Here’s my feedback. For context, I’ve been playing with both headphones and 7.1 surround sound, tweaking the audio settings to fit.
First off, the damage from the Secondary Fire can be blocked by enemies. While that might seem useful, it becomes a problem if you’re all hiding behind your Ana—she ends up taking most of the hits.
I really like the Secondary Fire, but it should lock onto teammates faster. Since you can’t use Primary Fire or Hyper Ring while locking on, it should be almost instant. Just click the button and lock onto those in your line of sight, no matter how far they are within the max distance it can travel. Given the low healing output from Primary Fire at long distances, faster-locking Secondary Fire would be better. Maybe reduce the cooldown to 8 seconds, even if it means lowering the healing output a bit.
When using the Secondary Fire, locking onto a teammate and then losing line of sight resets the lock on immediately. It’d be great to have a short grace period where the lock stays on for a second, even out of sight, so you’re not always chasing teammates and exposing yourself to heal them. I find myself overextending a lot because of this.
The sound of her gun from the player’s POV is way too loud.
The player’s movement sounds are also too loud.
The player’s Hyper Ring is pretty loud too.
The enemy Juno’s movement is too loud, I can hear her way too easily.
Despite all that, I actually love the kit. The movement is fluid, and she might become my second main. The abilities and overall feel are fantastic.
I think Juno is mostly fine right now but this was the one thing I think might be nice to have her. Right now it’s just too slow to be reliable emergency healing
the only thing i would say is that the ultimate needs to have some amount of control like if you were placing down symettra’s teleporter or bap’s window. it needs to be cancellable for one, and it also needs to show an outline for where it will strike that can be moved right on top of juno or further up front so you can use it more as a self heal or as a team heal
its a bit difficult to use in its current state until you get a good hang of how it spawns
as for this, i think once you have a solid lock-on it will stick onto the target so if you peek again you can fire it immediately. it resets if you did not fully lock onto the target but you can use it with glide boost to get up close and then back up to fire since distance affects the lock-on time
the glide boost is good but i wish it would reset your double jump ability when you activate it for additional skill expression and movement utility. you can already sorta do this by jumping up to somewhere first and then glide boosting (preserving the double jump for during the ability), but it is a bit clunky and not very useful on areas without much to jump on top of
maybe even allow hyper ring to accelerate projectiles or her orbital ray
Ah, you’re right. Re-peaking after locked on does indeed immediately lock back on. Good to know. Thank you! I just wish it would allow for a line of sight breakage, so it still issues the heal after line of sight breaking. I just had a Hog descend down a slope and it broke line of sight right in front of me. It seems to be the centre of the body, I could see his head and torso. Really odd. Perhaps they should change it so any part of the body counts as line of sight.
Your other suggestions I agree with. It does feel like you’re putting the ultimate out blind. Definitely a reset in the jump is required.
If I understand her Pulsar Torp, her lock on speed is based on RANGE. she locks on to closer targets quicker and further targets slower.
I think that’s fine, it means her healing takes a dip at longer range similar to her Mediblaster having range falloff, leaving Ana as the only long range Support. She plays well at poke range somewhere behind her team.
The ability is very hard to use in small spaces and it misses (doesn’t do anything).
I also remember the ability just canceling when you try to use it too fast.
An ability that is so easy to fail shouldn’t get such a long cooldown. I can’t think of what would be the most obvious fix right now but I’m sure there are tons of ways to make it better and less frustrating for the player.
Hey! Im really confused by your comment? I love the secondary fire, as in the idea of it, hence why I’m suggesting some potential improvements. I’m passionate about this game, so I’m giving feedback as per the Game Director’s request.
I’m not actually asking for replies. Just giving feedback, so please don’t worry about giving your opinion, I honestly genuinely passionately don’t care