Mercy Brainstorming

Give her an ultimate that combines Valkyrie and Resurrect.

Resurrect becomes a lock on mechanic similar to deadeye. Would give counterplay to the time it takes to Rez a tank. You can pre-lock on to allies for a higher skill ceiling of play.

Allies will receive a burst heal proportional to how much lock on your allies go through.

Valk loses chain beams and becomes a single target beam with 75HP/S and 35% DMB. Longer range on GA and Beam still applies. LOS requirement to lock onto souls like McCree. 20M required distance to start the lock on process of the souls/allies. Valk reduces to 8 seconds from 15 seconds.

Then give her a unique E ability.

TL;DR: Move Valk to ā€˜Eā€™ & modify it, then make a new Resurrect ult.
With this you could leave her base HP/s healing as it is, or it could go back to 60 HP/s; variables may apply, but I will be basing this off her current values.

Letā€™s start at the beginning.

New Valkyrie (E)
[A stripped down version of the ultimate that actually could be more useful, yet also more fun & engaging; while not being as irritating to play against. Maybe.]

Valkyrie Notes

Background info:

4-6 second transformation, 12-18 second CD?

There will be no perma-flight or health regen increase.
The GA speed increase could stay, it could not.

I would even consider her losing any health regen when activating this mode (as a compromise both in-world & in-game) so as to divert power to her wings & staff & keep her from being too obnoxious to deal with.
With this addition I would make Valkyrie cancellable so that an injured Mercy can begin self-healing again if needs be, but has to sacrifice Valk to do so.
I would posit that her health regen could restart immediately upon cancelling Valkyrie, even if she has taken damage within the last second or two; but is then subject to its normal rules.

How it works

[There are several iterations of how to work this here!]

Starts with a mini Pharah jump, allowing you to gain some altitude without a teammate. This can be used with the current wing-opening animation.

Activates a temporary chain-beam transformation, which allows her to transition from solo-healer to mass-healer/booster when it is appropriate.

Focused target receives amplified healing & the chains do less than her base. This allows a Mercy to pocket efficiently when needed, but means she will not always be able to do so at her current base healing so that there can be a degree of counter-play.

This also allows for her to switch to a mass/AoE healer where appropriate; focusing the most important/damaged target whilst giving some support to the rest of your team. But I wouldnā€™t want this mass healing to exceed Lucioā€™s in healing or cooldown values, especially as the ability has possibly more utility.

For example, keeping Mercyā€™s HP/s as it is now (50 HP/s), the Valkyrie transformation would boost her main beamā€™s healing to 70/80 HP/s, while the chains would do 35/40 HP/s. I donā€™t think it should go any higher than this even if her base healing is reverted to 60 HP/s.

The same logic could be applied to her damage boost (30% -> 35/40% & 18/20%), but as damage boost is already theoretically quite powerful, it could well be left where it is but just gain the chain benefit (30% -> 30% & 15%).

Another way for this to work would be for her to have different healing options while in Valkyrie:

Pressing ā€˜Rā€™ would allow her to switch between two modes.
ā€œPocket modeā€, where she heals/boosts a single target for a higher amount of healing/damage, & ā€œChain modeā€ where she heals/boosts multiple targets for a lower amount.
This obviously does has some concerns surrounding increased damage boost though xD. Maybe that could be left where it is, at least numbers-wise.

A further, simpler way to do this (that keeps her as a pure solo healer) is for her to receive only boosted healing & chained damage when in Valkyrie. This prevents her from mass healing & from gaining increased damage boost, but still gives her more utility, power & variety in her kit.

Optional Extras

There could be a CD reset on GA or it could possibly even be used unimpeded for the duration of the transformation so as to make full use of the wings & keep the idea of increased mobility.

There also could be a cleanse mechanic as it is activated, removing any statuses/CC from Mercy or possibly even surrounding teammates; but this could likely be way too much.

