I’ve been getting asked about this a lot, so I figured I’d put all my thoughts on the matter in one place.
For those of you who are unaware, here are the changes to Mercy on the Creator Experimental Card:
Valkyrie
- Is no longer an Ultimate ability
- Is now Ability 2
- Healing increased from 55 to 70 health per second
- Caduceus Staff beams no longer attach to additional allies
- Duration reduced from 15 to 3 seconds
- Cooldown is now 20 seconds
- Flying movement speed decreased from 7 to 6
- Guardian Angel movement speed reduced from 25 to 20
Resurrect
- Is now an Ultimate ability
- Can resurrect up to 5 people at once
- Maximum range increased from 5 to 8 meters
Looking at the design of this and comparing it to the current version of Mercy on live servers, this is a massive improvement from a gameplay perspective. Resurrect takes its rightful place as an ultimate, once again tying Mercy’s most powerful ability to the player’s own performance. Valkyrie’s duration has been reduced to a much more fitting length for the ability, removing the so-called “ultimate” that played out like five basic abilities lined up back-to-back. Valkyrie’s new adaptation, while far from perfect, inches Mercy ever-so-slightly closer to her intended role as a main-healer.
However, from a balance perspective, this Experimental Card is a catastrophe for Mercy, even disregarding the changes to other heroes. Moving Resurrect from a cooldown ability to an ultimate ability is a very wise change from a gameplay standpoint and a balance stability standpoint. However, it would also be very unwise think that Mercy’s current viability does not hinge heavily on Resurrect being a basic ability. Unfortunately, the fact that Mercy’s current viability depends upon E-Resurrect seems to have gone unnoticed.
Tempo-Resurrections have always been the most powerful form of Resurrect. That’s why the first few versions of Mercy 2.0 were absurdly overpowered; they made tempo-Resurrections more abundant than they had ever been before, and removed any drawbacks to employing them. To reel in Mercy’s balance, the developers reduced the abundance of tempo-Resurrections and added more restrictions to them (see Resurrect’s cast time). On the Experimental Card, Resurrect was moved to Mercy’s ultimate slot. However, confining an ability to an ultimate is an excellent way to reduce that ability’s abundance, and none of the existing restrictions to Resurrect were removed to compensate. As a result, these changes net a massive nerf to Resurrect.
All of that said, this does not mean that said nerf to Resurrect is not warranted or healthy. E-Resurrect on live servers is holding the rest of Mercy’s kit hostage; it is perhaps the sole reason Mercy cannot be allowed to function as a main healer without becoming overpowered. Moving it to the ultimate slot reduces that power, and thus frees up more of Mercy’s power budget for potential buffs to her healing output. Again, from a gameplay perspective, this shift is a net positive.
But we cannot simply move Resurrect to the ultimate slot and then forget about it; it needs to be tuned so that the ability can still carry out its intended purpose. If its purpose leans heavily towards tempo-Resurrections, then then it needs to have a relatively fast charge rate. If its purpose leans more towards mass-Resurrections, then the ability needs to have fewer restrictions to it (longer range, shorter cast time, etc). Currently, the ability has a slow charge rate, which makes it ineffective for tempo-Resurrections; and it is heavily restricted, rendering it useless for mass-Resurrections. Unlike the issues with the Mercy we have on live servers, however, this issue is not fundamental to the design. It can be resolved by changing some numbers.
What I am more concerned about is Valkyrie as an E-ability. This has been one of my long-standing qualms with Valkyrie: Mercy doesn’t need more mobility, especially not mobility that does not build upon Guardian Angel. Mercy is already incredibly slippery. She does not need a panic mobility button, whether it be an ultimate or a cooldown. With free omnidirectional flight, Q-Valkyrie is the former, and E-Valkyrie is the latter. Moreover, it seems like this mobility increase is the reason that E-Valkyrie has such a long cooldown. It’s why one absurdly-long cooldown is being replaced by another absurdly-long cooldown. 70 Healing/second on a single target for 3 seconds is nothing noteworthy for a healer, especially not one that’s supposed to be a main-healer. It would not warrant a 20 second cooldown. However, being able to escape virtually any sticky situation on top of an already mobile kit would warrant such a cooldown. For these two reasons, I would remove the mobility aspect from Valkyrie entirely and reduce its cooldown.
To summarize the changes I would make to Mercy on the Experimental Card:
Resurrect:
- Increase its charge rate.
OR- Reduce the severity of its restrictions (range, cast time, line-of-sight checks).
Valkyrie:
- Remove free flight from the ability
- Reduce its cooldown.
That’s it. Those are my thoughts.