I'm angry with the ungrateful Mercy mains

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.

Which was a misdiagnosis of the issue, as the healing had remained basically the same before and after the rework.

What you said here and above this is (mostly) true, but it’s not relevant to the topic we were discussing prior.

This is exactly what I’m getting at. We have no idea what descriptions the developers are going by, so the only people competent to gatekeep what is and isn’t “suitable” for Mercy are the developers who are in on the particular description of Mercy they are using. Thus, I am going to treat anything that I consider reasonable as fair game, because there is virtually no evidence to suggest otherwise.

You’re wrong in that regard. If I can’t articulate why an assertion is wrong or right, then I am not competent to judge that assertion and rule it wrong or right.

There will never be a time when I tell someone “You are wrong, but you wouldn’t understand why if I told you”, because that’s openly acknowledging that I cannot articulate why they are wrong in a way that is actually readable. Thus, I am not competent to tell that person they are wrong.

Similarly, if you cannot or will not tell me why I am wrong, then you are not competent to tell me that I am wrong.

Where did you get that idea from? You literally suggested that I turn game design into a career and I responded with this:

And then shortly after that, I said this:

I can’t really imply it any harder.

Which is why you aim for balance, which is a compromise by the very nature of it.

Everyone wants their heroes to be the most effective. Balance is giving all characters (or as many as possible) a decent amount of power without giving any one character too much. Your character deserves to be viable, but so does everyone else’s.

The meta isn’t a result of hero popularity. The meta is the result of hero power levels. There is no need to address hero popularity; if a hero is very popular, that is a good thing. It’s not something you should try to prevent, as the only way to do that is to inherently make the character less fun, and making your game less fun is an excellent way to sabotage your playerbase.

Something that does need to be addressed is hero power levels, because if a hero is overpowered, they are preventing other players from enjoying the game because they are forced to either pick that particular hero or lose.

But players picking favorites? That’s a good thing, and it should never be touched. Those players are by far the most loyal players you will ever have. If you sabotage that, then you are killing off your most loyal and profitable fanbase.

Because I have other priorities right now. Other commitments. As I said, I don’t want to feel pressured to work on my game by others… until I’m self-employed or employed by the gaming industry. Then I’m perfectly fine with being pressured to work on my game, because I no longer have other obligations to tend to, and I can fully devote myself to the game, and thus feel good about making money from it. Right now, however, I don’t feel comfortable accepting money from people to work on it because it is not one of my top priorities. Accepting money from people to “kinda-sorta” work on it seems unethical, and in order to make it ethical, it needs to be one of my top priorities.

Or I could work both angles. I’ll take the feedback that makes sense and implement it. I’ll make uncontroversial changes as I see fit. Once it comes to the controversial issues, I’ll say “Here is the end result I am looking for, what are your thoughts on how I should reach it?”. I set the destination, but I stay open to what path gets taken to reach that destination. The result is that I achieve my vision of the game, and the players have the chance to mitigate the effects of the change if they do not agree with my goals.

This same development philosophy would have been fantastic when looking at the Mercy rework. Do I agree with the developers when they cite that “hide and rez” and “unfun to play against” as good reasons to rework Mercy? Hell no. But if they said “These are our goals, but we want you to decide how they are reached”, then suddenly I can turn the entire situation into a good thing. I can make mass-Resurrect disappear and still have a result I can get behind. I can completely disagree with the premise, but if I am given power to meet that premise under my own terms, then suddenly you will find that people who were vehemently opposed to your position at first will turn around and praise you for the result when it comes out.

For example, suppose this was the Mercy rework we got:

Resurrect:

  • Remains as Mercy’s ultimate.
  • Can only revive a single player.
  • Ultimate charge cost reduced by 20%.
  • Range reduced to 5 meters.
  • Now has a LOS requirement.
  • Instant cast.

New E-Ability - Valkyrie:

  • Current Valkyrie on live servers.
  • 3 second duration.
  • 12 second cooldown (starts after duration finishes).

If this rework went live, I would say that the reasons for the rework were absolute BS, but I would also say that the rework was a good thing and that I’m glad it happened.

If you let one party set the destination, and let the other party set the directions, as long as both parties are operating within reason, everybody wins.

