Well, I won’t break the entire thing down, but I’m going to focus on two things that are important to me. Fun, and Worthwhile. I think she’s still fun to play, but perhaps not in Comp. If I had to change her? It would first be her mobility. The current way she’s playing isn’t viable for her mobility. She uses allies to escape a threat. With the healing nerf (oh lord I wrote it…) she’s ineffective at keeping her allies alive and therefore not being able to utilize her kit.
As she is ineffective at keeping her allies alive through tank busters, and considering the count of them now, she’s either lacking in healing, or ways to prevent someone from killing her off while people run back.
My suggestions?
When not in line of sight, Guardian Angel’s leap has infinite range, but stops immediately upon colliding with a wall/object. When in line of sight, current restrictions take place.
This gives her a chance to make some space between a genji and herself. I realize that this makes her harder to kill, but also allows her mobility to not go to complete waste. It creates distance, much like Hanzo’s dash.
With her healing, she needs a passive (or active ability) that activates every 10 seconds that boosts her healing from 50/s to 55/s. It takes 3 seconds of single-target healing to activate. Lasts 5 seconds, or until target is changed.
My logic with this one is that although it’s honestly not that big of a bump in healing, it solidifies her place as a single-target, and consistent healer. It doesn’t alter how she would heal so much as place emphasis on the targets being hit a lot harder. It’s a little crummy if it triggers on a Bastion or Hanzo, but if it were to activate on any tank, it’s 10% more healing that she’s putting into a tank. This doesn’t upset the balance of the game too much as it’s such a small and situational buff while also still allowing said tank to be killed. Zenyatta’s orbs do 46 damage per a hit. Tracer’s pistols do 1.5-6 damage per bullet out of two 20 round magazine (roughly 60-240 damage for a full spray).
Now, I must preface this a little bit. I’ve watched videos and hear people say that Mercy’s ult isn’t very impactful. Thus, of course, the rise of battle mercys where they spend most of their ultimate ability’s duration firing their pistol. Do I like this? Personally, no. Do I respect this choice? Of course. As such…
Her Ultimate needs a real rework. Not just numbers tuning, not just small interactions, but it needs a grand rework.
I propose that her ultimate gets reworked from it’s current iteration (multi-target beam healing) to a more defensive one (it will have offensive capability).
So… what do I have in mind? Here’s one suggestion.
Mercy’s Ultimate no longer requires the use of her Caduceus Staff, within a 20 yard sphere of her is a 20% damage reduction field with a passive 15 hp/s heal (excluding mercy, for which it’s still a baseline 20 hp/s) but the use of the Caduceus staff allows her to heal in the standard way of 50 hp/s (or 55 hp/s with the previously mentioned change to her healing). The healing potential being 70 hp/s for 5 seconds before dropping to 65 hp/s
I say this is fair as it reduces her ultimate’s AoE healing, but improves upon her single target healing. It doesn’t make tanks or dps immortal, but it does make whoever she’s healing a heck of a ton harder to kill and in an era of OW where there’s 1-2 tank busters in a single comp… Yes, it does go against what I’ve perceived OW as being “We need tanks to be dropped instantly.” But it’s a possible opponent against Ana’s Nano which is a 50% damage reduction, 50% damage increase, and instantly heals for 300. If Mercy mains are saying they feel unwanted and that they’re unable to progress past a certain point in Comp, this would change things a bit. You could either bring an Ana, or a Mercy.
Closing opinion.
I think Mercy’s still fun to play, but I primarily play QP and Mystery Heroes. I absolutely loathe getting Mercy in Mystery Heroes, I loathe playing Mercy in QP, I don’t like how my survival rests with allies being nearby when my healing is insufficient at countering my opposing team’s idea to hard-focus my tank’s shield or his HP. Of course my ideas are open to numbers tuning and changes, but I like the ult change the most.