The Dodo Compromise Mercy Rework v2

Reducing her basic healing again would be the wrong way. 50 Hps is barely enough already and an ally can go from missing just a bit to 0 hp faster than this can kick in.

Moira, Ana and Baptiste have really good burst heals, so Mercy should be allowed to have a good one too. Not a pseudo-good one.

(My comment from the other thread just as requested :slight_smile: )

I really like the bigger main beam and little chain healing, though I felt that 80/40 hps is better than 75/35 hps. That way the potential healing is as the same as 60/60 hps so it didnā€™t felt like a nerf and more of a minor rework.

The critical care is a nice idea too, but I would prefer for her healing to just remains on 60 hps because that way her healing will stay consistent since the critical care makes her healing a little bit more inconsistent. But itā€™s not an idea that I donā€™t agree with.

Invigorate is pretty unnecessary for her in my opinion. Mercy shouldnā€™t have any form of burst heal or some may complain about her being not having any weakness. We can leave the burst heal for Moira, Ana, Baptiste and Brigitte since Mercy has a much more consistent and reliable healing than they are.

I donā€™t really know what to say on ā€œcleansingā€ in Invigorate, it sounds pretty overpowered for Mercy, butā€¦ I donā€™t know. Mostly because itā€™s in the same package as Invigorate, but giving Mercy another utility might makes her a little overpowered though. Cause, unlike Ana (who provide all kind of utility) Mercy can provide them in a more consistent manner, and adding cleansing effect on her kit might cause a lot of mixed reaction. But I donā€™t really disagree with it.

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Couldnā€™t agree more, on every single point you made :slight_smile:

And I always have this idea where instead of giving Mercy chain healing, why donā€™t they just remove the chain beams and giving her a much more powerful solo beam instead. I saw a comment in the forum about that Valkyrie covers all Mercyā€™s weaknesses (aoe healing and damage boost, a much more better mobility, etc).

So, instead of chain healing, why not a solo heal that heals 200 hps and the damage boost will be increased to 50%. That way, she still needs to juggle the beam which makes her more engaging instead of, as they said it, enjoying the blue sky and she will have a form of consistent burst heal. But itā€™s balanced since it is an ultimate.

Though, I feel as I wrote this I can hear an Ana main screams disagree with it since Mercy can damage boost an ally for 50% and if they die (heroic or stupid) she can change her target to someone else. But I feel like this changes is pretty good since it enhances her core design (juggle heal and damage boost).

Edit: But the most primary thing to fix is the bug on GA where we canā€™t fly to our allies even though GA says it can. Itā€™s so frustrating when I try to jump stupidly over and over just to get a peek of my teammates head so that I can GA to them -_-.

I agree a little less on that part. Iā€™ve also considered removing the chains in exchange for a huge buff to a single beam, but I fear it may be a bit of an overcorrection, and that would make her too powerful. I donā€™t think Mercy ever needs to be able to fullheal a roadhog in 3 seconds, and even on only one person at a time, a free damage boost of 50 sounds terrifying

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I seriously know what you mean. It makes Anaā€™s nano boost sounds useless and itā€™s nano boost, one of the most powerful ults in Overwatch. Valkyrie is powerful because of itā€™s duration, mobility and consistency and if this were ever being made true, we basically just make Ana joblessā€¦ Again.

I am glad to see some discussion underway here :slight_smile:

Thanks all

That said - keep in mind that the driving intent with this particular rework suggestion is compromise, ie the changes should make some unhappy players a bit less unhappy, but more importantly, need to keep the current player able to pretty much still play Mercy as they do presently.

Said another way - I canā€™t really consider a change suggested (for v3, which I will do, definitely) here if it changes Mercy in a way that dramatically changes how she is played currently. Example - cant add mass rez to this rework suggestion - not saying anyone has or will make such a suggestion, just sayin for clarity

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I agree with you but I seriously donā€™t know what to do against the pro mass-rez. Like it will never returns into the game and they still failed to move on. I do believe that they were rather aiming for the impact when playing as Mercy and I hope that this rework shall satisfy them.

As much as I hate to say it, the mass Rez crowd needs to move on. They have every right to be frustrated, and I would never go so far as to tell them they are wrong to miss mass Rez, but I draw the line at constantly making posts (or hijacking other posts) and demanding the return of a controversial ability that was removed for a reason and that the devs have explicitly said they would never undo.

The best we can do is try to find common ground, which in my opinion means that both a full revert and a full rework are both off the table. For better or for worse, Mercyā€™s Valkyrie kit is probably here to stay, but we can still look into smaller changes.

A rework of how the beams work in Valkyrie, rather than replacing Valk entirely. Variable applications of the single-target Rez ability, rather than deleting it entirely. Switching her primary healing to a sliding scale based on urgency, rather than moving the flat rate up and down every few patches. These are the kind of changes iā€™m willing to consider.

Bringing back mass rez, deleting Rez entirely, and replacing Valk with a brand new ult are not acceptable.

I havenā€™t dabbled in the ā€œWorkshopā€ on ptr too much, but I wonder if itā€™d be possible to test these changes there?

Agreed.

That said, there are many folks who do want all forms of rez removed from Mercy and from the game.

