This is a suggestion that I believe will keep Mercy players who are already happy with her current state happy, while appeasing or possibly even pleasing some (but not all) of those who are unhappy with her current state. I am not pushing for this change, as I like Mercy as she is now, but I wouldnt be opposed to it
Blizzard/Devs: I take no credit for this set of suggestions in part or full and you are free to use it in part or full if you wish without any fear of claims from me for credit or compensation of any sort. I fully release you here and now from any such liability whatsoever
If you are a Mercy player who is unhappy with Mercy for one or more of the following reasons, you may find some value in this proposal if you agree with one or more of the following (in no particular order of importance):
a) You feel 50HPs per second isnât enough base healing to keep a teammate under fire alive and/or her healing is often trash healing for after fights are already over
b) You would prefer that rez be removed from Mercy altogether
c) You dont like Mercyâs movement being slowed when using Mercyâs cooldown ability, especially given that her mobility is one of her strengths
d) You dont find Valkyrie to be engaging enough â it is âspectator modeâ for you
e) You want Mercy to have some form of burst healing
f) You want Mercy to have some form of crowd control (cc) cleanse
g) You want Mercy to be able to heal someone at a much higher rate (higher than the current 60 per player per second) when in Valkyrie mode
The changes I am suggesting below would require animation changes and ergo would be a rework rather than a simple buff/nerf. Though each change could be released separately, I personally think it would be best if they are packaged together in a single rework
Any aspect of Mercy not mentioned/addressed below remains as it is, unchanged
Change 1: #BigMainLittleChains
This change provides some relief to those players who identify with complaints d and/or g above
I cover this a bit more extensively in a thread of its own (linked at the end of this post), and there is some good commentary there as well
Essentially, in Valkyrie mode only, the main beam from the staff heals (or damage boost) at a greater rate, while the chains heal (or damage boost) at a lower rate
I suggest healing be set to 75main/35chain, while damage boost be set to 35main/25chain, but these numbers can be changed as Blizzard deems fit until acceptably balanced, as long as the main beam remains significantly stronger than the chains
The effects of Acute (+10Hps/s) and Critical (+20HPs/s) Care as described in Change 2 below apply ONLY to the main beam.
The effects of the non-rez option of Invigorate as described in Change 3 below apply ONLY to the main beam.
This will encourage the Mercy player to prioritize the target of the main beam to whoever the player feels is in the greatest need of it - this also relates to the âbeam jugglingâ skill that many Mercy mains speak of, a skill that doesnt come into play nearly as much when every teammate in the vicinity is getting the identical treatment via the current version of Valkyrie
Change 2: Critical Care
This change provides some relief to those players who identify with complaint a, since Mercy becomes stronger healing teammates under fire but can still top lightly-wounded teammates off
Essentially, Mercyâs base (non-Valkyrie) healing beam is more efficient on targets who are closer to death, ie critical.
- Normal: Mercyâs base rate of healing is set to 40HPs per second
- Acute: Mercys base rate of healing is increased by 10 HPs/s (ie 50) if the target is down to between 50% and 75% (inclusive) of their maxiumum healable HPs (including healable armour and/or shields, as applicable)
- Critical: Mercys base rate of healing is increased by 10 HPs/s (ie 60) If the target is down to less than 50% of their maxiumum healable HPs (including healable armour and/or shields, as applicable)
If this is seen as too strong, my first idea for taking it down a notch would be to make the three conditions switch at thirds, ie above 67, 33 to 67, and below 33 in terms of percentages of full healable hps. In this fashion, the lower healing numbers would apply more often, and the full 60 applied far less often
Change 3: Invigorate
This change provides some relief to those players who identify with complaints b, c, e and/or f above. The Mercy player can still choose to use the power to resurrect dead teammates, same as she can now, but can opt to instead assist a living teammate with burst healing and crowd control (cc) cleansing.
Essentially, the cooldown ability currently known as Resurrect is renamed to Invigorate (or it could be Revitalize, or Revive, or some other name that would represent the ability well); and the renamed ability can be used regardless of whether Mercy has a dead (soul marker) targeted at the time it is initiated.
If it is initiated when Mercy has a soul marker targeted, it would work EXACTLY as rez does now.
If is it initiated when Mercy does not have a soul marker targeted, it would have the following effects on Mercyâs yellow healing beam only
a) duration: 6 seconds
b) no speed reduction
c) no casting time
d) the first target of the healing beam during the duration of this effect will receive a instant healing âsurgeâ (burst) of 100 HPs of healing in addition to the base healing effects of the healing beam (visual: a globular âbulgeâ running down the length of the beam)
e) base rate of healing is increased by +10HPs/s
f) cleansing: the duration of the following cc effects on the target are reduced by a 0.5 seconds for each full second that invigorate is applied: Meiâs freeze/Blizzard, Asheâs dynamite burn effect, McCreeâs flashbag stun, Reinhardts Earthshatter stun, Sombraâs Hack and EMP, Anaâs antiheal and sleep effects, and Brigitteâs shield bash stun. The list of cleansed effects can be altered as deemed fit for balance. I do not think booping effects or Zarya grav should be added to the list
Those who want rez removed entirely might say that this doesnt remove rez, which is true. That said, with this change, a player that feels this way can get value out of the cooldown ability without ever using rez - effectively removing it from their game without removing it from everyoneâs game
Change 4: Minor QOL Changes
Iâd like to see targeting for GA to be a bit more forgiving, so one can get to that Widow teammate on a high ledge who just wont come to the edge so Mercy can GA to her
Iâd like to see the existing beam if any remain attached when Mercy starts Valkyrie
I openly acknowledge that doesnt provide much (if any) relief for the many players whose main (or only) concern is getting mass rez back. Given what the devâs have said about the unwanted behavior that resulted from mass rez, I dont think it can return to the game
I also openly acknowledge that doesnt provide much relief for the many players whose main (or only) concern is having a ultimate that offsets/negates an enemy ultimate, but the cleansing effects of Invigorate should help a bit against certain ultimates
All comments/criticism/input is welcomed
BUFF OR NERF? I see this set of changes as being a buff in some ways and a nerf in others. If one does the math on healing 75main/35chains and assuming 5 teammates, the total potential healing is definitely lesser than 60/60, yet generally not all teammates are being hit equally as hard, and as such I think the real healing will generally be higher, especially with proper juggling of beams. The options with Invigorate make the cooldown slot quite a bit more versatile, but I dont think healing and/or cleansing is a greater power than rez. YMMV. I can say I dont intend this set of changes to be a buff or a nerf overall; and if it is felt that it is, the numbers for each change can certainly be raised or lowered until it is neither
Hereâs a link to the old/original thread discussing #BigMainLittleChains:
Hereâs a link to the v1 compromise rework thread