[Feedback Thread Continued] Mercy Updates - Jan 30, 2018

I would like to give reasoning for everything on my previous post. I’d add it directly there, but I don’t want to make one post too long. Check the replied post to go to the original

  • Cast Time Reasoning: A proper cast time, alongside the grand “Heroes Never Die!” announcement, will give enemies the chance to prepare in one of two ways: They can either try to stun or eliminate Mercy before the effect is applied (or to get rid of a key teammate that the push hinges on), or they can back up and prepare to play defensively until the effect subsides.

  • Regeneration Effect Reasoning: While there are some who still say that Valkyrie works just fine, lots of people agree that the chain healing is a rather weak and negligable effect. The regeneration would allow Mercy to effectively “chain heal” anyone who was around her when she cast her Ultimate, providing the basic support that Valkyrie is currently able, while Mercy’s decisions in the next few seconds (and, of course, if it was used at the proper time and if the teammates make proper use) will determine if it was successful or not. The regeneration could potentially be toned down, and I would say that it should also apply to Mercy herself (it likely shouldn’t stack, but I’m not sure letting it stack would be broken or anything. She’d just reach full health slightly faster in some instances if she took heavy damage).

  • Increased Healing Reasoning: Regeneration is being applied to the teammates who the Protection applied to (similar to Sound Barrier’s cast), but that’s not enough. Mercy’s staff working at a heightened rate will allow her to make a big difference for her team by choosing who needs extra healing, helping sustain a particular target while the rest of the team has that regen going on, or if she should damage boost a particular ally and allow them to tear through the enemies. Another key factor to remember is that a team can still be eliminated with relative ease if they’re recieving 60 hps as their only boost from an Ult, so I don’t believe that the uninterrupted regen on top of a heightened staff for a few seconds would be broken. Besides, Mercy would still be stuck on the ground and vulnerable, and likely focused down unless given the proper protection from her team.

  • Burst Healing Reasoning: The burst healing (whether it be an set amount, 50% of a teammates hp, or each teammate to full) would be so that if one of your teammates is low on health and you cast this Ultimate, they won’t be killed off before they get a chance for the protection to kick in. Although, I can see this being asking for too much, and I would understand if this was just too much.

  • Resurrect Removal Reasoning: While I sincerely love Resurrect, clinging to sentiment will not help Mercy. Resurrect as we know is not the Resurrect we love, and forcing her to have it only hurts her. Resurrect as an Ultimate could have been tweaked into a healthy state for the game, but so long as they don’t intend to go back and work towards that, it would be best to move on. With this “Angelic Protection” concept, “Heroes Never Die” still applies moreso than ever before. Heroes Never Die in the first place, so Resurrect is not needed. Furthermore, Resurrect in most games now just doesn’t help in the way that we feel like it does. It is often meaningless, because most times where it’s safe is when the fight is largely over or decided. Giving Mercy some different ability, whether it increase support like Bionade or Amp it Up (in the form of increased Staff output, which would likely be disabled during Ult, or damage resistance on a single ally) or something to increase her own survivability, would be much better for her and for the game as a whole. However, the removal of Resurrect as an ability is the least important part of my suggestion.

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