Mercy, both 50hps and 60hps

I mean she is an off support might as well make her act like one too.

make mercies beams work like syms primary where it ramps up over time if you stick to 1 target.

healing: 45-60-75
damage: 25-35-45

She… Sometimes is and sometimes isn’t in my experience. Sometimes she’s able to solo heal (though rarely), but usually another support is needed or you need to switch off of her. She’s so wonky.

I actually despise this iteration of Mercy with a burning passion. It’s just bad.

7 Likes

And all those other minimum damage buffs,addition of Hammond and infinite stealth sombra.

a lot of indirect nerfs to mercy on top of her nerf to her healing.

its why she cant really keep anything alive or really do anything of substantial value like the other main healers can atm.

Must mean it’s gonna get posted on the PTR soon then.

ORRR

We bump it back to 60 and remove chain healing from Valk?

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I do too, and it really is. I don’t think anyone actually liked this rework.

BUT I guess on the plus side if they mess up mercy again they’ll be forced to consider a new rework to finally fix this mess :man_shrugging:

1 Like

just do 45,1337hp/s but with a pendulum passive that swings from +5,69 to -5,69

then, make it so Mercy has to biuld 100 stacks, each stack provides 0,1 hp/s, crouching once gives 1 stack, and dying reduces stacks by 50%

now everyone should be happy, you can hank me later

To be honest, it feels like a lot of Mercy posters are deliberately not working on ideas for a fun/viable version of the current iteration of Mercy.

As if antagonizing the devs is preferable to showing them how to tweak their existing design.

Some of this is also a case of the user in question being aware of how the numbers look and as a result pushing for changes that will annoy him less than the other potential changes might go.

If you think a character you dislike is going to get buffed spamming threads for buffs that would annoy you less than other possibilities is one way you can potentially influence how things go.

Fixed that for you Macster! :wink:

Also, why doesn’t anyone like my idea of giving Mercy Deflect?! We could combine it with your idea for her dual wielding! It’s perfect!

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Here’s the REEEAAAALLLLLLY big problem with Mercys beam ramping up over time: it actually lowers her skill ceiling, and encourages her to focus on pocketing and not swapping targets and not switch between amp/heal nearly as much, and as a consequence also encourages not healing/amping other members on her team, not maximizing her beams flexibility, and leaving something like spot healing to someone else like Moira/Ana who spot heals better for more and isn’t punished in efficiency but rather punished in resource or reload time for doing so. Thats in so many ways in the same spirit of why she got reworked in the first place and adds even more burden on the other supports to fill the gaps she leaves open when she is supposed to be the gap filler.

If you have her beam ramp up the longer she stays on healing, it punishes the frequent and very brief swaps to Amp right before damage projectiles land or right before Widow takes the shot that make aware and active Mercys better. If you have her ramp up the longer her beam is on anyone, it discourages leaving the team death ball (a comp she kind of sucks in anyway) meaning using her mobility to heal people in the air or away from the team trying to get vertical advantage or high ground advantages (snipers) is punishing her healing for simply doing her job. If you make it ramp up the longer your beam is on a single person period, Amp or otherwise,it discourages bouncing between targets to try to keep everyone topped up or using her steady reliable healing to spread healing by bouncing through targets to try to proactively prevent trash damage picks or get everyone above one shot range before topping off after the team takes a load of splash damage.

No matter what situation you look at, a ramping up beam encourages focusing on maximizing her effect at the cost of her flexibility which consequently lowers her adaptability to what ever needs to happen at a split second, which IS part of her utility and her strength. Also, she is meant to be steady and reliable single target which gives her plenty of ways to modify her play style on the fly to squeeze value out of her otherwise straight forward and very limited impact kit.

Consequently the other issue with her ramping up is that she WILL be looked at balance consideration wise based on what she does while her beam is maxed, not what she does in reality when played properly. One need not look further than Mass Rez and how that was abused to exploit SR gains despite hide and Rez losing more fights than winning, and being inferior to tempo Rezing.

The trick is it wouldn’t ramp over healing time, it would ramp over the time it’s been since that hero has received damage.

Then why not make this apply for all heros? Why make Mercy have yet another exception with her already huge pile of exceptions tacked into Rez that make it behave unique to how “abilities” are supposed to behave? (Its unique because instead of behaving like an ability with the same casting/interupt/reset/etc rules, it instead has to behave like an ult on E to not be broke AF)

Or we could just admit that Mercys healing at 50hps currently is too weak to reasonably heal up the ever climbing ridiculousness that is tank HP and that she lacks the hps to be reasonably impactful or considered a primary healer. Cause I mean really no one except a select few complained about 60HPS until Rez on E was a thing, and even then those complaints spawned from an overall desire to just see Mercy gone period in any way possible.

Mostly because the simple answer is 55hps, but I thought this might be more interesting.

Simple answer could also be reverting back to 60 healing while removing chain beams in Valk.

Could work. Although what would we do if that’s too powerful?

The other thing about selective ramping up is that Bliz has stated they don’t like thing that don’t make clear sense why they happened. People already were taxed beyond functionality by the notion of “kill healer first = no more healing or ults that deny picks” and the idea of “Mercy = Rez. If you want no chance of your pick/ult/potg getting Rezed, kill order should be 1. Mercy, 2. Anyone/everyone else, 3. Profit”

Seagull demonstrated this on his “mercy sucks” video as he repeatedly failed to kill the Mercy who was waggling her winged tush in his face on 7 separate occasions, then he raged when she did what Mercy does. If that happened with an already VERY well known ability that is very known to exist and very known to be available when you don’t see it used or that hero get killed for at least a minute, how on Earth do you expect people to make sense of healing ramping up selectively for one hero based on if the person healed avoids damage for 1 second?

Besides that, it would make Pharmercy just that much more OP in matches lacking the aim to deny that combo.