I don’t really have a problem with the flat 60 damage as it’s just not that much damage and there’s the certaintry of how the combo works with her 70 damage primary fire.
I don’t like RNG in my games.
And it’s still RNG even if the “seed” for the RNG is mouse movements, that’s effectively what you get with splash damage being highly variable with radius.
If there is going to be randomness it needs to be many instances that averages out to be quite consistent over time, like a shotgun with lots of pellets or a very fast firing machine gun. TF2 had random damage spread for years until it was finally removed and everyone loved it.
I also think if you tried to have the anti-heal be variable with splash radius it would just be straight up broken, the game engine is NOT designed for something like that and any work around will inevitably have bugs. Anti-heal is a fixed listed debuff it’s in the code as a boolian “Can target be healed yes/no”.
However I know the game engine treats direct hits and splash as discrete inputs that can have discrete effects.
No it isn’t.
Ana mains talk out of both sides of their mouth saying disparaging Bap’s nades no skill as they have a splash radius when bionade has an even wider radius!
That doesn’t mean it isn’t an easy low-skill part of her kit.
Some things are easy to do but hard to counter, some things are hard to do and hard to counter and all sorts of combinations.
And Ana’s nade often is NOT easy to counter.
If it means ALWAYS keeping a barrier up then no, that is NOT an easy counter as barriers go down. Reacting in time to the hard to read input of a bionade being thrown also isn’t easy.
It’s really hard to counter because so many things that would block anti-heal don’t extend 4m, like genji’s deflect and Sigma’s KG.
I don’t think you realise how worthless it is that Barriers block the splash damage considering if there’s a barrier in the way then… they’re not taking damage. Because there’s a barrier protecting them. So why would lack of healing be at all relevant?
Maybe it is.
Maybe it isn’t.
If timing really is the true limiting skill factor - as you claim - then needing to land a direct hit rather than splash radius isn’t a REAL nerf for the true ana mains, it would only be a nerf for the mediocre Ana players who play her because it’s easy to spam bionades in the general direction of the enemy.
Because I am not such a loser that I’d be so desperate for hollow victories that I’d play a hero I don’t like just to get reliable wins. There’s nothing fun about spamming bionades for anti-heals.
However there are many losers who do that already.
I play heroes that interest me.
I don’t care if they don’t interest you, you are not me. I don’t pretend to like things I don’t like to fit in with other people.
Says who?
Whose expert assessment of ML7 is that?
And why should anyone care about ML7?
I don’t watch ML7, I play Overwatch. This is a forum for people who play overwatch. ML7 is not representative of all of Overwatch.
This is like looking at the homelessness rates of billionaires and saying “well they don’t have a homelessness problem so I guess we don’t have a homelessness problem in this country”.
I challenge YOU to give me a good reason to waste my time searching through something that’s totally
Did you log into the wrong website?
This is the discussion forum for OVERWATCH!
This is NOT the discussion forum for “pro-gamer fanboys club” I don’t care about what pro-gamers do, the game dynamic is completely different when you’re literally paid to perform utterly reliably.
When everyone else plays Overwatch if teammates aren’t coordinated, they don’t get fired, losing their income and then have the bank repossess their mansion.