So like, why is it acceptable for the easiest shotgun hero in the game to be buffed like this? Like she’s basically the poke variation of a shotgun character in the sense that she only has to land one half-baked shot to do max damage. Yet, for whatever reason, we decided it was necessary to make her do more damage when she already has infinite DoT application via her primary fire.
Why? Why is it acceptable for this wannabe poke character to have significantly more consistent damage than any other shotgun character that has to actually aim. Make it make sense.
Her burn is terrible tho, you poke poke poke and once you’ve finally arrived to actually do meaningful damage, you’re dead, and they’ve stopped burning. Mauga and Ashe do more burn damage for crying out loud
Well, it’s supposed to do 50% proc, but you’d want to poke them to be ready to burn by the time you get there but either you lose the burn progress meter or you lose the burning. Idk she still sucks to me. But I’ll try her with the new buffs. Maybe I’ll ACTUALLY get a positive kda on her this time round
She absolutely is. Her right click functions exactly like a shotgun, minus the ability to go beyond a certain range, but that’s pointless on shotguns anyway.
It’s a classic video game shotgun too, in the sense that it does absurd damage without needing to hit heads, as long as your within range.
I am… or was until Blizzard decided to undo all of my … keybinds for no reason, which tilted me beyond belief so I just alt f4’d.
I was obliterating people in an instant the second I got in range, which is really easy to do with her mobility. It’s also really nice when the enemy has a chance to miss their CC on you when you don’t have the hitbox of a semi-truck.
I mean, one dash and two fans was enough to obliterate a Cree I was fighting almost instantly. I didn’t even take any damage because of the knockback and speed messing with his ability to hit me.
No, no it doesn’t. It actually works like a beam. It’s absolutely nothing like a shotgun. It’s even coded as a beam.
The key bind bug never should have hit live. They should be ashamed of their QA efforts honestly. This is disgustingly unacceptable IMO. These kinds of bugs make me not even want to play.
Btw, there’s a Reaper bug with dire triggers. If you animation cancel the reload you get it back immediately. It’s so broken. Have fun with it before it’s patched.
It’s coded like a beam, but functions like a shotgun. It has a massive “spread” or “projectile radius” or whatever you prefer to call it that makes it significantly easier to hit things up close. Even in the realm of other beams, it is distinctly different from the rest because it fires in intervals and utilizes a very small amount of ammo.
The only difference between it and a shotgun is that it doesn’t have the biggest drawback of shotguns which is spread. All it requires is one part of it’s “radius” to touch the enemy hitbox in order for it to do max damage.
Tempting, but I assume that only works with the Major perk, since you don’t get DT back with reload until you have it. I might get back on, but that keybind bug will definitely be testing my patience.
I’ve been playing Anran mainly during Season 1, and yeah… there are definitely moments where I’m almost always in control of the 1v1 you can see the panic in their movement. But she’s no different from a good Genji or Tracer flanking you.
The moment a team sticks together, the enemy keeps their distance, or they bait out my dash, you get zero value. The burn actually takes a while to build up, you either hit all your left clicks accurately to get them burning, but when you want to close the distance to use right click, the burn is already gone, they’re healed up again, picked up a health pack, or got suzu’d… and then you have to start all over.
Blindly right clicking at close range also doesn’t give great results.
Finally got your ult? You dive in, burn them all suzu, everyone’s fine, you’re dead, ult wasted, pick made, team fight lost (could also be a skill issue on my part), but that’s just how it goes.
I can name 10 other DPS characters that needed a nerf more than Anran needed a buff.
But yeah, new dive character, fast, a bit strong in 1v1s against low health targets… people just aren’t used to it yet and don’t know how to deal with it.
Yeah, she was already really oppressive in 1v1s. When you are playing support and she somehow manages to get closer you are as good as dead. Dancing blaze is probably one of the worst abilites they ever put into the game and now she freakin heals herself. And if this wasn’t enough she gets a perk to get even more heals out of it.
She has one of the best if not the best 1v1 potential right now.
I will fight a skilled Genji or Tracer any day over this low skill monstrosity.
At least they could remove her frickin i-frame. That would be a step in the right direction.
Idk, getting rid of a Suzu/cleanses with primary fire is kind of insane imo. I’d put it on the same level of annoyance as Junkrat’s primary fire knockback.
Nah, that’s just a Kiri being broken issue, but I will say that her ult plus E (or dash) combo is insanely powerful from my limited experience using it. You can clean up 3-4 kills with it relatively quickly.
Real.
I disagree with the telegraphed portion. Her exiting animation is super misleading. First you see her orange body appear, which is intangible and then a millisecond later is when she actually is vulnerable to damage. Also the animation starts her up in the air in a weird pose, making it difficult to track on top of following the circle.
