Nano boost is too good for what it costs

Nano boost heavily impacts a fight. Whenever certain targets are nanoed, they usually win teamfights. They are basically rezzed to full health, except with 50% damage resistance and 50% dmg amp. Her impact with her ult is too easy to obtain for the cost of the ult, too. Blizz wanted to nerf healing creep, but nothing is worse than focusing a totally out of position target just to have them be nanoboosted back to full health and wipe your whole team…

Bring back old nanoboost with no heals. This ought to help put Ana back in line with other healers too. What other healer has had a whopping 250hp (was originally 300hp) burst heal added to their kit after launch, in a kit that is already loaded? She already has a 100hp burst heal, 60 burst damage nade that has TWO forms of utility on one 10 second CD, that does all of that simultaneously (not like Moira orb that can only do 1). Oh and she also has a 5 second disable. No other healer comes close to ana’s kit in raw utility, she is good in basically every scenario. Even dive where she used to be considered a throw pick, which is the current meta. Everyone thought Hog Meta was artificially blowing up her pickrate, but in GM her pick rate has gone even further up after the hog meta.

Edit (this is one of my comments after I posted, but I thought it would be relevant to the main topic):

One of the main issues I have with it is that it is basically a button to give the target an instantaneous effective 400-500hp, do extra damage and take less damage. On an ability that is literally a set it and forget it ability, with lock-on. So it only requires very basic game knowledge to use, and is extremely versatile and impactful. She already has nade which is super impactful, but at least requires pretty solid aim, timing and cooldown reading. The difference between nade and nano though, is how easy it is to apply nano. All you need is LOS. Shields don’t matter. Dva’s DM doesn’t matter. Sigs kinetic grasp doesn’t matter. What other hitscan ability follows these rules (Granted it is a lock on hitscan)?

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I’m not big on Ana nerfs but I could actually see this. Or maybe a 100 hp heal. I play a lot of Ana and it is kinda silly how many fights we win because someone made a terrible positioning decision a thousand miles from the team, got focused for it, but then I bail them out and we actually win as a result of that person’s bad play. Because now they’re breathing down a team with 50% damage amp and if I heal well then they pretty much are getting effectively +200 heals a second from me alone (given damage reduction). And she was still a good character before that heal change. I rather they nerf it to 100 or 75 then take it to 0 though so it can still act as a clutch save.

3 Likes

I wonder what would happen if they gave it speedboost again instead of heals or even dmg resistance

:thinking:

That what I am advocating for: Swapping dmg res with speedboost.

Effects are two folds:
Synergy changes
Nano target ist not insanely hard to kill

2 Likes

YouTube “Overwatch reaper beyblade” to understand why speed boost is a bad idea.

Your Ana can negate a lot of benefit from enemy Ana by either nade or sleep the nano-ed target.

“Do you not have an Ana?” - Someone probably.

Please read my post.
Old beyblade was dmg res+ speedboost + dmg amp, I’m advocating for speedboost+dmg amp without dmg res

The one that spun from point A to the enemy spawn to kill the themy one more time?

It is kind of insane how fast it charges up though, even just spamming into your tanks, you can get it really quickly. It’s one of the problems with Nanoblade. It’s quick to get blade, it’s quick to get nano. By the time you get both the enemy zarya is probably only at 50-70% to grav. Sigma probably even less.

It’s fast if your team shooting the tanks while ignoring the Genji. Shut down Genji or deny his space will buy time for whatever ult that you want to use to counter nano blade.

One of the main issues I have with it is that it is basically a button to give the target an instantaneous effective 400-500hp, do extra damage and take less damage. On an ability that is literally a set it and forget it ability, with lock-on. So it only requires very basic game knowledge to use, and is extremely versatile and impactful. She already has nade which is super impactful, but at least requires pretty solid aim, timing and cooldown reading. The difference between nade and nano though, is how easy it is to apply nano. All you need is LOS. Shields don’t matter. Dva’s DM doesn’t matter. Sigs kinetic grasp doesn’t matter. What other hitscan ability follows these rules (Granted it is a lock on hitscan)?

Just give 250 regenerative barrier(which regen starts after 2 sec) to the target and damage boost 50% and forget about damage reduction. This would be great ult and maintain a good overall, also not too opressive against naded targets.

While I’m not really a fan of switching back to the speed boost, times have changed a lot since that was a thing. We now have more shields, stuns, things in general to counteract powerful ults. I don’t think it would have nearly the same strength it had back then.

It definitely would definitely remove a lot of the defensive aspects of the ult though, and I’m not too happy with that prospect.

For some reason people find beyblade far worse than nano blade, but imagine Nanoblade but without the dmg resistent.

You’ll die faster than you would be able to do anything to the target. And you can’t run away from it now

I am also not a fan of giving any compensation buffs to nano. If they were going to do anything,maybe give nano a passive 10hps during its duration. Not a 250hp burst

To be fair, I played back then… and beyblade was absolutely bonkers and essentially a must. :laughing:

yeah most team fights are lost due to nano ngl, such a great ult.

I played Ana back in these days :face_with_hand_over_mouth:

That was my pre-Ana days.

I was the Mercy everyone expected to always clean up the mess… :sob:

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