For what it did (boosting healing), in that mode, I found it just about right. Try this as a test…1) switch your Mercy skin to Witch or the Greek goddess one. 2) Whenever your target/tank engages anyone, Valk. Use it as often as possible, only holding onto it when you see Genji trying to set up (sometimes you can just Superjump instead, and just keep spamming Valk for heals and not save it for escape). Just abuse the snot out of it. Or if you hear the other Mercy Valk, do your’s a second or two after to make sure you negate her’s.
When I’ve played that way, it feels and sounds as if I am constantly, constantly Valking. To the point that it’s almost obnoxious. If it were any faster, I think it would be totally broken (even without the bleeding ears from the voiceline).
I found that by doing that, my healing was just ridiculous. Easily double Live. If the team stuck together in a tightish brawl on a choke or point, they were not going down. And if the other Mercy played the same way, the stalls would go on and on. Fun. But a little broken.
As a side note, I agree with what someone else posted up. As broken as the mode/Mercy feels in the Experimental, I kind wish they would just keep the Exp Card going and not remove it until the next Exp card. I kind of like the brawly nature of it, and almost hitting 25-30k heals in a match is fun in its own way.
Good luck all!
Sorry, when I was referring to the 8 meters, I meant the live game (not experimental) range that you can move in while rezzing without it being canceled.
Yeah, but you have to consider that the tanks have way more health and way more damage resistance, so you’re keeping them up longer to soak more damage and pump your healing up more. I definitely think this version of Valk would be underpowered at a 20 second cooldown in the current live game.
It only bumps Mercy’s healing up 45 across its 3 second duration and doesn’t touch damage boost at all. In its current state, if you’re using it every time you have it and getting the maximum effect, you’re only getting 135 extra healing per minute which is basically nothing. If you had it every ten seconds, you could at least deal an extra 270 healing per minute.
Is it? I don’t even remember what the range on live rez is tbh.
I agree, I think it should be 14-16 second cooldown, and make it so you move like 10-15% faster. Also they should bring back the “I will watch over you!” and add new ones that play randomly (obviously without the loudness of an actual ultimate) and play her “Heroes never die!” after performing a successful resurrect.
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I believe if the devs reduced the charge rate and eliminate her 75% speed reductions, then it will so much better.
I would go forth and it where if she Valk, the range is increase to 10m. However, Valk on E should be at least 5 seconds of duration and have a 10 seconds cooldown. (altogether 15 seconds)
I am personally fine with the numbers changes etc, but valk is more used to increase heal during team fights and to increase GA range. Overall, it is not as bad as I thought, but it could be better. Same for other changes.
That would be way too overpowered, if they buffed the duration to 5 seconds they probably have to keep it on a 20 second cooldown.
The burst healing from this valk feels great. It feels so good to beam juggle again. Rez does clunky as they deleted the original coding but all in all it’s way more fun. I actually feel like a main healer again. Valk on e with some toning down to mass rez is what they should have done the first time. I’ve been saying that for years so to see it in practice and it feels good is amazing.
How would that specifically be " overpowered " practically all self-enhanced abilities last about 5 seconds with a cooldown between 10-12 seconds.
OH! I agree completely. Everything would have to come over to live for it to work.
Yeah I agree, Valkyrie is awesome. I do wish they would buff Resurrect a bit though.
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I thought the extra heals were nice too, until I started seriously trying to save my Valk for emergencies–it is a 20 second cooldown, after all, so should theoretically be used as judiciously as Immortality Field.
After a while I started to notice that most of the situations where I would have been tempted to use Valk also turned out fine if I just pocketed normally–keep in mind that damage numbers are super low on the ExC, which makes all healing feel much stronger than it would be on live.
And a lot of the situations where I was like “I need extra heals” turned out to be situations where I needed a heck of a lot more than 45 extra heals. This is a 20 second cooldown ability that doesn’t even mitigate a single bodyshot. It is not good.
E Valk is nice for getting back from spawn, if you’re trying to be able to latch onto a teammate a little earlier. Otherwise I guess I just don’t have a lot of issues with getting caught out without a teammate to fly to, or not being able to access high ground when I want it. At least not when I’m actually trying. E Valk’s movement certainly enables me to not have to think as hard about my movement, and avoid taking risks or being punished for my mistakes, which, imo, does not make the hero feel more rewarding to play.
Mercy’s healing being up has nothing to do with Valk and everything to do with sustain being too high. Live Mercy is limited by the fact that she isn’t healing much between teamfights. On ExC there is no “between teamfights.” Teams can be locked in an all-out brawl for 10 minutes straight without enough people dying to end the fight–and that entire time Mercy’s gonna be slurping up the heals.
I mean, you can do the math here. Valk does +15 per second times three seconds. 45 heals per valk, and you can do, at most, three valks per minute, for a total of 135 Valk Heals per minute–as the absolute theoretical maximum. So, if you’re doing a thousand extra heals per minute, where are the other 865 heals coming from?
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TBH, E-Valkyrie giving no buff to damage boosting encourages saving it pretty much only for healing or extra range unless you’re clumsy/irresponsible with Mercy’s movement and positioning. I always end up feeling guilty/wasteful when I damage boost at all during E-Valkyrie’s duration - this shouldn’t happen IMO, especially with how little the healing boost is in the first place to justify having a cooldown as long as Immortality Field.
I feel like, if the 20 second cooldown is to be justified, it should be given more benefits in different areas - make it a true “swiss army knife” of an ability, but the 20 second cooldown and 3 second duration can keep its power in check and ensure it must be used thoughtfully and responsibly.
Whereas on live, with Valkyrie as an ultimate lasting 15 seconds, it allows you to do everything that you might have needed to use it for in a single use, with the ult often even lasting longer than the fight itself. And this is further compounded by just how easy Valkyrie is to charge by healbotting - it’s so easy to have it ready pretty much every fight.
Experimental Mercy is unfun, clunky, and straight up BAD viability wise. How is she the most fun you’ve had in a while?
I don’t think Blizz should be catering to you then. Lots of us actually enjoy playing Mercy every day in QP and Comp. If these changes went live I guarantee Mercy’s pickrates would plummet for how unfun and bad she was.
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That makes perfect sense.
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Damn dude, sorry for liking to play a character lol.
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I can agree to that. If the enemy has a Genji using rez is like “come kill me” . lol
Fun? is very trash and not fun the experimental.
Then you wouldn’t have liked old Mercy. When she first came out rez was the same. A death sentence. At least we have real beam juggling back for a bit instead of sit back and watch mode. zzz.
Well no, because the current live is a thousand times better, that of hiding to resurrect, lose mobility etc, well I’m sorry, but I don’t like it.