Given the track record, I don’t see how blizzard intends to make tanks more enjoyable or functional. The tank experience is very clearly not a priority for them.
I don’t care about the number of players for a certain hero, nor do I see how the number of Ana players would be impacted if biotic grenade were to lose its ability to totally negate healing. Even if the healing received were reduced instead of negated, it would still be a desirable offensive debuff.
I do hope that the tank experience will one day become more enjoyable for people who aren’t masochists or hog players.
The idea of “fixing queue times” is an infeasible one, and too many bad changes have been made under its banner.
The bottom line for me is that by begging for 2-2-2, despite being made very clearly aware that it would result in drastic queue times for certain roles (namely damage), the majority of players have dug the game into a hole from which there is no easy escape.
The best option is to group up to make queue times relatively shorter, but that is not always an option for every single player. It’s unfortunate, but so are a lot of things.
Hog fart cloud was the closest thing and it was pretty sweet. So was amp matrix before it was released for public testing, but we’ll never know how that would’ve panned out.
I like the idea, but the duration seems pretty low. I understand that’s the point. I wonder how it would play out.
Sure, let’s completely ignore the fact that one takes the skill of tossing it on your feet while the other is a grenade that can be blocked, eaten, missed, etc.
what if i told you, there is more to deal with nade then just cleansing? and good ones too.
There is stopping it in the first place before it lands, which pretty much adds every tank to the list of being able to deal with it expect for roadhog and ball. Sigma and dva can be damn outright oppressive for an Ana trying to find a nade if they just pay any attention to her.
Another methods (ONE THAT IS WAY TOO OFTEN FORGOTTEN), is PRESSURING the ana. Part of why nade is balanced it because it is her only self sustain. Flankers/people who can gain access to a backline such as tracer, sombra,ball, winston, help counter nade because they can PRESSURE ana to use it on herself. Ana cant freely nade NEARLY as much if she has something significant happening in the backline to her. (note, hitscan with angles could also force it, but flankers are probably the best option given their better access to the backline)
Supports options for it are fine too, immortality and speed boost are the most solid/independent. There is counter nading/sleeping the aggression with ana, the peel master brig with stun and boop to protect a naded target. Then there is ENABLING things that force ana to nade herself, such as damage boosting a dps on a angle as mercy so she more quickly is forced too, or discording her as zen. Last option I want to bring up is reddit lucio, but I know most people on the forums wont be comfortable with that approach, but it would probably be one of the best if Ana’s farming nades and nobody cares.
To put it simply, your looking at it way too black and white with just thinking cleanses are the only “counter”, when someone like a tracer could counter ana nades by just pressuring her to use it on herself, or tanks by just stopping it from landing in the first place
Of course there are plenty of ways to deny value, mostly those associated with denying projectile value.
But you can’t say there are plenty of answers when the tools to actually nullify antinade are very specific. All anti needs is less time based on distance from explosion, then it’ll be a fine tuned ability.