In this compromise proposal, I allow such individuals to remove it from THEIR gameplay (via always choosing the use-on-living-target option, and never choosing the rez option) but it remains in the game for folks who love playing Mercy as she is - ie with rez

In this fashion, the intent is to keep existing players happy but additionally making a few unhappy folks a bit happierā€¦or at least, hopefully, less unhappy

Thank you.

Please note that I reduced the base numbers because Critical Care kicks on on the main beam

Again, thanks.

I am expecting a lot of folks to stop reading once they see base healing gets nerfed to 40HPs/s. On a forum with thousands of folks clamoring for a healing rate buff, I am the only one (AFAIK) proposing a base healing nerf.

Correct, given that if I dont expressly describe a change, it remains as it is. My intent here is that people counting on Mercyā€™s power to kick in every 30 seconds shouldnt have to wonder is it 30 or is it n, where N is the number used for the use-on-living-target power. Besides, with a 30s cooldown, it can have more oomph built into it than it would it it was faster.

The duration or seconds of cleansing can be tweaked up and down for sake of striking the right balance. Not worried about getting the numbers exactly right in the proposal, but I think theyā€™re close. My main concern is the concept, not the precise numbers used

I think in some cases, it will beā€¦like in the Reincicle example I gave

I like powers stacking and synergizing, and this enhances the yellow beam nicely with a power that imo the game desperately needs - cc cleansing

using that same line of thought, an invisible ā€œcontinuation of beamā€ could be added with the same effects

I will think on it.

Knee jerk reaction - I feel rez needs to remain risky, and its still just a couple of seconds involved, so I am leaning toward no on this one. Sorry.

Cool

Since tanks have a much wider range of HP in the under 50% range than squishies, I see this as benefitting tanks the mostā€¦ie it will be easier to keep a tank on their feet than a squishy.

I see Tracer and Baby Dva hurting a bit from this change

To clarify: the percentage of health used for determining the current healing rate in Critical Care will include all healable numbers - hps, healable armor (if any) and healable shields (if any). They are treated as the same for this purpose

Megadodo if thereā€™s one thing Iā€™ve noticed with you is that you and I usually are on the same side when it comes to Mercy and this is no different.

Definitely feelin these ideas. Detailed and easy to read. I enjoyed it

Megadodo with the mega post!

Although I do not play her very often and share your view that she is fine as is I do also very much like your proposal as a whole. It seems to add some great elements of decision making into the kit and would greatly increase her skill ceiling in my eyes.

I am at the point right now where I would really like this to be added.

Well done Megadodo.

I still think her internal balance between Valk / Rez and the rest of her kit is crazy bad.

That isnā€™t going to change.

Critical care, and big mains / little chains is good stuff though.

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Thanks.

Any input on BigMainLittleChains?

I can understand how one might feel this is a buff, but given that isnā€™t adding an additional thing Mercy can do, but rather introduces a choice where ONLY one or the other can be accomplished, I really and honestly dont see it as a buff. Youre not getting the cleanse AND the rez for any one usage instance youā€™re getting one of the two and not the other.

I agree that it could be argued that providing an additional choice is a buff. Maybe so. But if so, not (nearly) the same as providing both

I am thinking that most players will for the most part use it for one or the other excusively.

as am I.

for players who prefer rez, they still have the same exact decision making process - do I rez this guy. For folks who want to engage in full decisionmaking - do I rez this guy here or use it on our reincicle over there before Mei shoots another icey spike into his forehead.

I dont honestly see this as a buff, given that characters overall probably spend more time in the 100-75% wounded range than in the under 50

What would you say if the rate changed on the thirds, ie 100-66=40, 66-33=50, and 33-1=60? Still OP? Better? Worse?

Thanks for the love, @Widowmeiker

They deleted their comment so now it looks liek your talking to your imaginary friends

I find the damage boost beam changes in Valkyrie just to be a straight nerf, itā€™s overall less damage being boosted with the trade off not being rewarding enough, personally I donā€™t see much of an issue with the main target having 50% dmg amplified with the chained significantly less.

Edit: I do like the other ideas though, especially critical care.

Excellentā€¦for a player who likes current Mercy, thats exactly the intended target

Exactly. The option is added not for the players who already like Mercy, but for others, who want something else, but generally such proposals come with rez being discarded entirely. I think this is a good compromise

Understood

as intended

chuckle

begrudging is better to my eyes than not at all :slight_smile:

Yep, I am well aware that I wonā€™t make everyone happy with thisā€¦I address this in the OP, pointing out what complaints the proposal addressesā€¦I dont see a way to compromise on Mass Rez. Said more succinctly, i see existing rez as a compromise already - between being able to rez many and not being able to rez at all

Thats a decent description of my target with this proposal

been there, done that, many times. I even envision Gibraltar specifically when thinking about this

I dont intend the optional power to be as strong as rez. Rez should still be the ā€œbestā€ or ā€œstrongestā€ use, as I see it. The option is just an option that hits some keys others have requested. That said, I can definitely see players preferring to keep the Reincicle alive (so he can then pound th Mei into the dirt) than rez him afterwards

I dont think some people will continue reading after ā€œ40 HPs/s base healingā€

but yeah