And the portfolio is the game. You can play it if you want. You’re in my discord server, where I announced the alpha version of it. Grab the “FLAK” role and try it yourself if you want to see what it has to offer.

Mercy is one of the simplest characters with a low level of skill. I really don’t understand why she should be played on equal terms with heroes who require more skills and game thinking.

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So is Reinhardt.

Sure, his skill ceiling is higher than Mercy’s skill ceiling and they both shouldn’t be compared, but Reinhardt himself is in class with multiple main tanks who does has a higher skill ceiling. By your logic should he too not be on par or perform better than those tanks, right?

To be honest, I think it’s just silly to base a hero’s viability to their skill level.

“Game thinking” Nani

I guess I’m a low skill mercy main 4 lyfe

Why not? If they don’t think it’s the right thing to do :man_shrugging:t2:

Ok, good for you? Perhaps the people complaining haven’t wanted the healing buff.

Don’t engage, just ignore.

Yeh… If someone were to jump in after not having played the game for ages they may think, “Did Moira’s orb always move that fast :thinking:” at most before brushing it off as a figment of their imagination.

I thought they were gonna tighten Moira’s suck and was hoping the would make it hit harder, but no… =\

It is when you consider that no matter how amazing Mercy’s healing is. She can’t heal a team that refuses to allow healing. Best example was a Experimental mode match we had.

The Mercy on my team thanked me for speaking up when our team was about to full on blame us for the lost. We lost because the Tanks Rein and Winston charged or jump in and because they try to stay alive, they were behind walls and shields.

I was Ana and I can’t shoot through walls. What’s worse was the enemy Doomfist flanking and elminating our back line and our DPS were Junkrat and Genji who would not stand still and would get really close and still spam space bar.

Junkrat actually apologise when I told him I can’t hit him, if he dodges my shots to heal him. Anyways they were play too recklessly/aggressively and I was left to push the Payload alone, they’re scattered and since Mercy had the mobility, I told her to help the others and she did but she couldn’t outheal the damage they were taking with their idiocy.

At the end of the match, I pointed out each of their flaws why they were wrong and no matter how strong both supports are whether we are buff or nerf, we can’t heal them if they don’t allow us to heal as we can’t heal through walls, we can’t dive into a brawl and expect to survive, Doomfist was unchecked, they were so A,D Space bar spam it was a pain to hit them and no matter how much I need Healing they want, they needed to hang back and let us heal them but because they abandon the payload, they had only Mercy to heal them and with 60HPS she couldn’t solo heal as I could only push the payload and couldn’t shoot through walls.

In the end, knowing they can’t argue back, their excuse was… well this ain’t comp which fair enough is true… but if you play the blame game, you need to be able to back up your actions.

55HPS is definitely better than we would expect. Perhaps this is due to the nerfing down the 50HPS. As I said in the past, Nerfing isn’t bad, because recovery from a hard nerf is better than release nerf after nerf. Sometimes you will want to do a Nerf then follow up with a Buff but at the end of the day, it’s a bit of a pointless move but it does allow you to feel good.

Honestly it doesn’t hurt to guess. The ability to analyse and breakdown a game is what allows you to understand how others made their game as coding and creating a game tends to be quite logical

It’s also what allows people to reverse engineer or to help people create their own game or to narrow things down.

yeah but if like your senior like a line manager, teacher or examiner told you, you were wrong and to do it this way because that is the norm or this is ‘how it is’ rather than asking ‘why it is’ it’s better to just ‘do it and follow instructions’ because that is what is requested from you.

Like if you were driving a car and you drove faster than what your instructor or examiner expects, because you feel ‘Oh I can drive faster because I can and there are no cars in front of me.’ is not an excuse not to adhere to pre-determined rules like a national speed limit.

Yes newer cars and more expensive cars can drive faster and brake harder and stop quicker, but that doesn’t excempt them from the rules of the road. Which is why motorist argue that the speed limit should go up. But it won’t because the current rules are deemed safe due to collected data.

You may very well be right, but you also have to understand why even though you’re right, why you’re also wrong at the same time. Blizzard’s pre-determined rules doesn’t fit with the ideas that you’ve suggested. Yes it is very easy for them to apply it, yes what you’ve suggested make sense but at the end of the day, it becomes an argument of whether you understand their motives or not.