A further, crazy idea I had was to grant Mercyā€™s allies an extra ability when she is in her Valkyrie formā€¦
When Mercy is in LoS & range of an ally & she is using Valkyrie, the ally gets a soft lock on to Mercy & the ability to press Interact (F) to sprout their own angel wings of hard-light (for example) & fly to Mercy a la Guardian Angel.
I would posit this should only be available once to each ally during the transformation & would be subject to the same rules as Guardian Angel.
This could be incredibly useful as a regrouping or repositioning tool for teams with low mobility.
It could also look hilarious. :smiley:

ORā€¦a basically entirely different version:

Mercy plants her staff at a position on the ground a short distance from herself; which then acts as a more powerful version of Soldierā€™s Biotic Field.
You could also add a Cleanse, Damage Resistance or CC Protection mechanic to this field as well.
Mercy gains perma-flight & infinite ammo for a short while; her pistol also heals allies shot with it for the same values as it would normally damage enemies.
This also could be a reworked Ultimate version of Valkyrie.

Okay, here we go.

New Resurrect (Q)
[Percentage-based charges & a bunch of conditions.]

Resurrect Notes

33-66% counts as a single charge & allows you to rez a single target at close range. More variables below.
67-99% counts as 2 separate charges & allows you to rez up to two targets individually, just as above.
100% counts as its own separate technique & allows you to rez everyone within line of sight & range.

This way you can always earn your Res without TOO much hassle so any rank can make some use of it, but the better Mercyā€™s will obviously obtain more resurrects.

However, as Res is so powerful, we could deny Mercy any passive ult charge gain so she has to obtain her ult through active involvement. Her overall ult gain would also probably have to be lowered for this to be somewhat balanced & fair anyway.

You could also have any interruption of this ult lose all available ult charge as a compensation?
Or any spare ult-charge past the obtained Res charge gets lost when it is used? (i.e. 45% -> rez -> 0%)
Or if when at 100% any cast will always perform the LoS version, which could only result in one resurrect & therefore wasting the value of the available charge?

Basically, any chance to waste the entire ult charge could be a valid way to balance this out so that itā€™s risks/downsides are more comparable to itā€™s rewards xD. I am happy to assign every single condition above to this.

You could have the cast time of each be different as well, the more powerful 100% rez needing a longer cast time like current rez, whereas the single rezā€™s take less time as compensation for their lower range of effect.

You could go a step further & make the cast animation a skillshot for the initial 2 charges so that it takes a skilled Mercy to make use of the tempo Resā€™s, while keeping the full ultimate more powerful & worth reaching in its own right.

There wonā€™t be any special interactions with Valkyrie.
This also wouldnā€™t feature invulnerability.

Something a bit wilderā€¦

Phoenix Fire (Q)
[Skill-shot multi-purpose Knockback / Burst Heal / Resurrect.]

Phoenix Fire Notes

Mercy casts (from either her hand or staff) a cone (or line projectile) of Phoenix Fire in front of her. Cast-time similar to Old Q Res.
Phoenix Fire damages & knocks back enemies, while burst healing live allies & resurrecting dead ones. Enemies could also be anti-healed.
There could be an enforced limit on the amount of allies that can be potentially Resā€™d simultaneously, but as this is a limiting factor within the nature of the game anyway, I donā€™t see any need.

Making ā€œResurrectā€ a skillshot should make everyone happier with Res. The limited range & miss potential is then compensated by its multiple functions & smoother execution.

Using a cone allows for close group heals/Res while a line projectile could allow for more spread-out / long-range saves.
I think the cone works best, especially given the knockback; which is intended to clear room for Mercyā€™s Resā€™d allies. It also means Mercy does have to get in close to her chosen Res targets so there is opportunity for counter-play.

As there are also burst-heal & CC functions, this can also add depth to the game-sense required for a Mercy to use their ultimate; deciding when/how is best to use it.

The fire could also remain in place for a short while, healing allies & damaging enemies; but this is likely too much.

