How to Make Ana Better?!?!?

After reading up on the latest PTR support nerfs and buffs, I came to a conclusion. First, while Mercy is not the most balanced character, a nerf to her healing will only handicap her (she is the only consistent healer). Blizzard should rework the rez mechanic that Mercy uses and balance that instead. Second, Ana’s Nano buff seems niche and does little to promote her overall presence on the battlefield. With Hammond soon to make his debut later in the competitive lineup, a third dive tank will very likely nullify Ana completely…unless we can invent new ways to utilize her.

We all know why Ana just SUCKS with all other main healers shadowing her. Her lack of mobility and self-sustainability allows enemies to easily overwhelm her, leaving allies starved of healing in the mid-fight. Adversely, Mercy–while she is getting nerfed to nurse levels–can still fly away to fellow players when she falls into a tight spot. Moira can “Fade” away if outnumbered by enemy tanks or DPS. Then there is Ana. She may unequivocally have the strongest base kit in the game with a biotic nade and sleep dart to ward off enemies and burst heal allies effectively. However, even the most experienced players that main her hours on end, fail to consistently optimize her kit in the heat of battle (environmental obstruction, high risk-low reward tradeoff, lack of opportunity, lag, mechanical error, etc.).

So, I am going to introduce some potential buffs that Ana would benefit from. I will put the buffs in a bullet point list below:

Ana
• Passive Ability
• Receives 6hp for every successive hit on allied targets (effects multiplied through multiple allies healed)
• Receives 12hp for every successive hit on enemy targets

Author comments: Ana is unique because she is a sniper-healer. Good Ana players should be rewarded for their marksmanship and team play, not just fragging ability. The changes above influences Ana players to coordinate and play around allies more often while enhancing her survivability against flanking or “diving” enemy targets. The passive ability can be magnified (50% from biotic nade) if Ana throws the nade at herself with allies/enemies caught in the radius of the blast. For example, Ana will receive 9hp from healing teammates–who are “naded” with every successive heal and 18hp for every successive shot on enemy targets who are also “naded.”

• Biotic Nade
• Blast radius increased from 4 to 5
• Full health allies will not interfere with the projectile

Author Comments: Ana’s nade cooldown seems currently balanced, yet her effective radius seems too slim considering her ability is a chemical grenade. With the range increased, Ana will benefit from her new passive ability more often and alleviate some stress on the player who accidentally “saved” the unintended target during gameplay.

• Sleep Dart
• Cooldown reduced from 12 to 10 seconds

Author Comments: The current sleep animation lasts 5.5 seconds with 0.5 seconds of awakening. Even with such potency, Ana’s sole escape mechanism falters from such a massive cooldown that allies who interrupt the sleeping process can unintentionally kill Ana. With a slight decrease in the time it takes Ana to utilize her sleep dart, she will benefit from more opportunities to turn the tides of the mid-fight and/or escape.

•Nano Boost
• Target range increased to 200m

Author Comments: Ana’s safest position resonates farther in the backline than other supports. At times, allies that present ultimate combo opportunities may be too far away for Ana, compromising her position. With the range increase, Ana can continue to heal consistently without interruption.

Why do I think that these changes will not make Ana OP? Disclaimer: I am an Ana main who revolves around 3800-3900 SR and forms this opinion based on the concerns of professional Ana players that I watch. Concerning Ana’s newly integrated passive ability, let’s take the highest health character in the game, D.Va, and shoot at her. D.Va has 600 mech hp and 150 hp out-of-mech=750 total hp; Ana must successfully hit her 11 times to kill D.Va to gain 132 hp. If naded (both Ana and D.Va are naded) with 0.8 seconds between shots, Ana can shoot five times for 18hp back (nade lasts 4 seconds) and the rest for 12 hp. Out of 11 shots and the nade Ana will heal for 100+90+72=262 hp.

In the meantime, D.Va or her dive partner will be shooting Ana reducing the maximum health that Ana can receive. While the health draw sounds like a lot, Ana still lacks the mobility to escape the rest of the enemy team making the fight fair. Also, why would Ana want to shoot or even have the opportunity to shoot D.Va 11 times in the first place? Bottom line, Ana is a mid-fighter, not an escape artist; while these buffs are insane, nothing in this post has DIRECTLY addressed an increase in mobility. Hence, with these changes, Ana is still dubbed as different compared to other healers.