I feel like I got a pretty good grasp of where their head is at, which is why things aren’t too surprising and most stuff they’ve done are predictable when it comes to Mercy. Obviously this isn’t really something you care about or want to care about because advocating change is completely different concept and is a form of Revolution.

Because didn’t you mention in a previous reply that you said you had no interest?

But then I know in your direct previous reply you said that is the plan. Like which is it? Are you FULLY commited or not… like there are people you’re age which much more passion and dedication and would be doing stuff to get into the industry.

It’s not just passion but personality and ability to be accepting of things and seeing the bigger picture. Yes, we will feel salty at times, but that is human nature.
I seriously urge that you try to see things differently and see things from what Blizzard as if you were working for them rather than what you yourself as a player/consumer wants.

If you feel unhappy now, when you get ideas rejected or when someone of seniority looks down on you or when people give you the ‘No, just do this and don’t ask questions’ type of attitude… then you’re not going to be happy in a work environment if you work for others.

Challenging the existing structure is good, a lot of businesses claim they are trying to change for the better, but a lot of the time it falls back on excuse or vision of the one in charge. If you don’t deliver on your end of the job, people are going to question what you’ve been doing and why you’ve haven’t done things the way they expect it to be done.

The popularity of a hero is a reason for modifications to be made. Again it might not look like much to normal Players, but on a business end they need to make these changes whether there is a relevant need to do so.

They don’t want the same hero to be Number 1 for 4 years straight.

Which is why the Top 10 is ever shifting and they try to make you play other heroes, especially those in the bottom 5. Bastion has been near the gutter end of the ladder and honestly even Torbjorn has seen more plays than him and well… as expected they actually did bring Bastion out for a due changes.

Picking Favourites and only playing favourites in the form of One Tricking is the main issues of this game. They don’t want this.

Game Design and Development isn’t just all about designing, developing or project managing. You also learn a bit of essential law, various skill sets and optional course and of course some degree of marketing and psychology.

If we look at their very initial Trailers for the game and break it down. Blizzard is was designing and marketing the game to be about ‘Diversity’ ‘Freedom Fighters fighting for worldpeace’ ‘Anyone and everyone has a place’ and the whole gameplay is centered around flexbility, allowing you to mix up your composition, change heroes at any time and an open queue.

Now Blizzard ran into what I consider a Marketing Failure, they intended the game at a rather diverse Audience rather than doing what Valorant is doing and aiming for a PRECISE audience.

Blizzard wanted anyone and everyone to play and because of poor management, inherent contradictions and problems with the way the system and structure is set up. The game spiraled out of control and it became increasingly unfun.

People not switching, people locking roles and unwilling to change things up, those who monopolise a character was able to climb higher and you know… all the core problems with this game.

Now we need to look at the pro scene. Why are they unhappy with the game? Yes, Blizzard did announce that the game was aimed at Casuals rather than at Competitive and with recent changes and restrictions, you can sort of feel that the Hero Pool Banning is restricting gameplay, particular with ‘popular picks’.

Now why would this create negativity with the pro’s and players? It’s because by banning the most popular heroes, Blizzard is forcing people out of their comfort zone and off heroes that are either good or very commonly played because they strong or one tricked all the time.

They want you to mix things up, they want to you be diverse and for a lot of people, this isn’t fun nor do they feel they are playing to their full potential without their main.

Trust me on this… Game Design and Development is Art… it is a Creative Industry and without a portfolio, without passion and commitment. You’re going to lose to those in your generation. I’ve busted my … working for free, some people might ask what is the point and the point is commitment, to get a head start and to fill that quota for years of experience. They want people with at least 3~5 years average experience unless it is very bottom of the ladder entry level.

Meh sometimes PR and Marketing gets it wrong… not exactly uncommon for mistakes of this nature to be made where the comments don’t seem reasonable.

Another problem is revenue and business shares. You also have investors in the business and people who have various roles within the business and wouldn’t like the changes made.

Example you could have someone like Michael Chu who formerly came up with the lore and story for the characters and takes directive lead on narrative. Then you have the designer who designs a hero base on pointers given from someone like Michael Chu or Geoff Goodman who is the lead designer or Jeff Kaplan.