Something a bit more familiarā€¦

Angelā€™s Blessing (Q)
[Based on BlameTheControllerā€™s Miracle Worker concept.]

Angel's Blessing Notes

Either a cast-time or transformation ultimate. Both would function similarly but would be applied in different ways.

Cast-Time:
Any allies in LoS & range have a buff placed upon them. This buff causes them to be raised to full health if their health were to be reduced to zero. This could be an indefinite buff or it could have its own limited duration.

Transformation: Mercyā€™s wings glow with a radiant light that returns any ally within it to full health if they are reduced to zero during the time the light is present.

As BTC had designed Miracle Worker based on it being an ā€˜Eā€™ ability, he had it heal killed allies for far less & gave it an interaction with ultimate Valkyrie.
As Iā€™m making it into an ultimate as Angelā€™s Blessing, it heals stricken allies to full & has no special interaction with ability Valkyrie in either form.

Hope this is of some help :smiley:

2 Likes

Some Ideas for mercy
IMPORTANT DISCLAIMERS:
NOTE: I want to mention that I have never felt like any iteration of Mercy or RESURRECT were OP or unfun (or even as big of a threat as people make it out to be) to play against and I never thought that mercy would require little to no skill.
NOTEĀ²: I also need to mention that I am a Tracer Main (230+hrs) and have very very little expirience with playing mercy (9hrs) and am therefore not qualified to tell if these changes would actually help with MercyĀ“s current state

CADUCEUS STAFF (primary-weapon):

  • Idea 1:

    • buff healing to (between 55 - 60hps)
      Optional Mechanics:
      • reduce her healing by (ammount) hps after surpassing a certain time limit
        [Time Limit: for Tanks: h*(time needed to heal ~600hp) /for DPS and Support: l*(time needed to heal ~200hp)]
        [[ h (Target with high healthpool): multiplier 2 - 2.5 / l (target with low healthpool): multiplier 1.5 - 2 ]]
      • after that the hps would decrease over time to (something between 50 and 35hps)
      • hps decrease by (between 5 - 10 hps) per second
      • only for one target (other players would recieve normal healing unless they have been healed for too long)
      • reduced heal would steadily decline within (between 2-4 sec.) and it would reach 100% time left after (6 - 10 sec.)
      • increase her heal to 60 - 65hps

    [Thoughts: This mechanic is entirely optional however this would still help mercyĀ“s overall state and would punish pocketing for an extended amount of time and I think this new mechanic would make her more interessting to play and increase her overall impact]


  • Idea 2:

    • nerf healing by 0 - 10hps (Important: look for [^1] (in RESURRECT (E-ability)) )

    [Thoughts: This change will either leave her at her base heal or make her slightly worse however it will also give mercy the ability to temporarily increase her healing and damage boost. I think RESURRECT (E-ability) Idea 3 would work better but RESURRECT (E-ability) Idea 2 might work as well if changed.]


CADUCEUS BLASTER (secondary-weapon):

  • DonĀ“t think any changes are required

GUARDIAN ANGEL (L-Shift ability):

  • DonĀ“t think any changes are required

RESURRECT (E-ability):

  • Idea 1:

    • Remove E-ability

  • Idea 2:

    • Replace it with the a weaker version of VALKYRIE (Ultimate-ability)
      Ideas for tweaking VALKYRIE:
      • reduce vertical flight speed by a little bit

      • reduce duration to 6 sec.

