In this regards this varies due to a variety of reasons, the main changes are just Heal Beam and Resurrect (hoping Forum mod will notice this and forward it)
What effects Mercy state of play is dictated by the numerical value of her Healing, the higher the value the more capable she is at preventing death. Disregarding the Pro-Scene and top ELO, one of the main reasons she was a popular pick and a reason why in the patch note they wanted to adjust her pick rate was because her healing was too strong.
This unfortunately has an impact on her other utility such as Pistol and Damage Boost Beam. If her heals can’t keep up, she can’t use her other utility.
Another issue is the other supports, before we also mentioned that the other supports were too weak and pointed out their flaws and they powered them and nerfed Mercy at the same time. This was actually a bad move, what they should have done is boost the other supports and left Mercy there because the stronger they are, the more reason to play them but by weakening Mercy, she can’t compete with them.
Mercy’s main way of gaining ultimate charge is via healing, therefore she can’t gain value if other supports are too strong like Ana and Moira, they will compete with her and cap her healing cause lower Total Healing and longer Ult which they address. But the problem becomes value and worth, is it worth having a Mercy who is being out healed by Ana and Moira who can also steal heals from her and is unable to do much of anything else.
55HPS isn’t 60HPS but it allows more freedom in the utility of her kit. However she can’t cure stupidity. A boost in her heals doesn’t mean reason to play recklessly.
I will agree with this, one of the main reason Valkyrie is good is because of the multi-target function that makes her base kit already even better. it’s a go easy mode ability and over all it makes Healing too easy and no skilled because it heals everyone within range.
The main benefits is a better survivability when it comes to Res like still 80~90% chance of dying… and better utility of her damage boost which is exclusively dependant on your team mates ability to damage deal and land hits and kills to grant you Offensive Assisst stats.
This is the only benefit that Valkyrie has granted through out the entire ELO, because Damage Boost was practically pointless because your team mates couldn’t utilise it unless they were good at their role and can finish their fights.
It depends on what descriptions they used, looking at past and present and multiple changes I’m pretty certain they do have some bulletpoints for heroes that act as defnitive rules for their designs. Meaning no matter the rework, these points are the rules by which they balance around.
Functionality might be modified but it depends what the common theme is. Luckily for us, the more a hero is worked and reworked it becomes somewhat predictable, yes we’re guessing and intepreting their meaning but because they are so transparent and exposed so much, stuff like Mercy’s next buff can become incredibly predictable to the point where you can narrow it down base on past patterns and know methods of how they work as a business.
The problem is, I get the sensation you’re not here to talk nor are you willing to see the bigger picture at times. I explain stuff from the point of view of experience that I have from working within the Gaming Industry coupled with experience from studying and getting a degree in design and development for Games.
Luckily you have self taught yourself, but what you lack is genuine work experience. Which I don’t blame given your age. The inner work cogs within any corperate workplaces is going to be like that ‘I’m right list to what I say and do your job. Or you won’t understand my vision go and do it.’
Blizzard’s vision isn’t that hard or rather what Geoff Goodman and Jeff Kaplan have revealed so far. If you find me confusing then thats how bad Blizzard’s strategy is… then again in creative business, unless you call the shots, no one is going to listen to your designs. It’s like your game, if you got a designer and stuff to help you do it and all you did was direct them and told them what to do and then people kept nitpicking and picking stuff that they think they know is better for the game that doesn’t allign with your vision, you would also be in my position trying to tell them something but they don’t understand, nor understand why you’re right.
Again since you have no interest in a career in Games Design and development, I doubt you’re going to be doing creative course and pursuing a creative career. It actually might not be ideal because clients are a pain.
You can create multiple designs for a website, app or something and they will choose the worse one. But because they are the client, you can’t argue with them even if you’ve created better stuff or optimised better stuff for them to use.
Pretty much all games will hit this wall, to be honest it is impossible to satisfy everyone and considering they are manipulating heroes, the ones doing poorly and the ones doing too good will be subjected to modications to shake things up.
The game wasn’t intended to be fixed meta… it’s suppose to flex. Yes there is a systematic flaw that causes exploitation, but the game was designs to be if this person plays this, i’ll play that and then you play to win.
But because people play favourites, the game stagnated forcing them to stick their hands into the game and force changes by force.
No better word for it… but it’s the lack of commitment and responsibility which is holding you back and preventing you from sympathising and understanding why they won’t implement changes.
Look at it this way, imagine everything you’re doing right now is your job right now. Your comitting to your studies and regular day to day duties. You have a schedule for doing stuff and then you are working on the game full time to deliver it to your customers on a very strict schedule. Your fans or your colleagues under you, are pressuring you and telling you what to do. You can either bend over and modify the game to their taste or put your foot down and say, no this is my game, my vision do what I say.
If you prefer freedom the best thing to do is to go Indie. But this means you will have to understand how to start up a business and how to fully commit to the job as you will be feeding yourself.
Old Geezers filling up the higher up roles. Corperate business stagnated with only a rare handful of business being truly forward thinking and innovative.
Trust me on this… if you can’t commit you’re going to be a step behind everyone else. You need that portfolio and that experience if you plan to even enter the business or you’re going end up in an area that’s unrelated to gaming so to speak.
Commitment and dedication. You have to love games and you have to be a cut above the rest and you have to be able to see the bigger picture of things because if you can’t you’ll be unhappy when you get creatively challenge. Not to mention you need to be in a specialised role rather than a jack of all trades.
What I mean is for Community managers and for the business themselves, Psychology is part of the business and understand what the customer thinks is important. The reason they don’t seem to care and bend over to the community the moment a patch release is because they understand people will go through greivances.
There is a grace period and over time there will be an acceptance. They take opinions into consideration if they make sense and can contribute to what it is that they are planning with the game. Then they analyse the data and see if it matches their Main Objective with the changes made to the game.
Because that is the point. You have Customer Service, Game Masters, Forum Mod’s and community manager to handle Public Relations.
They’re not here to make friends, they’re here to fill their pockets. We’re just cows for them to milk.