There could be a request for a hero and then various departments and people will be involved in the creation process. Then if something has to change, it’s not a single person decision but a collective decision which can lead to infighting.

Yes perhaps if you had power and you implemented changes and then you created a Hero that functionally works better in the game but that single change could impact your colleagues who feel their opinion and their work don’t matter.

To be honest I think Michael Chu left overwatch over creative differences within the internal team. Sometimes the game could run off far from your visions and expectation, it’s no longer fun to work on.

This totally works, it can work… but some internal team members might argue about the power level of resurrect and how it should function and if Multi Target or Single Target should be direction we should move in as Ultimates needs to be impactful.

As for the Valkyrie ability, I think we’ve been robbed in terms of the Jump skill of Baptise and the flight ability of Echo.

Echo was suppose to be a support, but since she was dug up from an unfinished hero design that looks like a Damage Hero but reshaped into a Support, but since they cannot abandon her initial offense skills, they made her into a damage hero.

The game alone isn’t enough there are some people by the time when you get to university, will have maybe two or 3 projects. some finish, some unfinish. Some with game concepts or loads of models and website. The finish product is the finish product, what employers want to see is capability and stuff you can do.

I don’t exactly know how Mercy’s healing feels at the moment, but I did enjoy playing her with 50 HPS at release. I would probably be complaining about 55 HPS too, not because the buff wasn’t welcome but because I think Mercy has a much larger problem. I think both Valkyrie and Resurrect need to be replaced as I find Valkyrie mindnumbling boring and Resurrect is such a strong power that the rest of her entire kit is dragged down to compensate.

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Now… did I already make a sarcastic comment on this thread? :thinking:

Because, to quote the developers, they want various levels of “skill deltas.”

If you want a game that heavily rewards mechanical skill, Overwatch isn’t for you. This is a game where people from many different backgrounds with many different play styles can come together. That is what Overwatch was intended to be.

I suggest playing Valorant, if you really feel this way. Mercy is intended to be just as good as a pick as Ana, which is why they’re buffing Mercy and nerfing Ana.

Ok, im not blind when i say i havent seen any Mercy main post complaining about the 55hps buff, but really. I havent seen any posts like that, if i did they were mostly people who dont main Mercy or even play her.

We have been constructing them calmly for 4 years. Clearly getting us nowhere. It takes constant whining and hounding and online campaigns by streamers to get things done like what the community did to Mercy 1.0, Brig what they are doing to Moira. Blizz themselves taught us that they do not care about people that are calm.

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Your post completely falls apart once you realise that there have been characters in game that have gained new abilities or had their abilities replaced with something that they previously did not have. Same can be done with Mercy. We don’t have to deal with it, Blizzard themselves demonstrated that we don’t because they have made such and even more drastic changes to characters before.

Symmetra has about 3 abilities that were completely removed from her kit and has had them added to her before. Torb got a new ultimate. Hanzo lost scatter gained storm arrow/leap. D.Va gained a new mechanic for her defense matrix and a completely new ability in micro missiles. These are just of the top off my head and there are others.

If you clearly intend one of characters to be best, why have every other? Skill is not an excuse for that, as it basically “we gave you multiple characters, only one of them is actually good, rest you shouldn’t spend time learning, as they always will be weaker.”

You mean like Hanzo and Symmetra?

In a way it depends on how you look at it. If we break it down and the core design keypoints were ‘Hanzo can shoot a single arrow that can transform into multiple shots’ and ‘Symmetra can do the following stuff’

  • Sentry Turrets
  • Energy Ball
  • Beam Attack
  • ‘Shielding’
  • Teleportation

Then technically, nothing has changed… they function in direct accordance to the way they’ve been conceptually designed to function.

The HP extension aspect of Symmetra was a gimmick to make her function like a Healer, but at the same time it was a form of ‘Shielding’ but in the end they made it into a literal shield

Scatter Arrow and Storm Arrow are conceptually the same, functionality might be different but he is taking an arrow and turning it into a multi-shot attack.

