With this rework, I am attempting to shift her power to give her more decisions to make and make her feel more impactful without radically changing her power level or play style. Any items in her kit I do not mention remain the same. Full rationales behind each change will be written at the end. Also as normal, values are me spitballing. So… here we go.
- Mercy now heals her GA target for 15 HP whenever she uses it.
- Mercy’s E remains Resurrect, exactly how it is now on the live servers. However! Mercy’s E can now be used on living targets as well. When used this way, it provides the target a burst heal of 125 followed by a 100 HPs 1.75s channeled heal. During this channel, Mercy is NOT slowed by 75% but is unable to use other abilities. Both uses incur the 30s CD.
- Pushing E again while doing the standard Resurrect will now cancel the ability. The normal 30s CD applies.
- Valkyrie’s main beam buffed to 80 HPs, chains nerfed to 40 HPs.
- Valkyrie doubles the value of change #1.
- Valkyrie’s duration nerfed to 12 or 10 seconds.
- Valkyrie no longer increases the length of Mercy’s beam.
Change #1
Nearly every single healer in the game has a way to either apply a burst heal or increase their HPs temporarily. This is a good thing because it asks players to judge when the best time to use it is.Mercy is the only healer who doesn’t have one. She has never had one, and this has been a problem with her since she was released.
In addition to that… Due to GA and the fact that Mercy can’t miss, she is the support who is best suited to providing triage style healing, aka “My teammate is in trouble. I’m gonna jump to that guy, heal them and save their life.” However her current 50 HPs is… ill suited to actually pulling that off. This should help.
Change #2
This change exists for two reasons.Firstly, if you’ve read any Mercy feed back, you should know that the cast time and slow on Resurrect is a fairly massive point of unrest. This should give people a way to at least not experience the -75% slow without soft throwing by not using Resurrect.
Secondly, the thought process behind current Resurrect is actually very simplistic. “Can I get away with this Res and is Res off CD? If yes, do it.” Providing another option that is usable more often should make that decision much more engaging and less simple.
Change #3
There is exactly one other ability in the game that has a channel and has zero impact until the end of the ability. That ability is Deadeye. Deadeye can be cancelled. Why can't Resurrect?Also the ability to end the cast in a fast pace game like Overwatch, where you can literally go from perfectly safe to in serious trouble in the blink of an eye is… nearly required.
Also this will stop Mercy players from just mentally checking out for 1.75s since they nearly can’t do anything for that amount of time after pushing E.
Change #4
One of the main skills Mercy has is answering the question "Who needs which beam right now?" or Beam Priority. Since chain beams have the same output across the board, Valkyrie kind of kills that and it really doesn't need to. This should bring back beam prioritization for Mercy players without completely removing chain beams.Change #5
So one thing from the initial Mercy 2.0 that was really good and should be brought back was how the multi resurrect charges heavily encouraged Mercy to swoop in and out of the fight. Now that was broken, but cool.This is my attempt at incentivising that same swooping game play in a much less broken way. Frequent 30 HP burst heals is useful, but should not be game breaking.
Change #6
So far this rework has added some power overall to Mercy's kit and this is my attempt at reining it in.Change #7
Let's be real... with Valkyrie giving more free flight and more GA range, Mercy does not need this bonus.All this does is incentivise Mercy players to not move around much (because they don’t need to) and do her best kite impersonation (because she can and because it is safer). Nobody needs that, so axe it.
Other Notes
There is a reason why I am not giving Mercy 60 HPs and instead are giving her that GA heal instead.Mercy has 3 mutually exclusive “firing modes”. At the moment heal vs boost vs blaster feels roughly equal in power, which is good. At 60 HPs, it felt like you should be healing at all times unless literally no one needs healing. So… GA heal gives Mercy a bit more max healing output while also not upsetting the balance in firing modes.
Edit: Forgot to mention this when I was building this post. This rework was somewhat inspired by Megadodo’s rework idea and our discussion on said thread found here .
Workshop Stuff
Code: SH2TDFeel free to test this and let me know how it goes. I was going to try to get a test game going on the PTR… but I haven’t had time to do that.
Change 1 and 5 are in place though I ended up raising them to 25 and 50 respectively because 15 felt anemic.
Change 2 is in there and working. At some point I might need to add a UI item to show how long until you can Rez/Burst heal again… but it does correctly show if it is on or off cool down.
Change 3 is… mostly in there. Directly cancelling the Rez isn’t a thing you can do. So instead of E to cancel, it’s Shift to kinda jump in the direction Mercy is facing. The jump is powerful enough to get out of Rez range every time… unless you jump into a wall or something.
Change 4 has turned out to be somewhere between insanely difficult and impossible, so the Workshop setting has code that attempts this, but it’s turned off.
Change 6: Went with 10 seconds because I buffed #1. I know that it is slightly clunky… again, no direct way of lowering the duration or cancelling abilities, so what the code does is kill and insta revive Mercy.
Change 7: This change isn’t in there and I’ve not really attempted to make it. However, this change is honestly the least important of the 7.