Archives for posts with tag: Ana

Mercy Witch
Well that was poorly timed! On Tuesday, I wrote about my plan to fall back in love with Overwatch by forcing myself to learn how to play heroes I’d previously neglected and, more importantly, ignoring competitive. And then that evening, Blizzard dropped the Halloween Terror event on us.

Featuring new, themed loot boxes that bring additional skins, icons, sprays and more, along with – most excitingly – a new brawl called Dr. Junkenstein’s Revenge, the update is now live on all three platforms. In a first for Overwatch, the new brawl is a co-operative PvE survival mode which pits four players against wave upon wave of fodder interspersed with a handful of boss waves that bring reskinned heroes – there’s a pumpkin-headed Reaper, Roadhog as Junkenstein’s Monster, Mercy as a Witch of the Wilds, and finally, Junkrat as the twisted Dr. Junkenstein himself.

Taking place on a portion of the Eichenwalde map, the four players – one each of Soldier 76, McCree, Hanzo and Ana – must defend the door to the castle from oncoming ‘zomnics’ that trundle endlessly to the door before exploding in an attempt to bust in, while ranged ‘zombadiers’ rain down mortars upon you. You’ll often find yourself trying to prioritise these ranged targets, accidentally letting a couple of the bumbling explodey ones sneak by, and every now and then a RIPtyre or two will come screaming toward you to divide your attention even more. The brawl is pretty tough on medium if you’re playing with randoms and have no communication going on, and even on easy you might find yourself overwhelmed now and again, though you’re obviously much more likely to pull it back from the brink.

It’s a really fun mode, and a nice palate cleanser for all the PvP madness that Overwatch is known for. I’ve always wondered what a co-op PvE mode could be like with Overwatch‘s roster and their abilities, and it turns out it’s something that I’d like to see remain in the game. Ok, so it’s heavily-themed, but maybe after the Hallowe’en period is over they could rework it somewhat to allow it to stay. Or maybe even use it as a jumping off point for something even better.

In a nice change, you can now purchase new cosmetic items with your in-game credits – something you weren’t able to do with the previous seasonal event, the Summer Games. To keep the items fairly rare, Blizzard have priced them at three times the going rate, so you’re looking at 3,000 credits for a legendary skin. Unfortunately, this does mean that I can’t afford that awesome Mercy skin, but I was able to buy Ana’s new look, which is equally fantastic. Ana isn’t even a hero I’ve played outside of the training area, but that’s something I’m looking to change, and indeed, the entire point of my plan for getting back into the game is to learn new heroes.

How cool is this!

How cool is this!

So how does this affect that plan? Well, originally I was thinking of focusing on Mercy first, as a new character to learn (and if that awesome skin drops for me, that’ll make me want to play her even more!), but given that this limited-time brawl focuses only on four characters, I’ve decided to use it as a way of getting used to those ones; I mentioned the other day that Soldier is a hero I’ve used a fair bit, but the other three are all essentially new to me. So before jumping into the brawl for a bit last night I headed into the training area to make sure I had their abilities straight in my head, as I wanted to know I’d have some idea of what to do no matter who I ended up playing as. It turns out that most players will insta-lock McCree, and that nobody wants to play Ana in this mode.

So I’ve been playing Ana. Again, she’s not a character I’ve ever really played, despite finding her abilities interesting; she seems like she’d be a pretty high skill ceiling hero, which makes me wonder if I could actually be effective with her, and I’ve always been really crap with snipers too. So it wasn’t much of a surprise to find I could barely hit anything with her at first, and I also found it difficult to get heals on team mates when they were at a medium distance and strafing a lot. Hitting them from afar is much easier, thankfully, so I took to the high ground in the back-right corner of the arena and tended to stay there, throwing out damage-over-time attacks to enemies for the most part, and then trying to pick up allies when they needed healing.

Ana also has a biotic grenade which heals allies while stopping enemies from being healed, and you’ll mostly be using it for its healing effects in this brawl; for the most part, enemies aren’t getting any healing. This changes when Mercy comes out as a boss wave with Roadhog, so this is a good time to use it on ‘Hog, to prevent Mercy from shoring him up. One thing I did find myself forgetting to use quite often is Ana’s sleep dart – in my first couple of games, I almost completely forgot that I had it, but then realised it might be a good idea to use it on Junkrat when he appears on the ramparts to rain down bombs on you. While this is happening, you’re generally dealing with a ton of adds, so it’s useful to stop Junkrat for a few seconds while you clean up.