As for D.Va no… You mean the resource meter for it as oppose to cool down? Functionality change isn’t a complete change. It’s still a projection shield/barrier to absorb attacks. Micro Missiles being an additional attack is acceptable because there is a gap for implementation. since it hit PTR and Live, it will NEVER go away, it is now an integrated part of her character.

Torbjorn we could debate a bit… Overload is arguably an integration of Armour Pack and former Molten Core together. Rather than extend the HP of his allies to extends his own HP with armour. Overload carries the same functionality as former Molten Core so he gets a performance boost.

In this sense they haven’t betrayed his core concepts. They merely reworked functionality and presentation of these core concepts. Molten Core like it’s namesake actually sprays morten metal, now that an opening has open up.

Again Torb isn’t a support so extending others made no sense.

Again it depends how deep you want to get into it. From a perspective of a Designer, they haven’t betrayed the original intent, designs and concept of these characters once they’ve gone live.

Not to mention they are now proactively encouraging people to switch it up with hero bans

Oh how quickly you forget that she also gained a barrier that she never had and later it was reworked into her ultimate but Sym 1.0 never had a barrier. Shield hp and barriers are not the same thing. Otherwise you could justify Doom and Lucio gaining barriers

And it wasn’t before it hit ptr and live, just like pacify can hit ptr then live and become an integrated part of Mercys character.

Oh so supports are the only ones not allowed to gain new abilities that they previously didn’t have? Titanium already explained to you how pacify goes well with Mercy both lore and design wise since applying buffs is her specialty. D.Va, Sym, Torb and Hanzo have all either lost abilities they used to have or gained new ones that they never did. Micro missles were never a part of her kit at launch. They became a part of her kit and it later became integrated. Torb could never shoot Lava and the name molten core you are clinging to in an attempt to justify could just as easily be used to justify mercy having a cleanse ability based on her lore.

Note the ‘Shielding’ in quotations.

Sometimes in the Game Design there is a bit of leeway, but depending how you twist the rules you’ve set yourself. They technically haven’t broke their own rules.

‘Symmetra Shields her teammates’ by extending their HP. They took this phrasing quite literally and created a shield. HP Extention is a Support mechanic, as she is losing her role as a Support, they had to reallocate some aspect for her and save for future. Hence Support Echo could have been that had they stuck with her being a Support.

To me, from a design perspective, it’s that big of a deal and it is somewhat understandable why they went this direction.

  1. Sym is no longer a Supprt
  2. Retain all core concepts but make her more Damage Orientated
  • Sentry Turrets
  • Energy Ball
  • Beam Attack
  • ‘Shielding’
  • Teleportation

These 5 concepts have remained consistent. Again a change in functionality and presentation doesn’t neccessarily mean she has been altered from her original concept and key points. She still ‘SHIELDS’ her allies from harm.

Yes however there is no longer a slot for Pacify and arguably Pacify and CC effect clense would be more viable on a new hero design and creation than on Mercy.

Then again you could also say that the invulnerability she grants her res target is a form of CC protection.

Because they don’t have any new addition that betrays their original concept, when you break down and analyse what they have done and the mindset they have towards this from the various comments they’ve given in past interviews and announcements, you can see that they are speaking the truth to that degree.

I don’t deny it, but this isn’t want Blizzard wants nor does it fit the motives and main objectives they have in mind. If there was a open slot then yes maybe… but all slots are filled unless you integrate ‘Pacify’ into an existing ability?

Pacifying Bullets where if she shoots and hit an ally it cures them? No that wouldn’t make sense since she would still deal 20 shots.

Add it to Heal Beam! Nooo… that wouldn’t quite work… would be a bit too powerful.

Ressu- no wait… that already has invulnerable on target?

Damage Boost? But then target can’t be stunned or CC’ed in a fight whilst boosted… that’s too op.

Now that this Mercy has hit live, there is no ‘going back’ and Jeff has stayed true to this promise.

In regards to Titanium, yes he isn’t wrong but he didn’t create it with Blizzard M.O in mind nor did he take his clients wishes and brief into consideration.

D.Va, Sym, Torb and Hanzo got a reworked ability, replacement or new skill as you said. Which on the surface seems like something completely different and what not but look at the bigger picture. When you break it down and narrow down as far as it can go, they are still in CONCEPT the same.

