So the following buffs to Mercy are going onto PTR
What this buff means is that Mercy now has 60 HP/s again…but only during her ultimate. So, Mercy still has the terrible 50 HP/s normally. Yay?
And her ultimate now costs 15% less, which in itself is just a revert of the consequence of nerfing her healing (because less healing = less ultimate charge).
So what will these changes do to Mercy? By the looks of it, not much.
50 HP/s really just isn’t enough for Tanks. Armor is the most important part of a Tank’s health, so having to wait what seems like forever for Mercy to heal you to full ends up being not worth it.
Her ultimate ends up not being worth it either. Valkyrie is that support ultimate you use on top of another support ultimate. The first support actually saves the team, and Valkyrie damages boosts them so they can win the fight. Valkyrie on its own, is lackluster. Most of the time you’ll end up using Valkyrie for healing if you run Mercy as your Main healer. Your team still dies rather easy through it, and you don’t really feel like you have m,any options when you Valkyrie. Using coalescence feels great because you feel as if you can save people, or maybe chase down kills, or both! Valkyrie, just doesn’t have that same feeling. Your options are either m1 or m2. If you’re feeling bored I guess you could rush the enemy widow if your team really doesn’t need you.
Overall, I’m confused on what direction the Devs want Mercy to go in. She’s the off-healer with no mid-fight utility*. She just doesn’t bring to the table what the other supports do. She’s really only useful as someone’s pocket, and is that really what she should be? The support who’s only good at healing that one character and nobody else? I personally don’t think so. each character should be able to stand on their own without having to rely on another hero to be effective.
- “But what about Rez? Does that not exist?”. It does, but doing it mid-fight is incredibly risky and 90% of the time not worth it. Most of the time it’s used before a fight occurs (should some one get picked early) or after (to prepare for the next fight so they don’t have to walk from spawn). Also, using it mid-fight could be disastrous as you have to stop healing to do it. One of your team mates could die while you go for it. You and the person previously mentioned could die due to the cast time. There’s just too many risks to go for it mid-fight that it ends up being not worth to use it most of the time. Not to mention if it’s a brawl of the payload.
*Damage boost also sees less use because of her slower healing (more time spent healing = less spent damage boosting). Other healers can provide the same value by simply helping you kill the enemy themselves. Zen could discord and assist with orbs. Lucio could constantly distract and throw the enemy off his game with boop and wall ride (or speed boost you out). Brigitte could just kill said enemy with a stun, displace with her flail, distract with her very presence, burst heal on a low cooldown etc. Moira with her succ beam and succ orbs. Ana with the nades and damage and CC. You get the point.
I would really like to know what direction the Devs are trying to pull Mercy towards. If people knew what you were going for, then people could suggest around that. If nothing is said, people will just keep going back to what they think to be the simplest option, which is a full revert to mass rez. If that’s not the direction you want her in, then say what is. Say you want her to be more about healing than rez, and I’m sure people would be willing to go off that. It’ll only get worse the longer you don’t give any direction on what you want her to be.
TL:DR; Mercy will still remain a lackluster pick outside of Pharmercy because of her poor healing and lack of mid-fight utility. These buffs most likely will not change anything about her. The devs should state what direction they want Mercy in so the community can build around it.