Valkyrie is a McDonald’s Dollar Menu of an Ultimate: it has many options and all of them are cheap and not particularly healthy either.
Mercy is all about thoughtful play around your team to keep them in the fight (while avoiding death yourself). Valkyrie doesn’t reinforce thoughtful play for the most part it detracts from it. However, that doesn’t mean rework is ungood, but I would say a different behaving Ultimate is a more workable solution because there is nothing in Valkyrie that can be buffed to really change the below issues.
Valkyrie removes reward in her play by doing several things that you could already do well outside of Valkyrie with better management of your abilities.
They say “Valkyrie enhances Mercy’s abilities”, but it really should be termed “Valkyrie extends Mercy’s abilities”. The difference is very important to note in terms of “thoughtful play”. Lets go through Mercy’s core abilities to see what this “extension” of abilities does in terms of limits & reward:
Section 1: Healing Beam
Healing Beam - doesn't feel more powerful it feels less involved to use (expand for details)
Healing Beam – as I say: “Dance the Beam, Around the Team, so they Teem (with life)”
- Problem: multiple teammates missing health
- Limit: you can only heal one at a time
- Challenge: restore everyone’s health
- Method: predict your teammates moves (their ability use and positioning relative to danger) and your enemies’ priorities and determine who is healed when and how much
Chain Healing – as I say “Click n’ Fly”
- Problem: multiple teammates missing health
- Limit: nope, everyone can get healed the same at once
- Challenge: nope, Mercy does the work for you
- Method: click n’ hold because there is no need and no way to change how you heal for 15 seconds
Section 2: Damage Boost
Damage Boost - loses the need to prioritize teammates in Valkyrie which makes require less thought and less informative to tell who is successfully making use of it (expand for details)
Damage Boost Beam – my default beam choice, but it can be situational. It requires you to consider weather it is better to choose Healing or Boost and who should be prioritized:
- Situation 1 - easy: teammate health bars are in safe ranges (you as Mercy determine what is safe) use it.
- Situation 2 - more to consider: some teammates are missing health or have low health, but your DPS has a teamwipe Ultimate ready and you really need to clear the point (so you determine.
- Situation 2 Method 1 – Boost’em: don’t prioritize healing instead boost the DPS Ultimate (if you trust they will use it well), the point is cleared (hopefully). Some teammates may not make it, but healing them may not secure the point and may be too dangerous anyway.
- Situation 2 Method 2 – more the merrier: forgo the tempting choice to damage boost and heal your teammates that need it (especially when you don’t trust the DPS you be boosting).
- Situation 2 Method 3 – a little of both: dependent on what the DPS Ultimate is you only need to boost when damage is applied, so if timed well you can heal first then boost right as the damage applied by the DPS Ultimate.
Chain Boost – it’s there, it’s everywhere… use it more because the chain healing cannot save anyone, but dead enemies cannot do damage (except for Junkrat, and a few others).
- No need to think too much about its use since you can just flick between chain healing and chain boost as you see fit.
Section 3: Angelic Descent
Flight is a more awkward, but OK change to Angelic Descent (expand for details)
Angelic Descent – the falling hover
- Easy to use, but thoughtful use makes it more useful as it allows you to reach many locations especially when combined with Guardian Angel which for example can allow you fly upward vertically and then reach a second floor level quickly (situational use).
Flight – the non-falling hover with WASD
- Now you don’t need teammates to get where you need to, and that independence has been the nicest part of the rework. It’s a bit clunky at times, but it’s pretty good.
Section 4: Guardian Angel
Guardian Angel - has extended range but doesn't feel better in Valkyrie (expand for details)
Guardian Angel – I’ll be by your side (if it’s worth my time)
- Your mobility is limited by your teammates positions choose wisely where you fly to and fly past. The increased speed is very noticeable from walking speed.
Valkyrie Guardian Angel – extended and a bit faster (it’s a buff)
- Same situation as the regular GA, but feels slower because you are already fast, so it more about the extended range. It doesn’t feel bad, but it doesn’t feel great either (the difference between Valkyrie Speed and Valkyrie GA is too subtle).
Section 5: Regeneration
Regeneration - goes from reward to just there (expand for details)
Regeneration – it’s the reward for being evasive
- It’s a passive reward for finding good cover in whatever form that may be.
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Uninterrupted Regeneration – it’s just there
- It’s just there to give you chance to survive flight because without it you would just die as you become a noticeable target.
- It’s just useful, not amazing, and there wouldn’t be an improvement in the fun if it were made more powerful, if anything it would just take away risk that should not be taken away.
Section 6: Resurrect
Once a game defining moment it is now just in the background (expand for details)
Resurrect is what you worked to survive for, so that you could turn a fight after your healing was outpaced by enemy damage.
For a character such as Mercy who usually will not be taking out the enemy team members, the Resurrection Ultimate was the one moment when this otherwise in the background character made an impact on a fight that could not go unnoticed.
For the Mercy it was what you did everything in preparation for to make a clear and concise punch in a fight.
Most important is that it was spontaneous and was Mercy’s one independent action that could count if the timing was right.
Now however, Mercy doesn’t have that one, spontaneous, independent ability, that could turn a fight. Mercy just has independent flight over 15 seconds, and everything else: Damage Boost, Healing, and GA are dependent on the team to make good choices with, but the Mercy cannot make the fight intervention any longer.
Resurrect is an after and before fight ability used exclusively behind cover of some kind or its just a gamble on the RNG of a single teammate.
Conclusion
I really want to help people understand. I see many who say they don’t see how it could feel “less fun” or even “unfun”. I would like to reach common ground of understanding.
Valkyrie gives Mercy all the tools to buff a team fight, and spectate the event unfold below. However, there’s no hero moment.