Titanium: I disagree with you that Valkyrie is a garbage ultimate. I think it’s pretty good and well in keeping with her character.
Kazper: Yes, that’s the number that I think is far fetched. I think that the chain beams in an average valkyrie heal for far less than the potential number you posted. Yes, there are 3-5 valkyries a game, so it’s contribution should be on average 4*average Valk healing. But I think that potential number you posted almost never happens, and the average Valk is much lower. It certainly is in my experience.
Now I could be wrong, but I don’t think I am. Like I said, if you have good data here I’d be happy to see it. My reasons for thinking this are that the post rework healing numbers did not jump up anywhere on the order of 33%, and that the Valkyrie duration nerf didn’t affect her healing numbers at all. Cutting 25% duration off of something you claim is such a large part of her healing should have shown up. All in all, I think you are not correct in thinking that it’s easy to see that Valk’s chain beams are responsible for large parts of Mercy’s healing.
PharHentoi: The damage boost was there pre-rework, so I’m assuming you mean res. Her healing hasn’t changed drastically since the rework, and she’s currently resurrecting about the same number of people per game (a bit lower now), so I’m assuming you are referring to how tempo res differs from mass res as utility. Now this is a fair point, since it seems to have disrupted the game quite a bit. That’s why it’s the Mercy component that should be addressed. It was never the healing, which has remained constant.
My arguments are not baseless, and the data is not skewed in any way. It’s based off of a simple question - how much hp swing does a character have in a game? It’s not a specious question. It actually points to how much the character is contributing in reality. You can make all the models you want (the healing/mobility/utility model), and make claims about them (like that she has the best utility), but the numbers don’t lie.
Mercy’s utility has the advantage of being easily quantified. Damage boosted. Life brought back through resurrection. When those numbers are added together with her healing, it’s straight in the middle of the pack. And that’s not factoring things I couldn’t get numbers for that other characters have. The mobility and consistency are already factored in. Mobile consistent heroes heal for more. That’s the whole point of the mobility and the consistency.
The healing numbers don’t point to a nerf. The win rates don’t point to a nerf (and didn’t even when she wasn’t played as much). There is only one number that does point to a nerf - pick rate. Now pick rate might justify a nerf, but no one knows for sure what inflated it. If you want to nerf, it’s important to pick the right one so that we won’t be here again in a few months.
The problem is probably res. It’s what made her pick rates soar to begin with. Res needs to be taken off of a 30 second cooldown. I don’t think this requires a revert. I offered a solution in my OP, and people have offered others that don’t involve reverts.
Finally - it’s not a small nerf. It’s a flat 17% nerf to her primary function. That’s as big as nerfs get.