First is the availability of Resurrect now versus Mercy’s 1.x versions. Today, Resurrect runs on a consistent 30 second cooldown regardless as to the Mercy player’s performance. Killing a Mercy repeatedly does not impede upon their ability to return and use Resurrect; the only thing Mercy needs to have Resurrect available is time, and nothing in the game can deprive her of that. Mercy 1.x, on the other hand, needed to fill a resource meter in order to use Resurrect. Sure, that resource charged passively over time, but at an incredibly slow rate proportional to the requirement. If the player were to just wait for that resource to fill passively, they would be waiting 5 minutes and 25 seconds, which could be half the match by itself.
Anyway, because Mercy needed to fill a resource in order to use Resurrect on an acceptable basis, it was far easier to impede its availability by targeting or eliminating the Mercy. The time respawning and walking back to the fight would otherwise be time spent healing, shooting, or amplifying damage, depriving her of ultimate charge and therefore a use of resurrect.
Second is the optimal usage for the ability. Given Resurrect’s current availability and single-target mechanics, its optimal usage is obvious; it is best used to reverse the first pick in a fight, operating as a 1-up for an ally in every poke-at-choke scenario. This one-up functions as a buffer that disincentivizes an enemy engagement after the enemy gets a pick and therefore a numbers advantage, resulting in a continuation of the poke battle and a second chance for Mercy’s team to get the pick instead. As a result, Resurrect now stops the snowball before it begins, making it much more reliable when it comes to post-rez success. Preventing a snowball is much easier than trying to reverse a snowball after it has already gained velocity.
Mass-Resurrect, on the other hand, had variation in its optimal time of usage due to its inconsistent availability and its variation in numerical value. If it were to be used as a tempo-rez every time, it would simply be outmatched by the post-rework Resurrect because it cannot compete with 2.x’s cooldown rate. Thus, in order to maintain a good numerical value, a balance between tempo and mass-revives needed to be held. Finding that balance and by extension the optimal time and placement for Resurrect was difficult, making the ability harder to use overall.
As mentioned before, however, it is more difficult to reverse a snowball after it has gained velocity. Thus, Mercy 1.x’s Resurrect was far less reliable in post-rez success than Mercy’s 2.x’s Resurrect.
Resurrect is also used much earlier in the fight than it was before, reducing the window to prevent it from what used to be anywhere between the first pick and after the fifth kill to just the first pick. There is a smaller window to stop it.
As though the above advantages weren’t enough to push Resurrect over the edge, Resurrect also no longer occupies one of the team’s six ultimates. An ultimate is not lost upon its expense.
To recap:
- Availability is consistent and unaffected by performance. It is easier to have resurrect ready to be used now than it was with 1.x.
- Optimal usage is predefined, making it much easier to use Resurrect to its maximum capacity now than with 1.x.
- Now prevents snowballs before they begin, which is much easier than stopping them after they are already in motion. Much more likely to end in success.
- Is now more difficult to prevent through preliminary action, as it is used much earlier now.
- No longer takes up an ultimate slot.