I think that was the duration. I mean the size of the splash dmg.
It couldn’t possibly be because we’re playing a FPS and she’s one of the only healers with a “standard” FPS kit.
Zen is strong, but has very slow “ball” projectiles. Lucio is also fun, but has very slow projectiles. Mercy is very passive most of the time. Brig is a melee character automatically making her niche. Moira has a beam weapon.
That leaves Ana and Baptiste with the only typical “FPS” kits.
Let’s look at the DPS role:
Soldier has an assault rifle, which is a very popular weapon type. Widow has a sniper, which is another popular weapon type. Reaper has shotguns. Ashe has a rifle. Tracer has dual SMGs. McCree has a revolver.
That was just typical FPS weapon types. That’s not counting Genji who is likely popular because he’s a cyborg ninja which is inherently cool. Hanzo used a bow and arrow which is also very cool.
Supports just straight up don’t have a lot of options. The fact that we’re launching OW2 with one new support is honestly just disappointing.
The nade healing and antiheal should be reduced at least by half.
I can see people complaining about her nade but her healing doesn’t need to be cut in half ![]()
Really? healing a tank to max hp in literally a second is fine?
Considering tanks get deleted in 00.1 seconds… yeah lol
Yeah but outside of mercy rez no other healer does that with a normal ability.
I’d rather tanks get special protection against debuffs than directly nerf Ana any more than she already has been. Sleep’s had its CD increased and duration of antinade’s been reduced, but nobody’s happy about the outcome. So I think that the answer is not to outright nerf Ana against everyone, but make her less effective against tanks specifically. This also applies to Zen and Discord too, imo.
I’d say first, her rifle dmg doesn’t need to go up. And if it were to boost from 70 to 80, then make 80 only apply to headshots. Also, while I’m not against a nerf to her, it’s best to wait and see what happens with the new Support hero and how she will affect the game and in particular, interactions with Ana as an opponent. Then we can start talking about changes to her numbers.
The nade healing
Silly suggestion to make. No one in their right mind would say half the healing from nade.
You are right… I meant the healing boost from it not the actual healing
even 50% is efefctively removing 1 healer’s hp/s.
thats insanely strong.
That’s strong on paper, but in practice you could just double pocket and anti target, and they’d be able to push through a ton of damage anyway. Remember that healing changing the break points of damage on characters; even Zen’s orb is enough healing for someone to take a bit more damage before death.
50% healing reduction is strong, you’re losing 50% healing. However, there’s tons of circumstances where you can get that reduction and it won’t matter.
Roadhog reduces damage taken when he heals. If he’s antied, he can still heal himself and turn a corner to escape.
Ana and Bap hard pocketing Reinhardt would mean he could still rush in a bit more and swing for ult charge while he’s antied. I think he needs a small buff for OW2, but I think that’d be a bit much.
Doomfist as a tank generates shields while he uses his abilities. This saves him while he’s antied (I think), but if anti only reduced 50% of healing gained, he’d still be healing WHILE generating shields for himself. That’s a massive buff to his survivability.
If Zarya’s antied, she has to use a bubble to cleanse it/block some damage while antied or wait until its over by backing off the fight. 50% anti means she doesn’t have as much of a restriction: she won’t have to waste her resources, since the situation isn’t that dire.
And what about health packs? If you’re antied, and you only got 50% of health from the packs. Small health packs would only heal a pitiful amount, but large health packs would still heal 125 hp. That’s not mind boggling healing, but it could very well be enough for someone to grab and slip away anyway.
I think most people will agree with me when a tank gets antied and still steamrolls Ana’s team. People would hate to see that.
Ah, so the answer then is to make sleep dart a more reliable, less threatening ability then since that’s Ana’s only real defense
Sleep dart holds her back and makes her awful to fight, it would be a win-win to change it
Sleep dart holds her back and makes her awful to fight, it would be a win-win to change it
Sleepdart doesn’t hold Ana back. Its everyone else who hates it because they refuse to play around the easily avoidable attack.
