Is Ana the failsafe for Hero design of Overwatch?

I feel like, Dev use Ana as a somekind of failsafe or safety measures for bad balancing and Hero design. When they make an overpower hero and have absolute no idea how to balance them, they just said “Ana will counter it” and just leave it as it is.

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At this point they should make an immobile invulnerable Ana to the middle of the map randomly throwing Anti-Nades and Sleep at both teams. The result would be the same.

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I’m sure that’s part of it yeah. just like Sombra’s hack/emp was a tool given to the players to dismantle dominant/degenerate comps/strategies rather than limit the potential through specific hero balance/design.

so by designing heroes like this they’re buying additional design space for new and existing heroes. where it starts to fall apart is our reliance on the players funnelled to us through matchmaking, many of whom aren’t willing to take responsibility or play the way Blizzard intends.

I wish they’d learn this lesson already (or learn it a bit more). Role lock was the same story. Overall I like role lock, but imagine if they made a game where it wasn’t as necessary.

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it’s complicated right, can you think of any possible solutions?

  1. heroes and or maps would need to be more homogenous (a high price to pay).

  2. would need to completely reimagine gamemodes and or no more capturing objectives.

this is why a comp like GOATs was so good; 3 tanks and supports with a combined 70k ehp get on the objective and you have 10 seconds to figure it out. 200hp heroes are next to worthless in this scenario, they don’t have enough time to leverage their range or damage and don’t have the sustain/ehp to stand toe to toe.
even if all heroes were relatively balanced against one another the game modes tip the balance in favor of heroes with certain designs. some are good FPS heroes but terrible ‘Overwatch’ heroes and vice versa.

  1. more social tools and no automated matchmaking. simultaneously the best and worse thing ever created. imgur.com/a/yOclCIk
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They should just add a small healing reduction for 1 second (like 30%) for DPS, when they hit their shots and remove anti completely. This way DPS could kill things better (if they hit them) and we could remove the toxic ability from the game.

Yes, buff the tank busters even more. That will definitely not make tank not blow up even faster

No joke… if tanks could be healed tank busters would not be such a problem. Currently they exploit anti the most.

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Pros were always going to try and play multi tank, ladder was always going to play 3-5 DPS. And that creates a giant disconnect at the E sport level, and people stop watching.

Explain to me how you solve that?

Restrict professionals under a competitive ruleset. Something they already do…

Under what ruleset? Because now it just sounds like role lock with extra steps.

I do not know, they would have to manage that themselves and there is basically no point with the Overwatch League ending. I am just saying that they could have easily forced them to play under specific rules that did not influence the ranked ladder. It is not particularly unusual and almost every competitive game does it for extremely obvious reasons.

Can you be more detailed? You don’t even give an example.