I couldn’t agree more. I am playing a lot of Ana now as I find her more engaging to play the more I practice her and love the versitility… but it’s really obvious she has some glaring issues. GLARING issues.
Here are some issues I personally have with her atm:
1: Sleep dart.
I am so infuriatingly annoyed about how a target can wake up from chip damage. Landing a sleep dart is bar none one of the most difficult abilities in the game to use, and having a team mate like D’Va hit them for chip damage or whatever and waking them up is just outright infuriating.
It leaves me with a sense of it being completely out of my control and I shouldn’t feel that way with one of the most difficult to use abilities in this entire game.
2: Her healing isn’t as good as it should be considering how much effort it takes to hit.
People may say “BUT 75 IS HIGH”. No it’s not considering:
-It requires good aim.
-It cannot pierce through shields.
-Ana needs to reload and that takes a huge amount of time in a big battle.
-Ana is immobile.
-It has no “temporary LOS retention” like Mercy’s heal beam.
Also let’s not forget how Moira heals for 80 + a HoT for 50hp over 3 seconds (Approx 16.6666667 hp/s). And it’s AOE. And much MUCH easier to use.
So ultimately even compared to Moira’s healing Ana’s healing is in a poor position.
3: Her damage isn’t great. Sure 70+70+70 = 210 but even putting a Zenyatta Orb on a pharah makes her nearly impossible to kill for an Ana.
While Ana needs to also focus on healing her team mates!
Even raising it to 80 or 85 would still be balanced but let Ana actually do something significant to a pocketed pharah.
**Also, let’s not forget her damage is DoT. Which if you just mindlessly spam it on a target may not even fully go through. **
She also cannot headshot.
So why give her DoT damage with nothing to return?
3.5: Perhaps considering the idea of making her damage cause a temporary healing REDUCTION (not a full anti-heal) would be a good idea.
Like targets hit by her primary fire are healed for 50% less for 3 seconds.
Why I say this is because there are so many huge drawbacks to playing Ana and if you take the time to STOP HEALING YOUR TEAM TO HIT SOMEONE… it should be worthwhile instead of trivial.
4: Healing grenade popping if someone is behind you or ontop of you instead of clearly visibly in front of you.
Hands down one of the worst feelings in this game is when you have a Zarya do an ult and can destroy Zenyatta’s trance and someone on your team is out of your sight behind you and eats the grenade.
5: Nanoboost isn’t rewarding enough with literally no speed boost.
Do I want it completely reverted with full speed from before? No.
But give it something tiny. Even a tiny initial sprint for 5% speed. Nanoboost feels like one of the most risky and underwhelming ultimates in this game.
Adding a small heal is “fine”, but again… any good Ana wouldn’t use it on the reinhardt with 15hp left and instead heal and THEN use it. That’s a QOL that doesn’t change the actual power of the ability in most situations that Ana players have learned to use it in.
Sure, it may be useful sometimes, but the majority of the time I see it as being pointless.
6: I like the identity of Ana being immobile because she should be given the tools to let her be a high risk high reward hero that can be absolutely destroyed by Winston, D’va, Genji, Tracer, Reaper, etc.
But one mobility thing I would like is a SLOW WALL CRAWL. Like the ability to scale obstacles like Hanzo/Genji but at a SLOW pace.
I find myself feeling quite annoyed a lot of the time because as Ana I can’t get into amazing positions that could secure my ability to contribute to the teamfight significantly.