Nah, sleep dart is the hardest stun to land, so I imagine a lot of Ana players die to missed sleep darts and end up losing games because of it
Change it to make her more accessible. The bonus is that it makes her less of a piece of garbage character.
There’s no reason Ana needs specifically sleep dart, not a single reason.
Problem with that is 80 dmg per shot is going to allow ana to two tap tracer from any range.
So what if they buffed the damage, but then gave it damage falloff at range ![]()
There’s no reason Ana needs specifically sleep dart, not a single reason.
So first off, I want to point out that you’re wrong on a gameplay design level.
Ana is supposed to be relatively high risk and high reward. She takes a certain level of aim to shoot anyone that isn’t a tank, she heals high but has no mobility so she dies often. This is her core gameplay loop, and honestly speaking, changing this would basically mean taking Ana out of the game and putting some new woman in her skin.
Does she need sleep dart specifically? Maybe not since no character needs any specific skill. But sleep dart facilitates her gameplay loop and fits in with her lore nicely since its another risk v reward thing that’s mitigated by skill. Its perfect for Ana, and since there’s no reason to remove it, it shouldn’t be removed.
Haven’t you guys heard of the saying “if its not broken, don’t break it” before?
Nah, sleep dart is the hardest stun to land, so I imagine a lot of Ana players die to missed sleep darts and end up losing games because of it
That’s just gaming. There’s tons of things people failed to do and lost at because their skills wasn’t up to par or they just got unlucky. Even Horseshoes or checkers.
Change it to make her more accessible. The bonus is that it makes her less of a piece of garbage character.
Never suggest a change just to make things more “Accessible”. What sort of game do you guys want to play? Do you want every hero to be some baby easy Soldier 76 clone?
Easy fix for sleep dart I can’t believe devs never thought of implementing:
- Make a player invulnerable while they’re asleep and when they’re getting up. Any damage you do to slept targets will just wake them up but they won’t start taking damage until they’re fully awake and standing upright.
That will make ana’s sleep dart from offensive tool to purely defensive/escape tool. At the very least, there shouldn’t be any headshot multipliers when the players are on the ground asleep.
I prefer this over the ridiculously long 15 second cooldown ana has now in OW2.
Make a player invulnarable while they’re asleep and when they’re getting up. Any damage you do to slept targets will just wake them up but they won’t start taking damage until they’re fully awake and standing upright.
What happens when she sleeps a flanker? In her best position, she’s relatively far from her team, so if they’re in a team fight and she sleeps a flanker does she just have to abandon her postion?
You know, that might be fair, but flankers like Genji, Tracer, and Winston can get to her new position almost instantly, lmao. I feel like in any other game, Ana having to abandon her position after sleeps would be fine.
Well she’ll either have to reposition or prepare to fight the flanker again when it wakes up. Since supports have self-healing passive ability in OW2, it should give ana a second chance in winning the duel against flankers. Her cooldown for nade should return as well by the time the slept enemy has woken up.
Also, sleep dart’s primarily target is on tanks anyway in order to assist ana in escaping from dive tanks or using it offensively on them. So by making slept targets immortal while they’re unconscious, it should address some of the issues the tank players have with ana’s sleep dart.
Well she’ll either have to reposition or prepare to fight the flanker again when it wakes up. Since supports have self-healing passive ability in OW2, it should give ana a second chance in winning the duel against flankers.
It still seems like Ana’s on the losing side. Telling Ana to prepare to fight Genji in a 1v1 is pretty rough; he’s explicitly made to kill her, so it seems like Sleep would only delay the inevitable.
Plus, Genji can do a variety of things to block and dodge Sleep anyway, so the fact that he can’t be killed by her if she lands it is an incredible buff to one of her already mighty counters.
Its a lot like the position Reinhardt is where he’s got the least tools of all the tanks, and people sort of expect him to fight even without an adequate shield or abilities to close the gap without dying. I don’t like the idea that some heroes are just supposed to “fight” a losing battle.