???
Kiriko has one cooldown that can only really be effectively used once per a team fight. Their is a major opportunity cost whenever it’s used.
It’s the only thing that she has to use to keep a teammate from dying, So it’s either use it or lose the other person. So in my personal experience just creating a situation that I threaten a death like landing a knife and doing enough chip damage to secure a meaty head shot kill after the pull. Is enough to get that suzu flying. Where I can then say shout and axe the target in question instead.
And thats not counting the fact that suzu is her only tool to clean up a nade, sticky bombs, pin, stun that would have also lead do someones death. Like their is a lot of things she can only prevent with suzu, and she only has one of those in her pocket.
As once it’s gone she pretty much is just a weaker moira. That can only do single target healing, and can’t do consistent damage and healing at the same time. (I am aware of the little spacer between healing waves, but her damage output is pretty much junk if that’s all she is doing)
That also has to put her self like right next to a teammate that’s taking fire if she TP’s to get close enough so people are not dying mid healing travel time.
Mercy on the other hand doesn’t get a lot of moment to moment value, 55 hps or 25% damage boost on one target is ok. But far from the power house an anti-nade, suzu, lamp, or any of the healing tools that can just do 150 hps on a cooldown and stacked with their primary fire.
Her primary value comes from the fact she can maintain her self for long periods of time. As unlike any of the previously mentioned tools and heroes, she tends to be one of the last heroes to die. And kind of makes it difficult to win via killing the both the supports right off the back.
heck her beam is also one of the few options to heal around barriers and through mei’s ice block and wall for a few moments.
But for the most is the supports that is most reliant on her team to do things in her place. And heavily reliant on her other support to make the big plays/saves in her place.
I’m mean compared to what? OW season 2~3. Ya because that was kind of because dive was an exploit on the games intended design. As the d.va/winston stack got around all the slows/turrets/bonus health stacking. That would otherwise manage the mobility centric playstyles.
Be it like compared to the end of OW, to now it’s pretty much just as effective. You just need a team to actually focus down one of the dps, or push ana with DM/Missiles and one other DPS. To quickly secure that early pick.
From their it’s just clean up and keeping key cooldowns from landing.