Sounds like a lack of creativity to me.
Spamming the devs with excuses to buff Rez isn’t going to get you guys anywhere.
Nor is shutting your brain off to any other ideas that aren’t buffing Rez.
Sounds like a lack of creativity to me.
Spamming the devs with excuses to buff Rez isn’t going to get you guys anywhere.
Nor is shutting your brain off to any other ideas that aren’t buffing Rez.
I mean it’s not going to make Valk anymore fun then it already is… but it’s a start???
Personally deleting Valk is the way to go to make Valk better.
We had several discussions about it and detailed threads as well. You ignoring and dismissing all of it is your choice.
In Titaniums latest thread we introduced rez as her ult again with fair counterplay and less cheese. I dont see how “we” want buffs there. We gave a lot of feedback and even came up with an e-ability which is a skillshot.
So yes we have enough creativity and brainpower to come up with good and fair changes for Mercy. Now there is you with the same spam threads about how valk maybe could be good.
No sorry I will stay with the better ideas instead of denying that this rework was a failure and should be dumped into the garbage.
And since I have seen enough of you on this forum to know you will never admit anything, change your mind or even try to understand others have a nice day with your valk thread goodbye.
Titanium’s idea can be summarized as:
I genuinely don’t think the devs want to do those first two bullet points.
And like I said, it shows a lack of creativity that it always circles back to an excuse to buff Rez.
Mass-resurrect replacing E-rez is a nerf; especially when you slap some other restrictions on top of it, as the rework proposal does.
Game developers should be allowed to dumpster their mistakes. That includes ultimates.
That’s a straight buff in every sense.
Maybe everyone skimmed through that part? Maybe you should bold it because it literally has a huge amount of counterplay offset by buffs to the ultimate and nerfs to her AOE capabilities are replaced with a utility E ability. But I mean… no counterplay
- 5m range single rez on a 1.75sec cast
- 15m range mass rez on 1.00sec cast
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.
Doesn’t most of Mercys kit rely on her team playing poorly? If they didn’t, rez would be obsolete.
(This is a joke. Don’t kill me)
GreyFalcon:
- 5m range single rez on a 1.75sec cast
- 15m range mass rez on 1.00sec cast
- Locked behind an ultimate that, from historical statistics, has the same numerical results as the current Mercy, but doesn’t have any of the following advantages:
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.
The trick of course is that she’d have much higher performance at higher ranks. Where as current Rez is about the same regardless of rank.
The trick of course is that she’d have much higher performance at higher ranks. Where as current Rez is about the same regardless of rank.
and thats bad how? better mercy’s would get more rezzes than bad mercy’s unlike now where as you said is about the same regardless of rank
How is this bad? Good Mercy’s get rewarded whilst bad Mercy’s suffer.
Huh… your idea’s aren’t always a load of crap. Welll good on ya. If it means nerfing the chain beams too I’ll get behind this idea.
The trick of course is that she’s have much higher performance at higher ranks.
In numerical performance, yes.
But at high ranks, Resurrect was easier to counter, dampening that numerical performance. There’s a reason Mercy’s pickrate in season 5 dropped off drom 12-13% in all ranks to 4% in GM.
Where as current Rez is about the same regardless of rank.
Which is concerning. An ability with an impact that does not change much, if at all, throughout all ranks means the ability is restricted by barriers within the actual ability, and not by the player’s skill.
That doesn’t make any sense? So the higher you climb you shouldn’t be able to do more with her kit? It needs to be the same in all ranks? What???
GreyFalcon:The trick of course is that she’s have much higher performance at higher ranks.
In numerical performance, yes.
But at high ranks, Resurrect was easier to counter, dampening that numerical performance. There’s a reason Mercy’s pickrate in season 5 dropped off drom 12-13% in all ranks to 4% in GM.
GreyFalcon:Where as current Rez is about the same regardless of rank.
Which is concerning. An ability with an impact that does not change much, if at all, throughout all ranks means the ability is restricted by barriers within the actual ability, and not by the player’s skill.
Well, if you can convince devs that Rez needs to be stronger at higher ranks. Good luck.
Well, if you can convince devs
They don’t even read the forums. There is no convincing them of anything.
Don’t be silly, they do read the forums.
When it concerns Torb’s arm.
My simple wish for Mercy is that they attempted to fix Ressurect an ultimate, because Valkyrie is a bit underwhelming imo.