Mercy in Overwatch Classic | Why Are Key Features Missing?

I was really excited when Overwatch Classic was announced, especially since it meant revisiting Mercy’s original Valkyrie rework from 2017. But after playing the mode, I couldn’t help but notice that some key details from that patch are missing, making Mercy feel incomplete compared to how she originally played.

What’s Missing?

:one: No Super Jump – This was present as a bug in the original Valk patch, and it quickly became an integral part of high-level Mercy gameplay. If we’re recreating that version of Mercy, why isn’t her unintended-but-iconic movement tech included?
:two: No Original Resurrect Animation – In the 2017 rework, Resurrect had a FAST cast-time animation where Mercy instantly rezzed to bring teammates back without it being cancelled. That animation made Resurrect feel more smooth. Why was this removed in Classic?
:three: No Proper GA Slingshot – The way Guardian Angel feels in Classic isn’t quite the same. The smooth momentum Mercy had back then feels off, making movement feel clunkier and unsatisfying like in the first Overwatch Classic mode.

Why This Matters

If Overwatch Classic is supposed to be an authentic recreation of that era, why were these core mechanics left out? Mercy mains from 2017 remember how she actually played, and these small details make a huge difference in recapturing that experience.

I get that Classic isn’t a 1:1 copy, but at the very least, key movement tech and original animations should be restored to keep the gameplay faithful to what we had in 2017. Are there any plans to address this?

Would love to hear from other Mercy mains—does she feel right to you in Classic, or do you notice these missing details too?

While the :two: issue you mentioned can be remedied with just number tweaks, the :one: and :three: go beyond just the game of numbers. The problem is that in OWC they never restored the original code of the patch in question and then forward-port it to the current game version. Instead they simply reimplement it in their current version of the code.

Since the current GA has a very different mech compared to the version OWC tries to present, the code is almost certainly diverged and it’s just impossible to recreate using the current version. And this also shows that they never really cared. They just want to show “something close” (plus-minus one-two miles but who cares).

So - no, they won’t do a jot to fix it. OWC will run out and they’ll simply use low engagement numbers to validate their 5v5 decision to the execs and maybe for some press-release to the community as “see? we told’ya so!”

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Yeah I know but not seeing as many people complaining about it as I though which is strange. I’m not sure why people don’t care cuz it feels like poop to play mercy in OWC.

Most people are playing the mode for Doomfist and Symmetra (in a distant second place), it seems, but I was there for the classic Mercy experience. I stopped playing it after testing Mercy for a couple of matches and realising that, no, I hadn’t lost my muscle memory, the classic movement techs just weren’t there. For me a major disappointment.

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We can talk also about maps, medals, audio, scoreboard…

Those aren’t the main selling points of the MOTH meta patch

It’s like if they brought back the GOATs patch but retroactively added Role queue or removed brigs stun… It just wouldn’t be the GOATs patch we all know and Loathe.

Mercy did not have Superjump or slingshot when Moth meta went live. What she had was a bug where cancelling GA early retained all of its forward momentum and was basically an insane, hard to control, crazy fast and far slingshot. They removed this bug after a month and added spacebar slingshot/superjump in the October patch after the rework. So her not having those things is accurate.