I feel like I’m getting a good feel for how Ana handles thanks to Junkenstein’s Revenge. As I said above, since being added to the roster she’s been a bit of an intimidating character to me, so it’s nice to be able to get used to her in a (relatively) stress-free environment. One thing this doesn’t help me with is figuring out the best use for Ana’s ultimate, Nano Boost. Of course, in the brawl I only have three choices of who to stick it on, and given Hanzo’s relatively slow rate of fire, it seems like only two are actually viable to me. In a proper match, I’ll have many more options, so before long I’ll need to get out into a game and see what’s what. I think I’ll still move on to step two of the plan – playing a game vs AI – before I jump straight into Quick Play, just to make sure I know what I’m actually supposed to be doing with Ana.

So! A quicker update to my boot camp plan than I intended. I think over the next few days I’ll get some more practice in with both McCree and Hanzo against the zomnic horde, and maybe try and get into Quick Play with at least Ana. I want to spend as much time as possible on the brawl before it disappears though, and I really do wish it would stay. Overwatch could do some amazing things with a PvE mode and all of these amazing characters and abilities.

The brawl has actually had the effect of bringing me back to Overwatch when I was searching for my own way back, so in that sense it was well-timed. It’s a nice stepping stone to getting back out into the standard modes once it’s gone away, and below you can watch a quick match with me as Ana, where I start off awful and get ever-so-slightly better. I’ll be back in the coming days with another update.

Blizzard have finally unveiled the first new post-release hero for their hit team-based shooter Overwatch. Say hello to Ana Amari, support sniper and mother to the rocket-wielding Pharah.

While we already have a couple of snipers in the game, in Hanzo and Widowmaker, Ana sets herself apart with her wide range of support abilities. Her biotic rifle fires darts that either heal her allies or deal damage-over-time to her enemies, with a scoped shot hitting for more initial damage. A biotic grenade allows Ana to deploy an AoE heal which also harms enemies. Additionally, affected enemies cannot be healed for a short duration, while allies receive a boost to healing from all sources. Imagine throwing one into a contested point while Zenyatta uses his ultimate or Lucio pumps up the volume.

Ana’s other ability is a sleep dart that she uses to knock out a single target – though any damage received will rouse them from their slumber – which should be very useful for taking isolated enemies out of the game for a moment. Her ultimate, Nano Boost, is a powerful support ability that boosts an ally’s movement speed, damage resistance and damage output all at once. Imagine hitting a Reinhardt with it and having him clear out a chokepoint, or stacking one with Soldier 76’s ultimate to create a fast-moving death machine.

As well as a gameplay introduction video, Blizzard have also released a short origin clip for Ana. In it, Ana relates her history with Overwatch to her daughter, explaining how, much like Soldier 76 and Reaper before her, she came to be presumed dead only to later return to the fight. It seems she had some kind of showdown with Widowmaker, leaving her gravely injured, and with a whole heap of regrets. It’ll be interesting to hear some of her lines when teamed up with a Reaper, Soldier or Widow, and hopefully there’ll be some nice insights into her relationship with Pharah.

Our first post-launch hero has long been suspected to be a support sniper, ever since a glimpse was caught of a sniper-y silhouette placed in the support category during one of Blizzard’s pre-release videos. And while we already knew Pharah’s mother, an original member of Overwatch, was called Ana, most expected this new hero to be called Sombra, thanks to easter eggs littering the game’s Dorado map. It’s now thought that Sombra is another character entirely – possibly one linked to Gabriel ‘Reaper’ Reyes, thanks to a voice line that can be heard if you play him on Dorado (“Where’s Sombra when you need her?”) and the fact that Sombra means shadow in Spanish. Perhaps she will be a later addition and have a playstyle leaning towards stealth?

Ana is currently live in the Public Test Realm on PC, and it will be interesting to see how Blizzard react to her wider use, and whether any changes will be made to her abilities prior to full release. Blizzard have been very proactive thus far with regards to character balance, not being afraid to jump in and tweak things like McCree’s fan the hammer or Torbjorn’s turret damage on console. D.Va is another character that has been discussed recently, with Jeff Kaplan musing on whether she needed a damage or survivability buff, and it seems the team have settled on the latter, with changes being made to her defense matrix ability, as well as some useful tweaks to her ultimate. As someone who plays D.Va quite a lot, I’m excited to get to grips with the changes. Zenyatta will also be seeing some substantial buffs, increasing his survivability and buffing his ultimate quite substantially. You can check out the latest patch notes here.

It’s unclear how long those of us on console will have to wait for both Ana and these balance changes, but with both already live to test on PC, we can at least check out how they’re received in the meantime.