  • Hanzo still has a single arrow that turns into a multi-shot
  • Symmetra’s core concept remains intact (Sentry Turrets, ‘Shielding her allies’ Beam attack, Energy Orbs and Teleportation)
  • Torbjorn’s core concept remains intact (‘Molten Core’, Powerup ability, Armour HP Extension, Turret Placement, Switchable weaponry, single shot and shotgun spread and forging hammer)
  • D.Va’s core concept has remained the same, but with the addition of Micro Missile
  • Mercy’s concept remains the same but with the addition of Valkyrie

The name Molten Core actually has a lot of significance to Blizzard. They retain the name because it is a refrence to their other games. Molten Core is associated with World of Warcraft (which I’m certain Jeff Kaplan explained once) and just looking at the map and stuff… it’s ALL FIRE AND LAVA!

This is why Torbjorn in the past took on a firey appearance and would ‘fire up’ his turret and performance. To continue to pay respect to the WoW reference and homage to the game they made it literally a pool of burning molten metal. So in this sense, creatively they didn’t betray it.

If the approach is to add and implement everything into Mercy, they they would add Pacify, but at the moment there is no room nor need to add it, otherwise other ideas would have been implemented to Mercy rather than diverted to other heroes for their creation.

So why don’t we have an exercise, take all the suggested ideas that that were suggested by us for Mercy and eliminate all the heroes birthed from these concepts.

From Moira

  • Resource healing, concept suggested in Megathread 1 as an alternative nerf to Mercy. Mercy is now capped by resource to healing.
  • We will take back the concept of Beam Merging, Mercy will now be able to combine her Damage Boost and Healing Beam as Suggested in Megathread 1
  • Damage Dealing Beam, Mercy will be able to use a biotic grasp like ability as her right click to dead damage and rebuild resource
  • Ricochet bullet? < This idea seemed a bit stupid so probs not going to add this.
    (Moira has now been deleted and has been implemented into the game)

From Brigitte

  • Ability to throw a projectile Burst Heal to an ally and instantly restore health and give HP extension and Defensive Buff to lower damage taken. (New E Ability) Just for fun, we can even throw in Pacify/Clense and grant target complete CC immunity
  • Ultimate Resurrect with Invulnerable removed but now has the added Burst Heal/Recovery function and Overflow HP extension. Mercy resurrects everyone in range and anyone who is alive in range is healed by a burst amount of HP and can extend HP too

From Baptise/Echo
After we lost two suggested concepts for Mercy to other heroes, we kinda knew they were following the Megathreads and leeching ideas. One of the suggested ideas to improve quality of life for Mercy was independant mobility in two ways. Mini Valkyrie if Valkyrie was a skill, which is taken from Mercy and given to Echo… then there was the vertical ascend ability in the form of a jump and then controling flight with Angelic descent…

  • Going to do something different and we’re going to merge the two E Valkyrie skill ideas together since all the slots are taken. By crouching, Mercy can build momentum for a jump, deploying her wings and activate Valkyrie. Then using Space Bar she can hover and control her flight and as suggested, gain extended GA target for 1 use for quick escape and the benefits of Valkyrie ult with beam extension but maybe not multi beam

There Baptise, Echo and Brigitte weren’t created and Super Mercy is born.

The thing is you can’t have everything on one character… you can even argue that as a Doctor, Mercy can use drugs and tranquilizers to put people to sleep so why not add that ability to her Pistol shots. Everything that gets hit gets drowsy and eventually falls asleep.

She doesn’t have a alt fire… well she is a Doctor so she could use adrenaline! Why not give her the ability to alt fire pistol into an ally, slowly buffing them giving them a form of speed boost and eventually a Nano Boosted state.

BACK TO REALITY

This is a stupid idea.

This is what happens if you don’t follow the rules and the creative designer’s lead and mindset towards designing a hero/character. Every hero adheres to a set rule and design concept including key points to their design and sticking to the limitations of the games mechanics.

Whilst also thinking about business opportunity and the possibility for new Heroes.

For all we know Pacify/Clense could be on a new support hero.

The point is… If there is an opportunity for a new hero, why give all the new ideas to Mercy? Why don’t we build a new character.

