Tempo resurrect sustains fight, mass resurrect turns it around. It’s “better” if your team is close to winning, but only needs that extra push.
Well I understand that, but actually it is no different from a Transcendance or a well timed Sound Barrier.
But I guess people will never get over it
And I’m curious to know why exactly it isn’t.
Guess I should ask @Brawl about that.
Mass rez allowed tempo rezzes with 2-3 people coming back. You had other allies around for many of those rezzes. And you are saying the complete opposite of what others have been saying to argue FOR mass rez NOT being an ult where people hungered for “big rezzes.”
I am simply rational. If small group of teammates can win against odds, tempo rez works. But usually small group doesn’t have decisive advantage.
Tempo rez is bringing back one or few teammates, that are your “key players”, aka they are main power of your team. But in many cases you need that mass resurrect to stop enemy ults. So, unless your team got other means to stop enemy ults, like second healer with their ult, tempo rez can easily lead to your defeat.
I’m not disagreeing with mass rez being similar to the other defensive ults. But there is a strong mentality behind rez in general. And people doing everything to kill Mercy before she ults only to have her ult and turn invincible, saving her until her team comes back — yes, I can see how that is frustrating.
I completely disagree.
But why people don’t feel same about Zenyatta? He is immune to damage during his ult, even restores his health to full.
I’m assuming it’s because the people didn’t actually die, but why don’t you ask them?
Because results are same: ult wasn’t prevented, and now you have to endure it.
You can disagree, if you want, but that’s my experience: only bringing back majority of teammates at once makes noticeable difference. Which means at least 4. 1-2 teammates get killed, 3 have 50/50 chances. I also account for some of resurrected teammates getting killed again.
Technically, Ana can render his ult useless to the rest of his team.
I myself understand as well how frustrating it can be, but the precise scenario you described was in my opinion Mercy outplaying her enemies.
Of course that would be frustrating, but I don’t think Mercy deserves to be slapped in the face with compromises to please people who are not able to accept being outplayed.
But if people don’t feel like there is counterplay present, you need to make sure it’s more obviously there.
Also, I believe the thought process of the OP is that the ult would heal her back to full health when the cast is finished.
Yes I think it was the general idea.
But I’d like to have @Brawl's opinion about invulnerability.
That’s whole point of Mercy: her counterplay isn’t just “pick burst damage hero/EMP/throw biotic grenade and be done”.
That may be your experience, but that’s not exactly how tempo rezzes worked. Tempo rezzes kept the fight going, sometimes swinging it in your favor with a one number advantage.
Halofreak already mentioned above that they find the current tempo rez to be really powerful.
Like I said, it sustains battle, not turns it around. What you describe is exactly that: if your team is “almost there”, tempo rez allows them to make that jump to victory.
Look at my response to Arcalias regarding invincibility and counterplay.
Not necessarily. I used it to make sure we had some sort of advantage.
You take chances with your teammates by that, same way Valkyrie relies on teammates being skilled enough. That’s why I prefer to resurrect multiple teammates: I don’t expect them to have advantage, I create one, by having enemy team not recovered from previous fight yet.
That was the same with mass rez in the sense you are thinking. But if it helped us hold the point, or if people were close to coming back, or if it gave us a number advantage, or if bringing people back wouldn’t put our push to waste, or if it rezzed someone with an ult, the tempo rez was worth it. It didn’t need everyone to be dead. It just needed to be used strategically.