She’s got no mobility. (Just like Zen and Brig)
-She takes aim. (Just like most heroes in the game, including Baptise and Zen)
-No consistent long-term source of self-healing.
-No team-wide defensive ult

Have I missed any? I still think she’s got way more strengths than weaknesses. She
-Has a higher single-target healing than almost every other healer
-Has better instant AOE healing than ANY healer
-Has better damage than most healers
-Is the only healer with long-range hitscan damage capability
-Has an ultimate that is powerful enough to have literally created metas (Beyblande, Nanoblade).
-Can be extremely effective from long range
-Has the ability to negate healing with an AOE skill
-Has the single longest CC in the game, and the longest non-ultimate stun (if you shoot straight through sleep, it’s 1.5 seconds) in the game

So the issue is, her weaknesses are not things that can easily be exploited by the enemy. Her lack of mobility SHOULD make her easy to dive, but then her defensive tools in dart/nade are fantastic, making her one of the harder supports to dive. Her lack of consistent healing SHOULD make it easier to chip down her health, but A. there’s another healer to help her out and B. she herself stays at such a long range that this becomes more difficult. Her aim requirement isn’t something the enemy can super take advantage of either, and her need to reload isn’t something where the enemy can just watch for it and kill targets because of it.

If Ana’s nade was her only defensive tool, than diving the Ana while it’s on CD makes sense, but sleep dart is also there to shut someone down for long enough that Nade will be back up again in time to let the Ana defend herself or get away. The lack of self-healing is actually par for the course for most supports, Moira has to sacrifice a heal ball just to heal herself, Mercy has to not get hit at all, Zen doesn’t have any (shields do 0 good when he’s getting dived/attacked) and Brig’s requires melee range in order for any healing to take place, never mind that Bap’s is on an even longer CD than nade. Lucio is really the only healer with good, long-term self heal, Ana is by no means unique in this regard. As Zen’s viability proves, healers who can stay really far out of the fight don’t NEED good self heals to work.

Ana is a swiss army knife that can be used in any meta, yet she also offers things no one else does. This is my problem with her. People kept saying ā€œOnce dive rolls around, Ana won’t be popular anymore.ā€ She’s still the most picked hero in the entire game, even in GM. Having her be the literal best option no matter what the rest of your team is is not ā€œbalanceā€.

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Yes, I’m sure that’s why she has a sub par win rate for the majority of the player base. Because her weakness’ are not thing that can be exploited, except it absolutely is since baiting nade has been Kill Ana 101 for flankers as far back as season 2. And tanks since in season 3.

??? 5 seconds. And was nerfed along with the cc global cc patch that got rid of the natural wake up animation so that Ana can no longer perform her three combo on slept targets reliably.

Bro, you main ball in gold. Anti literally doesn’t even affect you with adaptive shields. Ana’s in your elo are losing more than they’re winning. And on top of all that, Ball destroys Ana almost as bad as Winston does. If it wasn’t for the sleep mind games, she would be a free kill to him. Not only do you have no clue what you’re talking about, you don’t even have room to talk about it.

My main complaint with anti-nade is really just the lack of counterplay once someone is under the effect of it. I don’t mind the healing it can do, it’s the anti-heal effect that can be a little unfun to fight against. Right now, the only counterplay to nade is don’t get hit by it. Which isn’t really counterplay. It’s like saying you can counter Widow by just not letting her shoot you. Given her stats currently, it is more of a ā€œfunā€ change rather than a ā€œbalanceā€ change, but it’s still a change I think should happen. And as far as what that change is, I have two ideas.

Either bring the duration down from 4s to 3s, or reduce the healing negation from 100% to 60%. Maybe 50%. So, either offer supports some counterplay by letting them heal but at a reduced rate, or if they don’t want to offer more counterplay, then make it feel less punishing to get hit by it by having it not last as long. Right now, Ana can keep an enemy support from doing their job. If a Rein gets anti’d, there isn’t a lot his supports can do about it for those four seconds. They just have to hope Rein can survive for those four seconds and that when they can finally heal him, they can outdo all, if any damage he is taking.

The only ability I can think of that can negate a role’s main tool like anti-nade does for supports is Hack, and well, Sombra is…Sombra. You don’t really see her too often, and outside of her ult, her hack can only affect one person. There’s no splash, and even then, I’d argue that there is a bit more counterplay available if you do get hacked than there is for if you get anti’d. If you’re playing Rein and you get hacked, your second tank and both your supports can still peel for you. If you get anti’d, unless your second tank is the only tank with a cleanse and her bubble is ready, there’s not much else to do but wait out the 4 seconds.

Like, I’m not asking to completely trash her. I just want more counterplay available for if you get anti’d. I don’t think either of the changes I am suggesting would trash her. She’s already armed to the teeth with utility so nerfing one part of it isn’t going to make her F-tier.

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It also means the team has to follow up.

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According to people here hack targets team mates never follow up on, but anti targets are always dead

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Or maybe we can add more heroes that have cleansing abilities. And we can add more anti heal that isn’t a total %100 anti heal. Still though, getting rid of this on Ana is something that will change her a lot. You’d have to buff her in other areas. And even then getting Ana to anti heal the team can be difficult due to shields and abilities that absorb projectiles. Your is idea can work but.
How would you buff Ana to compensate that nerf?

Even at 80% heal reduction it would make more sense. 100% is too much.

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