It’s so nice to use such valuable abilities to defend a ressing Mercy. Even if I personally think it’s a waste, what good is an ability if you constantly need to ask your teammates to protect you while you cast it. Lucio’s ultimate doesn’t even have this much pressure despite it being 100% better. Also, do I always need to pray that I get a Zarya to pull my Res off or pray that my team will always be ready to actively defend me in a teamfight when I’m the most mobile support in the game.
And here we have one of the problems with her design: a mobility-based hero has an ability that is the antithesis of her entire niche.
Oh, of course you want to dip out of the conversation as soon as I point out the fact that you don’t even operate on your own logic, if you could even call it “logic” to begin with.
…Ugh. I’m siding with Megadodo for once. Disgusting.
Anyway, there’s more to it than that. Yes, you need to be within 5 meters to start the Resurrection, but you can then move out of range and complete the Resurrection… provided you are not free-falling and that you do not take any damage or get knocked away while outside that range. If you move beyond the 5-meter range without taking damage, free-falling, or receiving any amount of knockback, then the Resurrection will still complete.
I don’t think Speed Boost affects the way Resurrect casts are completed. I’m pretty sure the “taking damage” rule applies to armor and shields as well.
There’s also a weird exception with falling Resurrections if the target soul is also falling. If you start off falling with it, but then don’t break your fall with a glide, then the Resurrect will cancel because you moved too far from the initial cast point. On the flip side, if you glide immediately after you start the cast, then the soul moves too far away by falling, and the Resurrect cancels in that case as well. There’s a weird happy medium where if you start falling initially but switch to a glide, the Resurrect will complete, even if the soul has moved way outside of the normal range. I’ve gotten a really weird Resurrection on a free-falling Echo before on Ilios: Well on the windmill. I was on the roof above our half of the point while the revived Echo appeared on the enemy half of the objective on the ground. There was a good 10-15 meters between the two of us when it completed.
anyways back to the real discussion, we all know they’re gonna give us mass rez or valk in ow2 with hero talents but do we think they’re going to rework her back into some mass rez/ mass rez+valk chimera for the pvp game? They wouldn’t get rid of valk entirely would they, or would they…
Idkk like I used to find this hero so fun and fascinating and she actually had higher peaks in carry potential as well, but now its just like… she’s dry, she’s like dried out crusty hummus, just gross and she should go in the bin.
high doubt considering OW2 so far according to what’s been said is going to be a big panderfest for dps (nerfing sustain more with 1 less tank + tanks being more brawly + nerfing the hell out of cc, mobility creep for everyone but supports etc.) esp given how much they fear the wrath of the dps community lynching.
they’d incur the wrath of those, for some masochistic reason, that like valk as is if they do get rid of valk.
there’s plenty of things they can do to make valk and res to make then more “impactful” (i.e. have more self agency over their own value).
res is easy:
make it into a wound up underarm thrown projectile with tracer bomb-like trajectory. can make as lenient as necessary with htibox sizes, closest corpse to projectile impact will be res’ed.
good mercy players will combine GA maneuvers with res to be able to get them off from safer places/angles if they’re good enough, bad mercies that can’t will res on top of the corpse like now. (high skill ceiling, same skill floor)
maintains the same counterability as current
skill ceiling tied to the core fun of mercy, GA movement
can re-use assets (win-win-win)
valk is harder because we can literally go any direction we want and it’s a question of what do we want valk to do (which atm is kinda undefined since it’s just “everything mercy does”).
but hey, we can literally slap on instant burst aoe heal upon cast and it’d already have much more self agency for value than now.
tho an idea I like is to take a page out of paladin’s book: give rei’s Envelop effect to beam target.
for the unfamiliar, this means limiting the damage received by the attached ally to X per instance.
e.g. if X=30, things like soldier’s primary that deals 18 per shot is unaffected. but for things like widow shots that deal >=120 per shot, it’d become dealing 30 per shot even if it’s a headshot. and no the limit isn’t across all enemies but limiting to 30 per instance/shot per source.
whether if this is ult-worthy or should be a high cd ability idk, but hey, interesting idea. tho I guess it’d fuel the “omg mercy pocket hero” more tho despite how depending on what X is, it likely wouldn’t apply to them.
After logic we know that Mass Res was not even close to overpowering Mercy, as you claim it did.
The only 2 times Mercy 1.x was really good, were at the very start where Ana wasn’t a thing yet and at the start of S5 in which Ana got some really severe nerfs, directly and indirectly (with dive).
And even then Zen Lucio out performed her.
Logic… After logically looking at stats from these times, we know for a fact that Mass Res was not OP at all. And yes, it’s because of it’s predictability and several other reasons.
As i already said… The only true issue was that it was frustrating to fight with I frames.
From a game design perspective, that’s a bigger issue than balance issues.
But an easy to resolve issue nonetheless.
the mistake inherent to this piece is that account does not equate to person
one person can have many accounts, and this player may well have played (or even still be playing) on a different game account than the one linked to this forum account
said other account(s) may be of any age, including but not limited to the mass rez days
Well, if you were looking to be a savior, rather than murderer, you missed your chance. It’s something pre-rework Mercy had, but post-rework Mercy lost it.
Bringing back whole team, especially if you made sure, that enemy spent their ults, by staying and healing, until they are spent, had carry potential comparable to DPS ults. It created those “swings” in battle, when team could still make a comeback after taking heavy beating from enemy.
Not once has said person mentioned having an alternate account, here or in any of their posts on the Overwatch forums. Their account is of fairly high level, which is unusual for alternate accounts. Additionally, they have explicitly stated that they started playing three years ago, when Mercy was reworked four years ago: