Weird Mercy Change

Also, another small change, I really like enemy BOB’s new sound when he deploys, like a pinball machine

Truly, this is one those “didn’t need to be added to the game” type changes, since now I can’t inspect some Sombra footage to tell how I was hacked around a wall for the 15th time this year.

But yeah thanks for the clarification.

But then why exclude people who died IN the pit? I’m still confused. What makes one death OK to be saved from but not the other?

Man its almost like more hecking ways to eliminate someone in the game that CAN’T be rezzed should be an option since all maps don’t have enviromental kills.

Also the reason you wouldn’t want to rez people after they die IN the pit, is that currently the game works by spawning them under the deathplane, so they’d be stuck even if Mercy was somehow able to get close enough to try a resurrect. That was a bug on Ilios way back when during the mass rez days.

Well the Mercy has to be smart enough not to do that.

I’m not sure if it’s supposed to work this way or not, but on the ML7 stream he was testing the resurrection of Pharah in the sky over the abyss, not when she falls, but when she flies, and the respawn icon did not appear, also on the edge of the abyss, or on the railing of the Rialto bridge - the resurrection icon just disappears

That sounds like Rescue Trolling in FFXIV.
Awesome!

Damn… great question, I’m curious of this too.

Trollcy

Yeah, this is the most confusingly written patch note since “Mei’s Cryo-freeze now behaves like Mei’s Ice Wall when it comes to interactions. Cryo-Freeze will block line of sight and collision in much the same way”

It’s hard for me to imagine a situation where Mercy could Rez someone over an environmental death pit without just sending them to their death again. From what I’ve seen, it appears that the rezzed hero falls during the 2.25s resurrection animation they go through after Mercy finishes the Rez cast. They can’t control their character until the animation finishes, so they’d have to be rezzed more than 11m above the kill floor, and that would only work if they could immediately use a vertical movement ability to get out.

It seems like the main benefit of this change would be in situations where the soul would previously have been moving during the resurrect cast, but without falling the map. Counterintuitively, attempting to follow the soul in those cases sometimes resulted in a self-cancel on the Rez because the range check referenced where the Rez started, so now presumably the soul visual actually matches how the Rez functions.

If the intention is truly to allow aerial rezzes over death pits, then I think the rezzed player should remain frozen in place until they regain control of their character, like with Echo’s copy animation.

Allowing a Rez on a soul that has already fallen below the kill floor would be useless because it would be impossible for the rezzed hero to avoid dying again, even if Mercy could somehow catch the soul without hitting the kill floor herself.

The actual change is just that the soul gets frozen in place during the Rez cast, rather than continuing to fall (or get pushed by a platform or payload), as it would previously. This means that the soul can no longer fall through the kill floor during the Rez cast, which would have canceled it previously.

But I think the main benefit, which is not explained in the patch notes at all, is that the visual position of the soul now matches the Rez range check behavior during the cast. In cases where the soul would previously have been moving during the Rez cast, the range check was still anchored at the position the soul was in when the Rez started, which was very counter-intuitive. Many players would try to follow the soul to stay in range and end up self-canceling the Rez. This change makes it clear where the range check is anchored.