P.S. Shoutout to Galeadelade, ML7, and Ryujehong for being my inspiration despite the grueling process of Ana nerfs and the Dive meta!

As a reminder, this post only suggests possible changes and I am open to ideas and improvements.

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I agree with everything you have suggested.
although I would be satisfied enough with just a passive self heal,like the one you suggested.
(200+ hours Ana main on 3 accounts)

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Some nice options though I am a bit against another passive ability to let a person heal. I’d like to say instead give Anna’s heal darts a very small AoE, like 1m or something. That way she can just shoot the ground and heal herself.

Yes it would force her to look away from her team, but I just think a more “active heal” would keep people happy. After all every one goes on about Anna being the one healer that takes any skill because of “aim”. They hate Mercy’s regen and Brig’s inspire passive’s because they are too easy.

Plus with Anna’s RoF and high ammo count she’d be getting healed quite a bit, id’ say at least 2 darts a second. That would be one of the highest rate self heals a healer can have if you spam a choke.

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I agree with your opinion. I was very wary about adding more than 6hp per heal connected because it would be considered OP. The way I think about the effects resonates with the fact that if a good tracer/genji flanked successfully, then the passive wouldn’t do much to counteract the damage in the first place.

I want something similar to reapers passive but make it to where she gains health based on the healing she does.

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yea sounds good
20 char

How so? Like a guage that fills with points?

Like 15% of the healing she does to her allies comeback to her as hp.

She would get 11.25hp per heal. That would be way too much but definitely see where you’re going with that.

I disagree. Ana struggles not just because of her weaknesses, but because other options (i.e., Mercy) provide better healing without those weaknesses. Nerfing Mercy makes Ana much more viable by comparison.

Once this new buff goes live, Ana’s Nano Boost will be a powerful clutch tool. Enemies will sacrifice resources to focus down a tank like Winston or Reinhardt, and Ana can Nano Boost them to swing that fight in her favor, not only undoing their effort, but placing a powered-up hero right in their midst. Before, if a hero was in the middle of the enemy team, Ana needed to land many successive shots to keep her weakened Nano Boost target in the fight. I think we will be pleasantly surprised at how powerful the new Nano Boost will be.

That said, I think Ana’s kit outside of her ultimate could use some love. She doesn’t need huge changes, just small tweaks to make her more consistent and rewarding. Increasing her healing rate so that the 75 healing of each shot happens faster would help her burst heal allies.

If Ana were to get self-sustain, it should be bad. It’s supposed to be one of her weaknesses, but making her entirely dependent on her team for healing just doesn’t feel right. Giving her a self-injection ability that goes on a short cooldown when she takes damage, similar to Hack, would let her heal up between fights or dip out to heal, but wouldn’t give her self-sustain to live through damage.

I like any healing buffs to Ana, but I actually think this is very inadequate for the reasons you stated.

Players need to self-heal when in trouble. Self-healing at such a small clip only when healing allies runs counterintuitive to the need to heal when being attacked.

It might be OP, but is it feasible that she could heal herself a small amount for successful hits on enemies too, Moira style? it’s the reason Moira has possibly the best survivability in the entire game along with Roadhog.

Isn’t the whole point of Ana heal over time? I do agree, the passive may be too strong considering it now; I might lower the numbers and experiment with the results.

I don’t think it’s too much, especially since you have to actively heal in order to get it, Mercy gets 20hp per second and all she has to do is sit and not get shot.

Excuse for not reading this right. “Self-healing at such a small clip only when healing allies runs counterintuitive to the need to heal when being attacked.” I did factor in that Ana could heal herself by shooting at enemies. But I do think that the healing given to her from each hit is a little too much.

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True, but her survival technique is to find an ally, glide over to them, and heal them. She can do this whenever she’s being threatened.

Ana can’t do that. She needs a better way to self-heal when under threat. Maybe shorter cooldown on bio grenade. Not sure.

I like all of this, but replacing 50 of her health with shields would also be good, just so she has something to replenish without having a vampire heal. I still don’t mind the idea of the vampire heals you suggested though.

But they should increase her rate of fire, it’s not right that the enemy can run practically 5 meters away before the next shot lands.

I think that the reason Ana’s nade is on a 10 second cooldown is that of the potency of anti-heal. That being said, Ana’s nade last 4 seconds…making the cooldown 8 seconds would easily make her the best support (think about it like Hanzo’s fast arrows).