Maybe devs just dislike mercy as an hero

That…really doesn’t sound like a nerf to me. Just means you have to time it a bit differently, not that it’s weaker.

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Yeah idk what they’re complaining about. That change in damage boost is actually a small buff and it just makes more sense. You can just quickly flick damage boost and then switch to heals. It’s more fluid

Its the constant 60 of the beam that is the issue.
Seris for example can only do burst heal every few seconds which is a heal over time.

This gives her a lot of healing output with downtime in healing.
This would allow Mercy to get buffed in other areas like reducing resurrection to 20s.

To me this just seems like a common sense change. The projectile has already been thrown out, why should a damage boost on the guy that threw it after the fact ever boost that projectiles damage? It makes zero sense.

This game is in a state of decline now and the devs still push the “we know better than you because we have statistics you’ll never see” BS.

If we want this game to be seriously fixed people need to stop watching OWL and buying the junk. Hit Blizzard where it hurts and where we have power: vote with your wallets.

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I’d call this a buff. It’s a lot easier to toggle between boost and heal when you can predict the firing rate of a target instead of having to estimate distances. It also lets you put out a lot more boosting for DOT effects like dynamite (provided you can predict it, which raises skill and IMO is fine).

Like if you’re helping a junkrat for example. Before you basically had to keep damage boost on permanently because the grenades bounce so unpredictably, but now you can toggle it for each grenade and still get 100% boost while still healing lots.

It’s a considerable change for those situations a projectile attack goes out and you jump to the hero to boost that particular hit. Rein’s fire strike, Ashe’s dynamite, occasionally Junkrat, Ana’s nade and Zarya’s right click. With the PTR, if they don’t call to you their attacks, you won’t boosting them because by the time you see and react, the window is gone.

It also affects how Deadeye works. The skull won’t lock faster because of boost, the boost will apply all the same, but McCree won’t know if the shot is deadly or not.

Not sure about Rein’s charge. I assume the boost still applies on pin rather than on button press, so that remains the same.

On the other hand, it makes easier to hard pocket Pharah, I guess? Because I can time it differently than before?

At best it’s a lateral move overall. I’m gonna keep an eye out on overbuff’s averages just to see how it goes from now on. It’ll likely go up because of the Pharah buff, Phamercy, Juunk and solider buffs.

Overall I don’t like this change, but I guess we’ll see.

The damage boost change helps a LOT when it comes to boosting rat. You dont have to keep it tethered to him while his nades bounce around and arc etc. It changes things a little bit for Pharmercy but not much.

How exactly the change to the damage boost are nerf?
The only thing that change is the timing when to boost.

t’s a considerable change for those situations a projectile attack goes out and you jump to the hero to boost that particular hit. Rein’s fire strike, Ashe’s dynamite, occasionally Junkrat, Ana’s nade and Zarya’s right click. With the PTR, if they don’t call to you their attacks, you won’t boosting them because by the time you see and react, the window is gone.

Most people like the changes, what are you specifically (outside of Mercy) not happy with now?

The problem with Mercy is that there are too many people that want different things. Some want Mass Rez back even though it was deemed OP by devs and community alike, some liked 2.0, many like 3.0, a good chunk just want rez gone completely.

No matter what they do to Mercy, a portion of the fan club won’t be happy.

Can’t really do that when the only people that consistently had fun with her were Mercy OTPs at the time.

Sorry, they are bugs and weren’t intended. They aren’t staying. She is balanced where she is and they won’t risk changing her any time soon.

I’m going to preface this with I haven’t played Paladins, but it isn’t like Mercy’s healing is High IQ either. Left click isn’t hard.

OWL is free and you already bought the game. Your wallet doesn’t matter anymore unless you cared enough to buy skins or jerseys. Your attitude suggests you never were that person anyway.

Fair point, but it also can give her other opportunities like stop damage boost the moment that specific projectile got fire and swipe to healing\damage boost other.

But if we get really into the small details, when exactly does the damage boost count and when stop counting? only from the moment the player press the button? during the animation or after the animation? someone tested it?

This change to damage boost is absolutely a buff, not a nerf. This change means Mercy will have more amplified damage out in the field, since every projectile fired carries with it the extra damage. Consider if Junkrat fired a grenade while you were damage boosting him, but he starts taking damage so you switch to heals, meaning that the grenade he lobbed that hit a distant target only does its normal damage. That’s how it is on live, but on PTR, Junkrat’s attack would still be damage boosted; you wouldn’t be sacrificing the bonus damage just because you needed to start healing.

This only benefits Mercy, really, and I can only think of a very small number of situations where this would effect her negatively. Overall this will increase the power of damage boost and make her more effective with it. Reading some of the replies on this thread, it seems like a lot of people are really confused about this change.

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Only if you’re pocketing, if you’re juggling that’s very much harder, by the time the projectile is out your window is gone. I don’t expect nor do I want every projectile attack to be called so those will be boosted less frequently.

And the opportunity to swap was already there, you just had to time it to the hit rather than the launch.

It also affects how Deadeye works. The skull won’t lock faster because of boost, the boost will apply all the same, but McCree won’t know if the shot is deadly or not.

I assume it applies when the “hitbox” for the attack is created now, when before it applied when the hitbox connected.

this is going to end up being the most oberblown change of this patch…its a nerf if you only want to focus on when its a nerf…because its also a buff at other times…

its literally a buff and a nerf to different situations…of all the changes to get angry over…this is the possibly the worst one ive ever seen…

Think of it this way.
You are mercy boosting Pharah.

On live - you are primarily healing her because you are anticipating dmg from the enemy when she shoots you see the shot and switch to dmg boost, giving you plenty of time to switch in between healing and dmg boosting and being able to do both.

On PTR - you can’t do that. Simple as that. You have to be dmg boosting as the pharah shoots. You have to pick either dmg boost or heal you can’t do both at the same time. Because we are human beings we can’t predict when the other person decides to fire a shot and preemptively dmg boost, we aren’t psychics. At best our reaction timing is enough to switch to dmg boost when we see a shot being fired – which is what happens on live.

Essentially it’s lowering skill ceiling and effectiveness.

Low ranked mercy players probably won’t even feel a difference because they didn’t even know of this tech.

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Basically, you have to know your rein’s gonna firestrike before he does it to boost it now, and other projectiles

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I actually expect the average dmg boosted to increase overall thanks to the DPS buffs and GOATS nerfs, so we’ll never really know the actual effects of this change aside from theorycrafting.

If this means less Mercy piggybacking then I’m okay with that.