I love Mercy with like 400 hours on her in high diamond (been in masters), but I can’t play her anymore, In my opinion it’s just not worth it when you could do so much more, with someone else. Don’t get me wrong I want all healers and heroes playable and balanced, but Mercy just isn’t there yet. So many people in the community agree that Mercy is falling behind, and I wanted to share my ideas on how to rework this glorious healer to make a healthier hero.
THE VALKYRIE
Details:
Role: Single Target Healer
Health: 150 hp
Caduceus Staff
Healing Output: 60 hps
Damage Boost: 30%
Comments: Her healing output needs to be higher, back to where it was so she can be that main healer more consistently
Caduceus Blaster
Dmg: 20
Reload: Mercy no longer needs to reload her weapon but it will regenerate ammo. A critical hit will instantly give Mercy one more shot, and a new bullet will generate every 1/6 of a second after you stop firing for a short period.
Comments: Everything about Mercy’s weapon will remain the same except for how the weapon reloads, this will allow mercy’s that are better with this weapon to use it more often, and will make using the weapon a little more skillful making it so if you can hit those shots you can fire more often.
Ability 1: Guardian Angel
Mercy flies towards a targeted ally, allowing her to reach them quickly and provide assistance in crucial moments.
Movement Speed: 30 meters per second
Max Range: 30 meters
Cool-down: 1.5 seconds
Comments: The speed buffs will allow Mercy to be slightly more mobile to make up for her HP nerf.
Ability 2: Valkyries Guard
Mercy cast a shield on an ally, this shield will protect them from all damage and can only be destroyed with a high enough form of burst damage, if the burst damage destroys the shield it will absorb the rest of the blow making the ally immune to the overflow damage. Disappears if Mercy is eliminated.
Max Range: 20 meters
Cast Time: Instant
Duration: Infinite until broken
Cool-down: 15 seconds once previous shield is broken
Guard: 50
Ability 3: Restore
(Ability binded to reload.)
When activated Mercy’s Regeneration passive will become buffed.
Regeneration will not stop if damaged
Self Heal: 25 hps
Duration: 7 seconds
CD: 10 seconds
Ultimate: Valkyrie
Gain the ability to fly. Mercy’s gains new abilities and strength.
No more chaining
Healing and Damage Boost are intertwined for the duration
Self Heal: 20 hps
no longer stopped by damage
Movement Speed: 12 meters per second
Duration: 15 seconds
Guardian Angel:
Max Range: 40 meters
Caduceus Staff:
No longer gains a range buff
Caduceus Blaster:
Ammo: Infinite
Projectile Speed: 80 meters per second
(Grants access to new abilities)
Resurrect:
Mercy brings a dead ally back into the fight with full health.
No cast time
Max Range: 10 meters
Charges: 2
Valhallas Cure
This is Mercy’s secondary beam while Valkyrie, when connected to an ally it clears all status effects and prevents all forms of CC.
Passive: Angelic Descent
Propelled by her Valkyrie suit, Mercy slows the speed of her descent from great heights.
Passive: Regeneration
Mercy automatically heals over time.
Healing: 20 hps
Passive: Valhalla
When Mercy is within a 5 meter radius of a dead ally, their respawn timer will tick faster.
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THE DOCTOR
Details:
Role: Main Healer
Health: 150 hp
Caduceus Staff
Hps: 60
No longer has damage boost but instead the Cure beam that prevents CC
Comments: Her healing output needs to be higher, back to where it was so she can be that main healer more consistently
Caduceus Blaster
Dmg: 20
Reload: Mercy no longer needs to reload her weapon but it will regenerate ammo. A critical hit will instantly give Mercy one more shot, and a new bullet will generate every 1/6 of a second after you stop firing for a short period.
Comments: Everything about Mercy’s weapon will remain the same except for how the weapon reloads, this will allow mercy’s that are better with this weapon to use it more often, and will make using the weapon a little more skillful making it so if you can hit those shots you can fire more often.
