Do you guys think Ana Is too Good

I stopped Playing Overwatch Months ago but i did notice that even in casual QP she was one of the most popular supports.

If I had to guess why people consider her OP is cuz she suffers from the “they’re really good but hard to play Character design” which has been a faulty game design since it’s inception

to put it simply The only thing balancing the character out is entirely skill based and as time went on players have simply gotten more skilled, same issue with widow, hog, Hanzo Etc…

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In my experience Ana usually only feels overbearing if your tank decides to go mano a mano with the enemy Tank.

Most of the time she feels very weak otherwise.

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Ana is the benchmark hero, on how op a support can get.
There will never be any significant nerfs to her kit.

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I literally don’t play tank because ana is miserable to play against. Nothing more annoying than constantly being slept followed by the anti nade constantly. No matter what tank you play, ana makes playing tank a living nightmare. I hate how this hero has a hard stun ability and a strong neutral game ability that can easily win fights if used properly. Wanna play aggressive? Get slept on, wanna take cover from damage? Anti heals and if you already in low HP then you are most likely gonna die because the anti nade last for so long.

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Ana is OP on GM or maybe high masters only. Nade is only useful if your team can manage to hit who is purple.

ana doesnt even take much skill tbh

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Nano is busted, anti-nade is busted, sleep is great and her healing is amazing and has infinite range. There is just too many reasons to play Ana and her weakness is only that she isn’t mobile. But since she has infinite range it’s not really a big deal for her. Being immobile hurts mostly heroes who need to play close.

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I find Ana to be extremely powerful. Almost annoyingly so. The issue is I find the abilities she brings to the table fantastic, and I think other supports should have her level of impact.

The game feels good with Ana as she is IMO; I just think a lot of people have issues being countered, and that gets in the way of accurately appraising Ana. They get antied, they die, so Ana shouldn’t be able to anti them and she’s busted. They shouldn’t have to play around Ana, instead she should be nerfed so they can be antied and still hold W with no issues.

The only thing that notably annoys me going against Ana is the frequency at which people turn purple

Kind of makes it hard to do one of the Support role’s main jobs when people are purple half the time

Or because it’s so easy to kill people who are antid? And for how often she has that ability up it last way too long with way too strong effect? It’s JQ ult on 10 second cooldown. Landing it consistently on 1 person is trivial, on 2 is usually easy as well.

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That’s anti’s whole job. The complaint here is like saying “Mercy rez brings her allies back, and that’s why I hate it”.

Firstly, no it is not JQ’s ult on a cooldown. Ana was here first, JQ’s ult positions her and gives her healing while her enemy can’t, ect. If you think Anti nade is JQ’s ult on a cooldown, I really don’t think your opinion can be trusted here.

Its like if you said “Sig’s rock is just Earthshatter on a cooldown”.

Its a grenade. Should landing it on at least one person be hard? Should landing a grenade with a radius be difficult?

Really, what are these complaints? Its fine if you don’t like it for these reasons, but do you think others should find these especially compelling? Like I should go “Ana’s grenade can usually hit more than one person? I didn’t think of that, it should be nerfed”?

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All they need to do now is lower her nade duration to 3s and she should be fine.

For me personally i have no qualms with ana, been reading that arm movement too much it becomes predictable to bait, the good ana’s are hard to deal with mostly because the aproach can be difficult, keeping tabs on her abilities is what allows me to punish her, i can however understand the struggles that other tanks feel as a sleep or nade means insta death. They are large targets easy to be targeted and can be shut down with others at a flash.

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I find issues with abilities who setup for kills this hard when they are that easy to land, yes.

Sure but it’s strong because it anti-heals enemies, let’s be honest here. All the rest are just bonuses, you are killing stuff with this ult solely because it disables healing for a long time.

If rock would stun you for 3 seconds then yeah I would call it that. But it doesn’t. Nade is very similar to JQ ult because they share the strongest part of it - anti-healing and both last quite long. They are also both easy to land.

Maybe anti-healing ability should be a skillshot, not fricking grenade that’s so trivial to land… People rarely complain about sleep dart (outside of tanks who are easy to hit) because it’s a skillshot. Landing it isn’t easy and it feels fair despite how strong it is. Nade should reflect that.

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Honestly, the biggest problem with Ana is that she’s pretty much untouchable as far as adjustments go. She’s the Tracer of supports, where everyone can agree and acknowledge that she’s game warpingly strong, but Blizzard will go out of their way to avoid giving her actual nerfs. To the point of adding other game warping characters/abilities to avoid doing so.

If she was actually nerfable and hadn’t been one of the best characters in the game for the past 5+ years then none of this would be a problem.

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She is very nerfable and there are multiple parts of her kit which could be adjusted without ruining the character

I don’t think being a skillshot would help. People rarely complain about how easy it is to land, they complain about its function. If it was tough to land, and still antied targets, you know what people would say? “Its not hard to land. Ana’s not a difficult character”.

Instead, I need you to consider the fact that certain characters might just need abilities like anti nade to keep them in line. You saw what happened when a tank was removed and a barrier was removed, right? Snipers suddenly became more powerful? I need people to consider that when suggesting changes for abilities like this.

Like, you say:

But maybe abilities don’t need to be some ultra skillshot to work? Especially not ones that are beaten by playing passively for a couple of seconds? Heck, Tanks can use their defensive options, and continue to hold W into the enemy team if they want.

I really don’t think the answer is “this person is using their abilities to get an advantage. That shouldn’t be. Lets make it tougher for them to do that”. Meanwhile, you have heroes that can just hold W for value.

Also

If we’re just comparing the strongest part of the ability, and saying “so this skill is that skill”, then Sig rock is just earthshatter. We’re just talking about the strongest part of the ability, the stun+knock down, so there we go right?

I think your ability to say “No, because sig rock doesn’t last as long, but for Ana we’re just comparing the strongest part of the ability” shows you’re biased against it. You’re willing to give Sig a pass because duration, but for Ana you say “they share the strongest part of it”.

I think you’ll say this, and when other characters are indirectly buffed and steamrolling you, you’ll say “What?! How did these characters get so strong!?” as if its a giant mystery. In reality, you can’t just look at one character and see if they can be nerfed. You need to see how they tie into other characters.

Yes, tanks will still be countered if Ana is nerfed. Just like widow was still countered when shields were nerfed. Yet people still begged for Widowmaker nerfs, and I think people should consider why.

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How is she op she’s easily diveable and can only dish out damage and healing long range with good aim and has a long cool down for her skill shot ability

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I don’t disagree, but by nerfable I mean “Does Blizzard have the stones to actually give Ana the sizeable nerfs she would need bring her back into line?” and the answer I’ve come to is a resounding no, they don’t.

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The two newest modes favour her less.

Push and flashpoint. Too many flanks, broken sight lines.

Not being able to two tap a tracer and deal with your flanker threats as easy is kind of a nerf.