50/50 really. Blizzard is really unpredictable. Take notice of the heals nerf.
2 things. Don’t label is as a revert because mass Resurrect with changes and an e ability is definitely not a revert. Secondly, the 2 reasons for the rework are basically moot now. Why? Disheartening to play against is incredibly subjective so I don’t see that as a reason (you may). “Hide n Res” would not be happening with the changes Titanium listed (which is what I want).
Valkyrie:
Resurrect:
Removed as a basic ability and placed as Mercy’s ultimate ability.
15 meter range.
Line of sight requirement. Does not apply to destructibles, payloads, or non-fundamental map obstacles that are too small to actually obscure a player. In other words, none of that BS where a player can move behind a lamp post to evade a nuclear explosion.
1 second cast time. Basic movement is unrestricted while casting, but all attacks and abilities are disabled for Mercy during this time.
If Mercy is stunned or killed while casting, Resurrect does not activate and Mercy loses all ultimate charge.
All living allies within range and LoS of Mercy once the cast time ends receive a burst heal of 150 HP. Mercy also receives this burst heal.
All dead allies within range and LoS of Mercy once the cast time ends are revived at full health and receive 2.25 seconds of invulnerability (same as current Resurrect and Resurrect pre-rework).
Mercy does not receive invulnerability upon Resurrect’s activation.
Resurrect does not require dead allies to be activated.
1625 ultimate charge requirement (the same as Mercy 1.x’s Resurrect).
Most importantly, this takes Resurrect off one of Mercy’s basic abilities and places it into a position that matches its ultimate-like behavior. On top of this, various trade-offs were made to the ability to allow for the healing burst and the introduction of a second basic ability.
The healing burst, post-rez vulnerability, cast time, and LoS requirements all incentivise using Resurrect to revive 0-3 players rather than 4+ players. Attempting to use it on four or more players runs a greater risk a failed resurrect attempt due to the cast time. If Mercy manages to use Resurrect, there is a greater chance that she missed some allies due to the LoS requirement. If those two drawbacks do not drag her team down enough, there is also the fact that Mercy is vulnerable post-rez while her teammates are still reviving.
The healing burst and fire-at-will mechanics on Resurrect make the ability more flexible and open up some unique uses for it. For example, Mercy could use Resurrect to grant her team a burst of healing in the middle of the teamfight to keep their momentum going rather than waiting for an ally to rejoin the fight after being killed and revived.
New Basic Ability - Pacify:
After a .5 second wind-up, Mercy launches a single hitscan attack from her left hand.
The projectile’s hitbox size resembles that of Symmetra’s secondary fire.
The projectile deals no damage upon impact with an enemy. Instead, it applies a debuff that reduces the base damage dealt by the target by 33%. 100 damage is reduced to 66 damage before other damage amplifiers/reductions are factored in.
This debuff lasts for 4 seconds.
The projectile does not persist once it hits an enemy. It is only able to affect one enemy for each use.
The projectile is blocked by barriers, Defense Matrix, and Particle Barriers. It can be deflected by Genji’s Deflect ability.
10 second cooldown. The cooldown begins after the ability is cast.
There is a .25 second wind-down time after Pacify is launched.
During the wind-up and wind-down times, Mercy is not able to use her staff, her pistol, or Resurrect. She may use Guardian Angel, however.
Does not affect non-player entities and constructs (turrets, Rip-Tire, Supercharger, etc).