Passive: Angelic Descent
Propelled by her Valkyrie suit, Mercy slows the speed of her descent from great heights.
Ability 1: Guardian Angel
Range: 30 meters
Speed: 25 m/s
CD: 1.5 seconds
Ability 2: Valkyrie
(Now an ability)
Grants Mercy the ability to fly around freely for 8 seconds.
No longer has beam split.
This applies a slight speed buff of 20%.
Increases range of Guardian Angel to 40 meters.
Caduceus Staff range decreased from 15 meters to 12 meters
Healing output increased by 20%
Healing and Cure beam are intertwined for the duration
CD: 18 seconds
Ability 3: Respiration Aura
Launch an orb that sticks to surfaces, once it sticks to a surface it will create a Healing AOE
Healing: 20 hps
Projectile Speed: 20 m/s
Duration: 7 seconds
Cool-down: 10 seconds
Ultimate: Resurection
Mercy’s ultimate is resurrect again.
You now can charge past 100% and hold up to 3 charges of her ult.
No invincibilty
No cast time
You can instantly rez a single target with each charge. When using a Rez it will create a small pocket where allies become CC resistant
Range: 10 meters
Passive Radius: 5 meters
Passive: Regeneration
Mercy automatically heals over time.
Healing: 20 hps
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THE ANGEL (Concept by KinkyClam)
Details:
Role: Single Target Healer
Health: 200 hp
Caduceus Staff
Healing Output: 60 hps
Damage Boost: 30% (now has a resource meter, you can use it for a max of 8 seconds before the meter runs out, healing will speed up the refill process.)
Caduceus Blaster
Remains the same as current version.
Ability 1: Guardian Angel
Cool-down increased to 2 seconds.
Everything else remains as it is currently.
Ability 2: Resurrect
Resurrect is now like a mini ultimate. It has an ultimate meter, similar to the old Torb scrap system, but instead you heal, damage boost and deal damage to fill it. The cost is about 1600 points (30 seconds of healing). You can store 2 charges of this ability, but once you use it, it will go on a 10 second cool-down.
Heroes Never Die
AoE: 15 meter radius
No cast time
Rezed allies gain invincibility for 3 seconds and 20% of the targets missing health over the course of this time.
Requires LoS
Cost: 2050 pts (the same as Valkyrie.)
Passives
Passives remain the same as they are in the current version.
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THE VANIR (Concept by PuffyPony)
Details:
Role: Mobile Main Healer
Health: 200 hp
Caduceus Staff
- Healing increased to 60 HPS
- Damage boost removed
Caduceus Blaster
This will remain the same as it is currently
Ability 1: Guardian Angel
- If used while airborne, the cool-down will not start until Mercy touches the ground again (i.e. can Guardian Angel from the ground to a flying Pharah, fall, Guardian Angel, then must hit ground before using it again)
Movement Speed: 20 m/s
Max. Range: 30 meters
Cool-down: 1.5 seconds
Ability 2: Ondgandr
- 5 second cool-down, starts on ability activation
- Increases Caduceus Staff healing to 100 HPS for 1.5 seconds, then drops it to 50 HPS for 3.5 seconds (visually represented by the intensity of the healing beam)
Ability 3: Valkyrie
- 5 second duration, 15 second cooldown starting on ability activation
- Chain healing removed
- Caduceus Staff also grants +25% damage
- Movement Speed increased to 10 m/s
- Reduces Guardian Angel cool-down to 1 second
Passives
Mercy’s passives will remain unchanged
Ultimate: Vekja Gungnir
- Mercy lifts her Caduceus Staff into the air, enveloping it with radiant biotic energy and transforming it into an image of the legendary spear Gungnir
- 10 second duration… no idea on exact ult charge because I’m not good with calculating that, but moderately high cost
- While active, Mercy has constant access to Valkyrie without needing to use the ability
- Using LMB/RT with Gungnir emits a robust single-target beam that heals the target ally for 120 HPS and boosts their damage by 25%. Range ~20 m
- Using RMB/LT with Gungnir hurls a spear-like bolt of biotic energy that explodes on impact. Travels at 80 m/s and has a mild arc. Heals allies within 5 m of the spear for 80 HP instantly
- Holding RMB/LT will charge the spear throw, increasing its travel speed to 100 m/s and burst heal to 150 HP. Fully charged spears also clear anti-healing. Fully charging the spear takes 1 second
- Mercy’s Regeneration is increased to 30 HPS for the Ult duration
- Melee attacks during Vekja Gungnir are replaced with a powerful spear thrust that deals 70 damage, has an ~7 m range, and knocks enemies back a short distance
Creator Comments
There are several goals that go into the rework I propose.
