The mercy nerf feels AWFUL

Yeah they really ruined mercy with these changes. Easily the least fun she’s ever been in ow history.

its funny cuz mercy can die easily if focused, but her value in neuteal is so mid top tier players dont go for her because mercy will extend her death and waste enemy time. Yes winston can kill mercy in the span of 6 seconds almost solo, but thoser 6 secodns and 2 jumps that cost his team way more

Almost as if increasing Mercy’s value would do a lot more in increasing her death rate. To not make targeting Mercy a waste of everyone’s time, that could be spent gunning down someone more valuable.

Just give Mercy disguise kit from TF2 Spy, so she can pretend to be other supports :rofl: Players will go ballistic, when they finally kill that “Ana”, only to find out it was Mercy all along.

2 Likes

These constant GA changes and the absolute lobotomite passive are so dumb but they would be understandable if her death rate had changed notably.
But the Devs themselves said “It’s basically the same deaths per 10”, so there’s 0 difference in the meta game outside perception and statistically (as far as we can get from Overbuff) she’s not even the leading support for death rates. It’s Ana.

Yeah, gramma has the lowest deaths per 10 in Master and GM for s3, Kiri is second.
Dropping to Bronze through Diamond puts Kiri first Ana second. Mercy maintains third in every division. (For full clarity I am using the Comp stats from Overbuff, I feel these are a much clearer indicator of the hero’s performance compared to QP stats since you’re less likely to have someone just messing around or playing for the first time ever on any given character in a ranked match though it does still happen)

“Well what about s1/2?” OB was kinda funky then, but!

For s2 we have as follows
Bronze: Ana, Kiri, Mercy
Silver: Kiri, Ana, Mercy
Gold: Kiri, Ana, Mercy
Plat: Kiri, Ana, Mercy
Diamond: Kiri, Ana, Mercy
Master: Kiri, Mercy, Ana (the lead Mercy has here on Ana is 0.04 deaths per 10 Kiri’s lead on Mercy is 0.39 per 10)
GM: Ana, Kiri, Mercy

s1 follows
Bronze: Kiri, Ana, Mercy
Silver: Kiri, Ana, Mercy
Gold: Kiri, Ana, Mercy
Plat: Ana, Kiri, Mercy
Diamond: Kiri, Ana, Mercy
Master: Ana, Kiri, Mercy
GM: Ana, Kiri, Mercy

So, how about we drop the narrative that Mercy had god tier survivability and needed to be nerfed since she got far more survivable after their stupid s3 rework?

“She got more survivable?” Yupp!
In s1 a GM Mercy averaged 7.66 deaths per 10, s2 a GM Mercy averaged 7.29 per 10, s3? 5.64 per 10.
Let’s check the other end, how’d Bronze Mercys fair? s1, 7.72, s2 7.32, s3? 6.68.

So, they ducked around and made her die less (but still not the least lol), be more frustrating to play into especially for sustained damage heroes, made her more miserable to play, and people want us to just let them iterate on a clearly statistically unhealthy unsound direction instead of saying “This is trash, kill it?”
Yea, no.

Unless the devs want to drop a fat stat bomb that proves Mercy needed a survivability shift/nerf in s3 this direction they’re going is a straight up bad one.

From the data I can see she wasn’t notably outliving her competition and was closer to middle of the pack until the devs wanted to tinker with her, and even then she maintained that more middle of the pack ranking with 2/7 competitors beating her at her most notable attribute. So what’s been accomplished?

People feel like they kill her more, but don’t actually. She’s less engaging, enjoyable and arguably easier since you got in combat regen now so you can just stay in fights without relying on an ally healing you or dipping to grab a healthpack or proc her old dual regen so long as there’s someone to siphon hp from, further pushing pocketbot since you don’t want to eat up the ult charge of your co-Support by healing too much and you now want people a little injured for self sustain reasons.

Big brain changes brought to you by Blizz balance team.

5 Likes
  1. Spray lingers despite being in fade.
  2. Healing orb lingers despite being in fade.

Autonomy =/= Engaging the enemy

GA’s use is dependent on the presence and position of teammates, but the movement techniques themselves was one of the ways Mercy is able to take her survivability into her own hands.

Depending on other people to take damage so you can benefit from sympathetic healing is a reduction in autonomy.

Losing movement options and having to depend on teammates to control your space is a reduction in autonomy.

7 Likes

I’ll just be happy when they can decide to give GA an easy in-between and focus on other parts of her kit. So tired of having to re-train myself on the timing of her GA every patch.

1 Like

At this point it’s really comical, on the part of the devs. They spent so much of the OW2 beta period trying to fine tune Mercy’s movement, so that she could survive easier in 5v5.

And now they’re doing seemingly everything possible to undermine the work that was put in, by trying to undo the very thing they set out to do. Honestly, what was the point? I would love to know.

I still like Mercy as a character in OW and I’ll always consider her my main. But it’s honestly sad seeing her being butchered patch after patch, and all the while we’re lead to believe that her “overcorrection” will be “addressed.”

9 Likes

You do realize that buffing GA back to where it was, would lower her death rate, right?

Honestly, at this point, just double the projectile speed on her Blaster so we can have a chance at defending ourselves. :expressionless:

2 Likes

Honestly they need to revert to OW1 mercy ga. The OW2 changes made it too strong and simplistic.

I only played 2 quickplay, but so far the GA change isn’t very noticeable. The healing however was very noticeable. Talk about not realizing what you have until it’s gone. I can’t keep anyone alive with my healing anymore. I wish they tried a nerfed version of the healing passive and didn’t nerf ga by making you unable to get the cooldown back faster and increase the cd to 3 seconds. The healing could have been really good but noooo. I agree that the long cooldown isn’t too bad but only in exchange for other things like healing and omnidirectional movement. However, removing skill expression through removing the ga cancel is not good. Being able to do short ga’s and have a short cooldown was nice though.

Bait and switch, I guess. First we lure players to play Mercy, and then make her easier to die to please other players.

3 Likes

Where I’m getting at is that if they devs don’t want a revert, and the only suggestion you give them is “Revert”, then you get ignored.

And I’ve been trying to tell Mercy mains this for 4 years.

As if it’s not possible to Think of any alternatives.

Like I posted this 4 years ago as a joke, and it’s sad how much truth there is to it.

https://i.imgur.com/YW9gezK.jpeg

And posting a 10,000 word essay that can basically be summarized as “Therefore Revert”, doesn’t really make it substantially different. “But we gave so much feedback”, when 99% of it was the same solution.

Like do I really need to explain the “Don’t put all your eggs in one basket” idiom?

Too bad there are no other options, other than demanding revert, with devs like this. That would screw you over, if you look away even for a moment.

Yet the devs reverted the one good thing mercy got in the critical healing.

3 Likes

But when they nerfed GA the death rate didn’t go up. Nothing changed so no, the death rate wouldn’t go down.

6 Likes

It may, if players realize, that they may lose their trusty survivability tool at any moment. So better to not get used to it.

Relative to Season 2, she got the lifeleech passive.

If they don’t wanna get rid of that, then you need to think of another way to bring that death rate back down to where it is now.

That life leach can go, it’s not even fun.

1 Like

So, on top of returning to old 55 hps, that aren’t saving people, Mercy has extra incentive to leave her teammate wounded, in case she needs to heal herself.

3 Likes