It’s the length of the anti-heal! It always has been! I personally couldn’t care how much you increase the cooldown timer, the length of the purple is still just way too much, and takes 100% of the skill out of capitalizing on tank executions. Ana is my main healer, and it’s just way way too easy to delete tanks with it.
I feel like the antiheal effect should be just enough that if you’re coordinating well with your team you’re rewarded with a well-earned tank kill. As it currently stands, during a team fight, if enemy tank is at 50%, you’re almost guaranteed a kill if your team is smart enough to pick up on what you’re doing (which is almost always the case in my experience). It almost never feels skill based.
It feels like the more you increase the cooldown, and reduce the healing potential, the more guaranteed it is that you’ll be saving it for tank kills. Reduce the purple length by a LOT, increase the healing, and bring the cooldown back to what it was in previous versions. I personally VASTLY enjoyed the ability more when it was viable for BOTH healing, and offense.