Firstly, I’m attempting to return Mercy to a healer defined by high output and mobility. Beyond just pocketing at 60 HPS, however, she now also has a beefy burst healing with Ondgandr, which allows her to tough through stickier situations. Her Ultimate, Vekja Gungnir, also puts a greater focus on healing than Mass Rez or Valkyrie and even allows more direct counterplay to Ana’s Bionade.
Secondly, however, is the effort to put depth into Mercy’s kit. Valkyrie, for example, is now Mercy’s primary method to facilitate aggression–but unlike Damage Boost, it’s not constantly available, so a little more decision-making becomes necessary. Likewise, Ondgandr comes at the cost of reduced healing after the initial burst, so Mercy players are obligated to make critical decision about who needs instant healing and who can manage with less healing than normal for a little bit.
Thirdly, particularly with Vekja Gungnir, I’d like to see “hero moments” return to Mercy. While you’re not going to bring your team back from a wipe, you can deliver powerful bursts of healing from across the map to save allies, potentially denying enemy plays in a way that Valkyrie currently cannot.
As a final note, I’m not going to claim that this rework is 100% balanced. It’s probably a bit strong, but numbers can be tweaked (i.e. Vekja Gungnir could be nerfed to an 8 second duration, or Valkyrie nerfed to a 12 second cooldown). The core material, however, is what I’m interested in, and ideally, it’s going to Mercy more dynamic and interesting to play and play with while avoiding any complaints about being “unfun” to play against.
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THE SWIFT RESPONDER
Details:
Role: Mobile Healer
Health: 150 (TBD)
Caduceus Staff
Healing Output: 50 hps
Caduceus Blaster: Now instead of having damage boost as the secondary fire on the staff, she fires her energy pellets out of her staff. Bullets now regenerate over time.
Ability 1: Guardian Angel
Mercy now quickly flies to a target in a radiant light that heals allies she passes.
Movement Speed: 35 meters per second
Max. Range: 40 meters
Healing: 40 hps
Cool Down: 1.5 second
Ability 2: Responders Beacon
Mercy creates a beacon that Mercy can fly to from any distance, and when she dies she can respawn onto it, but when you respawn to it, it will be destroyed and go on a longer cooldown. However to be able to respawn to the beacon you will need to have a full resource bar.
Cooldown: 8 seconds
Respond Cooldown: 16 seconds
Ability 3: Valhalla
Mercy slams down her staff bringing back all downed allies in a short radius for a short period. In order to use this ability you must have a full resource bar.
Duration: 7 seconds
AoE: 5 meters
Ultimate: Valkyrie
Mercy expands her wings increasing her speed and overcharging her staff to support her team.
Dash Ability: Mercy gains the ability to quickly dash around
- Movement Speed: 50 m/s
- Max Distance: 10 meters
Res Ability: Mercy gains the ability to rez dead allies in a short radius (same stats as Valhalla)
Healing Output: 120 hps
Damage Boost: 25%
Movement Speed: 20 m/s
Passives
All passives remain unchanged
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THE HALO
(concept in devolpment)
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Thank you for reading I really love Mercy, and I don’t want her to be OP I just want her to be fun and viable Please leave criticism and thoughts, as well as your own Mercy Rework Concepts and I’ll add them to the post!!! Thank you