At the end of the day, it isn’t about Mercy and it isn’t about what the players want for Mercy. It’s about what the BUSINESS WANTS and what it can deliver to give this game NEW CONTENT and a breath of freshness with a new face.

They don’t want us playing just a handful of heroes they want us to be diverse.

Okay.

That still doesn’t explain how anything you just said is relevant to what we were discussing before.

I get it, you can’t heal stupid. I learned that the hard way a long time ago. But how is an inability to heal stupid relevant to how Mercy has or has not changed between her pre-rework state and her current state on live servers?

This is what we were discussing before:

Correct.

But you are operating on a few very specific analyses of characters that you created to explain a preconceived conclusion that otherwise is purely hypothetical. There is no evidence to suggest that your specific analyses are the same ones the developers of Overwatch used to create their reworks.

Your conclusion is that Pacify/Cleanse are not “suitable” abilities for Mercy; an assertion that is merely a hypothesis without reinforcement.

Your reinforcement for that hypothesis is the assumption that a very strict analysis of what Mercy is supposed to be, articulated by yourself, is the same analysis employed by the developers. We have no idea whether or not this is true, and there is virtually no way to prove it true or false, so it is also merely a hypothesis.

You are using a hypothesis to back up a hypothesis. That is not sufficient evidence to say with any certainty that your first hypothesis is correct.

Yes, game design and programming are both logical.

That doesn’t mean there’s only one way to do them.

I can turn a 2 into a four thousands of different ways using C#.

int x = 2;
x#;

int x = 2;
x++;
x++;

int x = 2;
x+=2;

int x = 2;
x*=2;

int x = 2;
x = 4;

int x = 2;
x = x + 2;

int x = 2;
x = x * 2;

And so on. We can know that x started at 2, and then changed to 4, but the only people who can say how that 2 changed to a 4 are the people who wrote the code.

In a job setting, maybe. That’s only because I’m getting paid to do it the way they tell me to do it. I’ll suggest alternatives if I think those alternatives will be faster, easier, or more effective, but I’ll do it the way my boss wants me to because that’s how I make money.

In a classroom setting, to hell with whichever way the teacher thinks is best. If I think a certain way of solving a problem is the best way to do it, then I will use that method to solve the problem. My objective in the classroom is to learn, and if the teacher gets in the way of that, then I’ll find my way around them.

I don’t get straight A’s and respect from my peers by being a drone.

Because the speed limit exists for safety purposes. I’m endangering others while speeding. Anyone can tell my why the speed limit exists.

In the classroom setting, I’m not endangering anyone. Sure, rules are rules, but if I don’t have compelling reason to obey them, then I won’t. If the teacher cannot tell my why his or her method is better than mine, then I will use mine.

I don’t go to school to learn what to think. I go to school to learn how to think.

And this here is the core of your argument, the preconceived conclusion that hinges upon the assumption that a single unsubstantiated hypothesis is correct.

No, I don’t think I will adhere to that. I won’t follow your set of rules because “What if they are correct?”. I don’t make decisions based upon "what if"s.

No…

Fully committed to what?

A career in game design? Absolutely. I applied (and got accepted) Early Decision to an out-of-state college that ranges from 1-8 (depending upon where you look) on best game design programs in the world for a reason.

Working on my game right now as a third job when I already have school and another job on my plate? No.

By this you mean “see things the way I do”, when you haven’t given me a compelling reason to.

This seems familiar. You’re approaching this like a teacher to a student, telling the student that one particular way of solving the problem is the best way without articulating why.

To hell with what the teacher thinks.

And why is that?

If a character is number 1 because of popularity and not power level, let them be number 1.

Making that one-trick boring to play doesn’t make the players who are one-tricking stop one-tricking. Most just leave the game, and the ones who stay go on to one-trick another character.

The rework killed off half of Mercy’s playerbase… and Ana rose to take her place.

You say this as if my future is uncertain.

It’s not.

I’d hate to break this to you, but…

…it was.

Well, that, an essay, a flawless highschool transcript, and an impressive SAT score.

Because the game doesn’t function in a fix state of play. Different trends, different play styles etc can effect the powerlevel of a hero making them relevant or irrelevant.

