Ya it does, keep in mind that A. Over health isn’t effected by nade.
your giving your team overhealth ontop of that, so their more likely to live through the effects of nade.
You get speed boost making you harder to hit, And easier to weave around cover.
Ontop with combing the logic with the last bit and your axe you can easily get some solid damage in while taking little fire yourself.
Be it of course you really shouldn’t be 1v1 with other tanks as JQ, you are mostly a fat dps and you benefit greatly from playing like one.
by forcing out tools, and burning utilities like shout to secure kills more so then say tank damage.
Your oddly better off rocking around cover till you get kill, then to plow straight into the enemy team. The say how a zarya or Mauga would want to play.
I am not saying it can’t help. Sure it can. However, it isn’t a consistent answer and relies entirely on your team being right on top of you and your enemy having worse aim. Not to mention them not acting on purple.
It can be a stop gap measure but it isn’t a consistent answer since it relies on to many variables.
More often then not, nade will out value overhealth here.
Well ya, JQ isn’t really like other tanks. Your tools are very kill oriented, and should play primarily secure such as your means at making spacing.
Or to punish mobility cooldowns like winston jump, genji dash, mercy GA. By pulling back the knife right after they use such.
She is kind of anti-dive while also being a rush down style hero. That wants to avoid the poke phase entirely, an just get to the part where your point blank melee range.
Basically if you organized death ball into a single hero.
Cover is your friend cycling around doorways, posts in the middle of the point or short flanks that exist on control point maps have a habit of breaking LOS and leading to squishies to push into.
You have to dance around things and attempt to pull people with knife, then close in for the kill with shout, which usually shocks players even in ranks like diamond. Were their expecting Nade to be something you fall back from after being hit.
Your not really made to be the center of attention, and instead the thing that just wins a 1v1 by rolling into someones face via bulk, burst damage, controling the escape with knife, and sustain being your tool to cycle back into the fight.
Like once you get step 1 out of the way, your kind of hard to deal with. And are in the perfect position to move onto another target.
This isn’t helpful advice because that is a universal thing you try to do against anti nade or any other situation where you need to reduce incoming damage as tank.
This is essentially telling me to “Just don’t get shot”. We already know what you are forced to do when you are purpled. The cover is more helpful then the overhealth. That’s why overhealth isn’t enough and isn’t a counter but just a stop gap in hopes of outlasting the incoming fire.
Overhealth isn’t counter play if it is still putting you on the backfoot and you are forced to give ground and take cover regardless of overhealth.
The actions you take don’t change against nade. So how is it a counter?
This is all really just obfuscating the nade topic at hand.
Yeah, playing perfectly around cover mitigates nade. Thats not really the advice you think it is. Apply it to every ability/ult in the game you can face and you’d be right.
Thats also super circumstantial. On escort maps at the last cp thats basically not possible. On some control maps that is also not possible.
If you’re a tank tanking on the front line, getting purpled will happen if the Ana is good enough. What then? Run to cover as the enemy barrels through your team? You can survive but you’ll lose.
Its why suzu and lamp are as indispensable as they are. And why nade is so op.
Rant over. Best of luck tank mains, just play cover constantly I guess
No that’s mostly dependent on the tank in question. Winston can for example jump straight into the air, burning a second or so of the anti-nade dealing damage and either stalling for or are ready to drop his next bubble which will cover for the rest of the nades effect.
D.va has enough juice in DM to wait out the vast majority of the wait time. And won’t have issues cycling in and out of the fight for 3 seconds, while the effect stops and her next dash on.
if Rien as resources on his barrier an he can pepper it on and off to stall for offensive cooldowns like firestrike. And can mostly maintain his posistion.
so and so forth.
JQ is unique in that she that her mobility tool is also a sustain tool, and can set you up for your next push while surving the effects of nade. If not just ram the ana directly. Who has to a hit a small (tank) figure with sleep that is speed boosting circle straffing around her as if the ana was a mob out of doom.
???
How to say your using shout wrong, by directly saying your using shout wrong.
You have to push with it, if not your just waisting the tool. It’s speed boost is it’s most effective aspect.
No it’s not, it’s using the tool to it’s fullest. And in the way that gives you the most advantage.
I hate this type of argument. “If ana is good enough?”
I could also say “If the JQ is good enough she can play around anti”
Sometimes you get hit, sometimes you dont, sometimes you have tools to deal with it, sometimes you dont. This isnt unique to ana.
Alot of complaints people make about anti, i can use to explain why oneshots are op, or how bastions turret is op, or how sym is op.
Some times anti is a issue and sometimes its not.
And before you say “you must not play tank”, ive been doing tank more often, mostly sigma, and ya its anoying at times, but so are tons of other things, if anything anti is only like #8 of most anoying things to deal with on tank (personally)
This is just my personal opinion, and subject to change depending on what tank i play, so since im doing sigma alot latley, this is gonna lean more towards him and rein.
Mei
Mauga
Javilin, (cc in general but i hate javilin)
Flying (pharah echo)
Hyper mobile heros
Hack
Beams (this is only here since i do alot of sigma)
Anti
Granted this list shifts from day to day and game to game and patch to patch, but this is just my personal opinion
Yes i agree overall the underlying issue with ana isn’t that nade is strong, but the value on having no healing in general is to dependant, if healing wasn’t strong anti-nade isn’t as highly viewd value but because healing is dependant everything falls apart without it.
There is simply no reason to have high healing when you have 1 tank to heal.
Tank players are really tired of getting anti-naded all the time and even if that isn’t technically an issue, since they can deal with it, they still probably need to address it. But before you can nerf anti-nade, you’d also probably have to nerf heals across the board somewhat and recalibrate Mauga and Hog (who are buffed specifically because of anti-nade).
Don’t get me wrong, some of it isn’t because of Nade. But Hog and Mauga were both balanced entirely around Ana being in the game. It shows because neither will ever die without her. So that’s already two Tanks. You could argue that nearly all burst healing Supports heal so much because they need to get people to full after they’re Naded.
An example of sustain that isn’t balanced around Nade (At least imo) is Orisa. She has really good sustain, but you don’t need Ana to kill her.