Perhaps this is a hot take if you wish to consider it so, but it’s what the game needs. I’ve thought about this for a long time and now I’m in the mood to finally post my thoughts and ideas.
Anti-healing at 100% I think we can all agree on is not fun to play against, and it’s also not fun to feel forced into picking Ana just so you can help counter high-sustain heroes/team comps semi-consistently. By making the effect more accessible on other heroes (but at reduced strength), you would have more options to deal with it, plus no longer need to hope one of your supports switches to Ana if you’re not playing support yourself.
To start, anti-healing globally would be reduced to 33% effectiveness, down from 100%. I would use this as a starting point for testing, then make adjustments if necessary. 33% to me feels like the sweet spot, though.
Now for all the heroes who would make the most sense having anti-heal added to their kits:
*** SUPPORTS ***
Moira
- Biotic Orb
Added: now applies anti-heal on enemies only while they take damage from it.
(This finally gives Moira some utility she sorely lacks.)
Zenyatta
- Orb of Discord
Removed: no longer causes target to receive 25% more damage.
Added: applies anti-heal on target while orb remains attached.
*** DAMAGE ***
Ashe
- Dynamite
Added: burning tick damage applies anti-heal over its duration.
Cassidy
- Magnetic Grenade
Removed: hindered status effect.
Added: applies anti-heal when grenade sticks to target and for an additional 1 second after it explodes, also affecting nearby enemies hit by the explosion for 1 second.
Junkrat
- Steel Trap
Added: applies anti-heal to trapped enemies until freed.
Reaper
- Wraith Form
Added: passing through enemies while in Wraith Form applies anti-heal, which lingers for 0.5 seconds after no longer touching them.
Sojourn
- Disruptor Shot
Added: applies anti-heal to enemies damaged by its AoE.
Adjustment: damage lowered to compensate.
Sombra
- Hack
Added: enemies who walk over a Hacked health pack receive the anti-heal debuff for 3 seconds and receive a small amount of damage over the same duration. Health pack is consumed in the process.
(I’ve considered adding anti-heal to enemies Sombra Hacks directly, but that would make the ability much too strong without a proper nerf to compensate. That would be a tricky and debatable one, and the best alternative I feel fits best is to have her “poison” health packs, instead of only making them unavailable to use for enemies.)
Symmetra
- Sentry Turrets
Removed: slow.
Added: anti-heal.
Widowmaker
- Venom Mine
Added: applies anti-heal over damage duration.
*** TANKS ***
Junker Queen
- Wounds Passive
Added: applies anti-heal to enemies afflicted by any Wounds.
(Sounds really strong on paper, I know, but needs to be properly tested. She can only reliably apply Wounds at very close range and with her ult, and since she’s mostly immobile, I wouldn’t think it’d be overpowered, but again, needs to be tried out.)
Ramattra
- Ravenous Vortex
Added: applies anti-heal to all enemies within its AoE over its duration.
Roadhog
- Chain Hook
Added: immediately applies anti-heal to enemies hooked, then lingers for an additional 1 second after being unhooked.
Zarya
- Graviton Surge
Added: applies anti-heal to enemies caught in the gravity well over its duration.