You receive more than 100 healing before the Bionade ends? Then it ends early.
You want to prevent more healing? Wait for clumps of enemies, instead of getting free tank picks all game with a second universal hard-counter ability for tanks on stand-by.
Even with 2 tanks per team, she was still countering the role hard enough to scare everyone away from queueing tank. The 10-minute DPS queues that resulted from it got blamed on tanks rather than the golden child, and now we had 5v5 for too long. Easier to ruin the game’s irreplaceable momentum than blame the most over-tuned healer in the game for making an entire role feel completely helpless… Why not change the game formula to pander to Ana mains?
Nothing like the MCU sacrificing 97% of their audience to pander to the other 3%, nothing like it at all!
Thank you! The best ideas are usually the simplest.
And I have faith. We’ve seen lots of unique features get added to hero kits to balance things or introduce new strategies without making the hero feel more boring with number reductions.
This sound like a decent idea, and if 100 is to strong or weak thay can always tweak the number. Bare minimum just change Anti-nade from 100% heal reduction to something less. Even like 80% would work, give you a chance to keep your teammates alive, and then they can nerf the sustain tanks down a little.
I’d rather the percentage get nerfed than a flat number. Like 100 hp is nothing when looking at the heal rates. Its a second or less if both supports heal you (and wouldn’t even exist on mauga/hog with their self heal/mitigation on top). It would be a non factor.
I agree with Terkwise. Reaching a threshold of +100 is impossible for many healing sources which is worse than percentage reduction.
Bionade lasts three seconds. 100/3 → 33.3 hps. Which is more than a few healing sources which get absolutely no benefit at all. A 75% reduction is preferred. It lets strong healing ultimates act like regular player healing. Trans of 300hps → 75hps. Mercy 60hps → 15 hps. The inspire/lucio heal from 16hps → 4 hps. Which is fairly close to payload level healing.
Likewise, but that has never been acknowledged by years of begging on the forums; even with good numbers.
Over the course of 3 seconds, the only one that can’t off-set the proposed changes is Zen (without ult).
The change otherwise allows two healers to focus down a Bionade debuff on an ally in about one second. Making a well-timed Bionade still scary, especially if it hits a clump of enemies. Only way around it instantly becomes an ult.
If it means lowering the cooldown a little bit, fine. But the current design is disproportionately decisive to teamfights.
They did test it in Mirrorwatch, I believe Ana’s nade only did 90% reduction in there. Only issue is they had no sustain tanks in the mode to truly test it against.
I’d be fine with -75% healing. So you could at last nano someone to try to keep them alive. Or some other crazy burst heals like a bap window. Assume JQ ult also gets nerfed to -75%. Wouldn’t want it nerfed anymore more than that though.
I don’t think enough players appreciate how much anti is needed in this game.
Killing enemies can take forever unless you have a decent amount of focused burst damage. Throw in all of the things that help with sustain, Suzu, Lamp, burst healing, physical shields, invulnerability abilities, cleansing abilities, mobility abilities, abilities that absorb damage, over health, armor, over shields, self healing abilities, shared healing passives, shared shield/over health passives, passives that add armor, passives that prevent damage or prevent head shots, etc. etc.
Anti isn’t required, but it’s at least one tool that helps with so many different ways to mitigate damage (which anti itself can be mitigated through numerous cleansing abilities, not to mention requires landing it in the first place and there are many ways to prevent it from even landing).
If you are having troubles with getting hit with anti, then you aren’t playing around it, just like you have to with every other ability in the game. It’s like saying “it’s not fair that Hog can hook you in and kill you”… if you got caught by the hook in the first place then you were doing something wrong. You could have avoided it, but didn’t.
Don’t want to get hit with Anti, then avoid it. There’s so many ways to do so.
Anti has an unfortunate effect on certain characters like Hog and Mauga, but I think that’s more of a character design flaw on them and not on Ana/nade.