It doesn’t have spread. It has a wide beam not spread. These are different. They act different. It does not have spread.
It isn’t easier to hit things close than further out. The radius is consistent the entire path of the beam. The intensity and damage is consistent the entire length of the beam. There is no fall-off. There is a range where it stops working entirely all at once.
These are all beam characteristics not shotgun characteristics. Respectfully, you are just wrong here. This isn’t opinion, this is just a fact.
I saw those buffs, but I also saw something I wanted to ask you Sassay. I saw that she gains health for enemies hit by dancing blaze and even more with the major perk. has that shown to be too over tuned or is it a healthy amount of survivability?
Good bait. Anran doesn’t even have a pistol, let alone a shotgun. You have no idea at all what you’re talking about and everyone here disagrees with your senseless assertion.
If she was really as unstoppable as you claim, especially in 1v1, you would see every pro team rocking an anran wherever possible. Lets look at the top 8 of the last OWCS. How many anrans were there again?
It does. Close range damage that fires in bursts. That is a shotgun.
Sure it pierces D.M. and doesn’t go beyond a certain distance, but that doesn’t change the fact that it is utilized in the same manner that a shotgun is.
Beams in Overwatch are simply fast fire rate Weapons with a set distance that the bullets do not exceed. You can test this in the practice range with Zarya by swiping your mouse left and right across an enemy. Essentially a cylinder of damage.
It absolutely is easier to hit things that are closer than things that are further out. As a matter of fact, you can’t hit things beyond a certain distance.
It is utilized exactly like a shotgun. It functions like a shotgun. It may not be coded like one, but it is absolutely identical to the usage of a shotgun. It has a lot more translatable skills to things like Reaper’s shotguns than it does Zarya’s Beam, Winston’s Tesla, or Moira’s grasp.
I don’t know. I just know that she’s annoying to kill as is with her mobility and damage, so the health changes will probably just make her even more annoying from the start of the game.
Nope, this is false. Anran’s Alternative or RMB fire is a piercing beam weapon. It does not operate like a shotgun at all.
I’m surprised players are still having trouble understanding how her Ignition works.
Her primary places a debuff of 25% to Ignite a burn on the target. Her primary fire produces 2 waves of 22 damage each, so the debuff total can reach 50% on one volley. Hit critical hit and you immediately Ignite the burn on the target. No need to use a cooldown for this.
Two volleys; or two left-clicks where all four hits connect on the target will also Ignite the target. If you’re fighting a Tank, you need to press left-click 3 times to Ignite the target, or two left-clicks hit the tank critically to Ignite them.
When you Right-Click a burning Target, or a target that’s about to be Ignited, you immediately do critical damage AND burn the target for an extra 20 damage. Additionally, when you RMB a burning target, you also refresh the Burn effect’s duration; the duration will stack infinitely or until the target dies.
So what does this all mean? You need to use her primary and secondary fire to Ignite the target and follow-up with more damage. Anran’s abilities are supplementary - not her primary damage source - not for igniting targets. They’re used primarily for sustain, or finishing off targets.
What Blizzard did in this patch, was encourage Anran towards using her primary and secondary fires towards being used more frequently and aggressively, while also reducing the damage from her Inferno Rush (her dash) or secondary abilities. Anran’s damage did not change, but was sourced elsewhere in order encourage players to actually her primary and secondary fires.
For Anran players who already did this, nothing really changes, but her sustain is improved and her secondary fire gets a little more reliable output. For other Anran players who weren’t quite sure how to approach or engage with her, the tweaks to her design hopefully lead them in the right direction.
As Blizzard pointed out back in Season 1’s launch and Anran’s release; Anran players did well, but had a troubling higher than average death count when playing her. Survivability was the primary issue, not dealing damage or killing targets (or even trading kills). Anran’s “buffs” aren’t really improving her damage, but re-directing it in a way to encourage players to play her “correctly”. Her survival needs did need some improvement, and they may be adjusted further down the line if she proves to be “too survivable”.
Now with all that said - and it’s still really early - I have noticed that a lot of Anran players still aren’t really using her primary fire/alternative fire correctly. Most are still running a pattern of Inferno Rush in, Dancing Blaze and then running out or dying after wards; so a lot of this still feels like “Year One Genji” plays. It will probably take time for players to learn how to play Anran correctly.
That said, she’s still got a lot of team-friendly plays and abilities, and her Ultimate is still really strong. It definitely seems like players aren’t quite understanding how she’s supposed to be played, though, and I get the sense that her secondary ultimate (the one where she Revives), is presenting a “false choice” for a lot of players. It probably should be removed. If Blizzard wants to keep it, then it needs to be re-tooled in a way to present Anran rookie players not to trigger it near the enemy team or after a team kill as it is too easy to control and waste the ultimate.