      • 150% GUARDIAN ANGEL (L-Shift ability) range and (between 35-40m/s) speed

      • Passive heal will now start 0.5 sec after taking dmg during VALKYRIE (instead of being instant)

      • make it charge based like an ultimate ability


        look at CADUCEUS STAFF (primary-weapon) Idea 2):

        • increase hps to (between 65 - 75hps) on maintarget and (between 55-65hps) on other targets
        • increase Damage boost to (between 40 - 50%)}

    [Note: I know that some if not most players think VALKYRIE is unfun or feels cluncky however putting VALKYRIE on E will allow mercy to temporarly increase her survivability]


  • {[^1] (look at CADUCEUS STAFF (primary-weapon) Idea 2) Idea 3:

    • Replace RESURRECT (E-ability) with a new ability: OVERCLOCK (Resource-meter):
      • increase hps to (between 65 - 75hps (depending on max duration) )
      • increase damage-boost to (between 35 - 45%)
      • increase CADUCEUS BLASTER (secondary-weapon) rate of fire
      • generates heat and needs to be deactivated when reaching 100%
      • minimal duration: (between 0.5 - 1.5 sec)
      • Resource regeneration starts after 0.25 - 0.5 sec.
        Optional Mechanics:
        • increase max heat to 150%
        • after surpassing 100% you will constantly deal damage to yourself (low damage value maybe between 2 and 10hps depending on max duration)
        • overheat: reaching 150% will put this ability on a cooldown
        • OVERCLOCK needs to be reactivated after reaching 100% heat}

    [Thoughts: This change would make her slightly more challenging to play while also rewarding good awareness and decision making better]


VALKYRIE (Ultimate-ability):

  • new ability HEROES NEVER DIE
    • grants full HP for every player on your team (including mercy)
    • low cast time (0.5 sec. - instant)
    • grants all players, that are affected by it a temporary damage reduction for (0.5 - 1.5 sec.)
    • maybe even grant stun immunity for (0.25 - 0.5 sec.)
      Optional Mechanics (if needed):
      • range limit
      • LoS required

[Thoughts: This new Ultimate-ability should feel powerful in the right hands while not being terrible for unexpirienced players. It grants you the ability to protect anyone from death if used correctly and grants you strong burst heal. It should also feel a bit like the old RESURRECT because everything that changes is that it needs to be activated before the death of a player instead of being activated afterwards.]


New E, Intervention:

  • Mercy places a ā€œhaloā€ over her current heal target that will prevent them from taking fatal damage, leaving them with 1 hp with the halo then being consumed.
  • lasts 3~5 seconds with a 12 second CD

Valkyrie:

  • Increase healing to 65

  • Duration reduced to 10 seconds

  • Replace infinite ammo with increased fire rate

  • Remove chain beams and increased beam range

  • Her new E transforms into a single rez with a small cast time (1 second), transforms back after use.

  • Everything else is the same

I think this new E will give an answer to burst damage while making heroes like Soldier more desirable.

Any comments on my idea?

Iā€™ve had a really weird idea for mercy that would propably make her broken, but whatevs:

  • healing increased to 55
  • valk healing increased to 65
  • rez 1.5s cast time, itā€™s got a shorter cast range (you have to be closer to a corpse), but you can move at full speed while casting it and the ā€œbreakingā€ point (you know, when you move out of the range and it stops your cast) is now further away, which means you can just dance around the corpse while rezzing it

and now, the broken part of my idea:

  • rezzes in valk are on 0 cd or a very short cd, BUT you canā€™t rez the same person more than 3 times in the duration of the ult

just an idea i had idk

I saw on another thread but what if we make rez work like how Deadeye works? They said that if she goes Valkyrie, any souls within LoS locks on and she can pull of a rez. Thoughts?

1 Like

Yeah, she would still have Chain healing.

I quite like this one. Possible suggestion, should consuming the halo do a small burst heal? Like say 50? I feel like it wouldnā€™t be super useful without that since a light breeze would take out the recipient after the halo popped.

Love the Valk changes.

You guys have all been doing great at keeping this a positive thread. Letā€™s keep it going!

That could work.

Either that, or the patient would get a very small window of invulnerability after it procs, something like 0.5 seconds.

Another idea could be is to scrap rez entirely and bring back a weaker chain healing. That way Valkyrie can be used with the new E as a pseudo mass rez.