I’m not even going to bore you with an in-depth rant. There have been enough of those.
But, I, like many others who voice their discontent: do not enjoy this iteration of Mercy in the slightest.
However, as a revert is very unlikely, I’ve begun thinking of a way to streamline Mercy by keeping Valkyrie entirely intact. And by keeping the gameplay philosophy behind the rework, ALSO intact.
I will propose a “soft rework”.
I will NOT ask for mass-rez to return. I will, however, ask for a way to prevent death entirely, for a couple seconds.
Read on, if you are interested.
Concept
Resurrect is gone. Mercy no longer brings back the dead. But a similar ability will take its place: Restoration Beam. (alt names: Savior Beam. Defender Beam. Salvation Beam).
In effect, it is the same as resurrect, but instead of being a reactionary ability, it is a pre-castable ability, meaning it becomes dependent on timing, gamesense, and coordination. Which is always a good thing, isn’t it?
It is capable of saving a teammate from a certain death by giving them an infusion of health at near-death. This infusion happens automatically, as long as the ally stays tethered to Mercy.
Yes, it will be a beam. It is a tertiary beam that is activated with an ability button. It fits in Mercy’s entire kit and visuals as well, which is cool.
Similar to rez, it has a (slightly slower) cast-time of 2 seconds. However, Mercy can now move at full speed while casting it, and also continue healing/dmgboosting.
The cast-time is more so that Mercy can be hacked/stunned out of applying the beam in the first place, and it discourages activating it at the last possible moment to save a low-health ally. While casting, the targetted ally must stay in range and Mercy can not break LOS. (If you fail this, the beam is cancelled, but goes on a 50% reduced cooldown.)
The effect lasts for 6 seconds. Maximum range is like the other beams too: 15m.
Effects are as follows:
- Ally will receive a passive 20hps heal.
- Should the ally get below 10 health at any point during these 6 seconds, they get a single instant heal to full health. This also applies to burst-damage that usually instakills (ie: Widow headshot). Unlike resurrect, there is no invulnerability after the burst heal.
- IF a restoration heal is applied, the target loses any active buffs applied to them (ie: nanoboost), and will cancel any active transformation/channelled ultimate.
- Mercy can not move out of range or break LOS for more than 1.4 seconds; that will break the beam and the ability goes on cooldown. Mercy doesn’t need to be looking directly at the target all the time though.
- Ana’s biotic grenade prevents the beam from being casted on the target, and will also break the beam if it was already applied. (unique interaction)
- Stuns will interrupt the beam for the duration of the stun, but the beam will function for the remainder of its timer after the stun wears off. Sombra hack will disable the beam. Any stuns while Mercy is casting it will prevent the beam from being applied at all and the ability goes on full cooldown.
- The restoration beam can only save someone ONCE. Meaning that if someone gets to <10 hp twice in those 6 seconds the ability is active, it will only activate the first time.
- The instant heal can apply towards Mercy’s ultimate. However, the recent -15% ult charge change on PTR might have to be reverted then. Ult charge requirement for Valk might even need to be increased.
- Mercy can heal or damageboost the selected target (pocketing) at the same time the Restoration effects are active (meaning 70hps healing for 6 seconds, or 20hps heal while also damageboosting), or heal someone else in the meantime (multitasking)
Visually it can be impressive and feel “powerful” while charging up, with the tip of Mercy’s staff drawing in particles and making a high-pitch charging noise before shooting a beam at the designated ally.
Mercy will connect a separate, bright-white energetic beam to the selected target. Target may be glowing, or get some kind of other visual effect to indicate that they are being protected from death.
Cooldown of this ability is 22 seconds. (22s cooldown + 2s cast-time + 6s ability active = 30s total)
In Valkyrie, the effects of the Restoration Beam are also affected by Mercy’s chain beams during Valkyrie, as well as the longer range (+100% range buff), meaning that if timed right and the team is positioned right, Valkyrie + Restoration Beam CAN affect and save multiple people at once.
In effect this is no different than other support ultimates.
Mercy DOES become more powerful in terms of raw healing power. In turn, the ability to bring back people from the dead is removed entirely. You now have to predict and pre-determine (or coordinate with) an ally that can receive the Restoration buff. This increases Mercy’s skill ceiling significantly, but it does keep her as an entry hero for healers.
If the Restoration Beam is too powerful, alternative methods could be changing her burst heal from full health, to 200-300hp. (instantly heals a squishy, but only partially restores a tank). And/or possibly reduce the time that the ability is active.
But I think it will be a nice compromise either way.
Disclaimer:
My suggestion may in no way be properly balanced. But it is the idea for the new mechanics that counts, and which you should be responding to.
Please stay civil, and please do not go into repetitive arguments. Discuss the idea as described here, and leave everything else out of it.