It can also effect which heroes can be played. Like if match after match people pick small hitbox, fast moving and very agile heroes, then it wouldn’t be wise to use Ana. Hence Ana loses value when Dive is prominant. Some changes to some heroes could boost their relevance.

The current state of play can directly or indirectly affect Mercy. Not just boosting and changing her actualy character and abilities.

Even if it isn’t as long as it is close then you can get into the same mindset as them and understand what their next moves is.

To a lot of people there is no basis but for us, it’s not difficult to see eye to eye with them because thats sort of how the industry is…

You have to look at it from a business opportunity. In order to appease investors and players they have to keep things fresh and to introduce new heroes and new content to the game.

Plus they need to determine what they game needs, more CC, more shield, more support, anti CC, anti tanks, anti support etc… It’s part of Product Development and a roadmap of the future.

Right now, there are properbly talks and suggestions over the need to protect against CC effects but similar to Role Queue and Hero Ban, Blizzard could be in a state where they don’t agree to adding it to the game yet.

Then whilst they’re not aiming to add hundreds of characters to the game. Blizzard basically only has the option of releasing a small number heroes on a schedule with heroes being as diverse and as unique from one another.

It’s less of a we should add this feature to Mercy, Ana, Moira or any existing support but more of a Where can we go from here? What’s next? What does the game need?

Because a cool designed hero that introduces a critical function to the game will result in SALES if you buy lootbox, if you spend money on Skins or purchase merchandise of the new hero, then that equals Revenue! $$$

Like who would you rather spend money on, Mercy when you have most stuff unlocked? Or a New hero that is critical to the current climate of the game, is cool and has stuff to unlocked?

Like look at it this way… imagine if you want to sell skins in the store and you have a type of fighter jet in your game and feedback from players is that they want speedier planes, more damage, tankier planes or specific models.

Do you stack and replace features on an existing plane? Or would you release a new plane with new unlockables that people want/like and get them to spend spend spend or if you run off ad revenue to play play play?

This is why Gacha games are so successful. You have multiple different heroes and even if their skills/set aint good, some people might spend and collect them because they are cute.

Again it is about Making Money and running a Business

Yes but as a creator you will need to understand your client. Hence understanding their intentions is quite important. A lot of it may sound like interpretations or hypothesis to you, but at the end of the day… are you designing something for Blizzard or are you designing and deciding stuff for yourself?

It’s like if your client wants something in Red but you say Blue is better but they want Red but you insist that product should be Blue. They’re not going to use you.

Or if they didn’t give you much to work from and you have to conduct research, you would have to look into your clients taste and if they said I want something new but something within my own taste, you would create a mood board and collect data to understand the mindset of your client and produce for them a product they desired.

Maybe they would be looking for something new, but what happens if it isn’t something they are looking for? It would be a waste of their time and resource.

Regarding this… I should be more specific. I mean if it was like an art project with a set assignment and you need to deliver something based on the brief given to you with set requirements on what you must meet those requirements or you can’t past.

It’s not about out performing others, it’s meeting expectation.

And thats the same with work. You’re told to work this way and your expected to follow instructions.

It’s the same if you go self employed and independant. If you work for a client, your expected to capture their vision.

No, what I’m telling you to do is to think less selfishly and think more what does Blizzard want. What does your client want?

Not all the time, people pick up new heroes or make changes. The most importent thing isn’t clinging onto something and stagnating. It’s about the business, the profit, the refinement and moving forward with the game.

Overwatch 2 Creates hype, even if Overwatch fails, so what. Blizzard has plenty of other games in their portfolio and plenty of other cows to milk.

Money < this is more important for a business. How do they keep a turn over.

Even if people leave or quit Mercy, they will either come back, get replaced or play someone new. If Overwatch reachs the end of it’s life expectancy then they will initiate phase 2 and release a sequel, expansion or new game to get people back in.

A game doesn’t stay trending for long.

Ana rising in the ranks was predictable… so did Rein in direct corelation with Ana. It was either Ana or Moira… The main thing you want to maintain is an ever changing enviroment within the game to make it play differently.

If we remained on 2/2/2 death ball from season 2… we would have left years ago because it would be repetitive and exhausting.

I mean in comparison to when you go applying for jobs in future for really competitive roles.