I just see no point in putting yourself on the line for enemy to see and, possibly, kill, when it’s effects can be avoided by picking certain heroes.
That’s why I said, that it risks to share fate of resurrect: powerful, but even better if left unused. Especially since Mercy can’t heal or boost in the process, which is a big no-no.
Would be interesting for Mercy’s version of biotic grenade to have that effect.
Blizzard is already being inconsistent with damage boost. Plus, that is the point of the game — switching to counter (which goes with the strategy I mentioned above a while ago). Rip Tire already isn’t affected by damage boost, and Fortify negating Pacify makes sense. I haven’t been following the discussion, but hitting a projectile user and it affecting anything shot after they are hit with Pacify would work just fine. I just don’t see it as some crippling ability because it’d be useful in a team fight, which is what I’d want as a Mercy player.
It’s useful, if it affects multiple players, not just one, if you got skill.
I would have no issues with it being a projectile, if it becomes like biotic grenade, that reduces damage output for affected enemies. Skilled use makes whole enemy team dealing less damage, which is actually a big deal then.
If we want to take Ana as example, use biotic grenade as base, not sleep dart.
That’s a lot for a regular ability. Nano boost, while a good ult when used correctly, is not Ana’s bread and butter. It lies in part in her grenade. You’d be moving Mercy’s power to a regular ability then, like we have now. And negating an ult or protecting even just one teammate with it is important. Not to mention, Mercy’s main focus will always be healing, which we don’t want overshadowed by another ability she has.
Then we could just give her her own version of Amp-It Up, to save that important teammate/heal more in critical situation. Works for offense too, as temporary increase to damage boost.
With that, Mercy remains focused on healing, but can heal more for a few seconds if needed, so you don’t have to prepare for resurrect at first signs of any ult, and can keep it for combos. Element of skill is here too: poor management of that ability forces Mercy to use resurrect early.
im sorry but i dont even find mercy that impactful anymore. yes her rez is op and stuff but i can barely pull off a game-changing rez mid fight (someone who died with ult lets say) I’d die before i can do it. and it’s more of rezzing a person after or before a fight, hoping they dont mess up again. so seeing is that way, i personally dont see how that sort of a fair exchange. she’s boring and unimpactful for me lel
this sounds opaf to me. 50% damage boost? that’s somewhat equivalent to ana’s ult
no offense but your suggestion makes mercy OP, doubt anyone wants that, not mercy main’s not other mains. I’m assuming you are saying valk on E or something but i dont know how long but to fly and do 50% damage boost sounds more op than her current ult, legit just not suited at all.
Yet it’s not complained about, unlike her biotic grenade. Makes obvious where is her real power. If your teammate got hit with sleep dart, baiting enemy into hitting sleeping teammate isn’t that hard. But if nade hits your team, you suddenly left with no healers at all and have to fall back or die.
riGHT?? if im with my soldier and he is fighting mccree, he should know better to get the hell out because its a 2v1 situation, unless he is confident he can kill one then the next, otherwise he cant complain why he lost to that fight. plus if it was an ana helping, they’d be like ‘oh he got help from ana’ but if it was mercy, it’d be more like ‘wow pocketed by mercy, she should stop the pocket and blabla’
like im sorry for helping my teammate out?? i dont see why getting help from other healers is justified but if its a mercy, they’d trash talk both the people because i helped. jeez
I beg to differ, actually listed the list of all damage reduce by Pacify somewhere in this thread but if Rip Tire was affected then Junkrat will only deal 40.2~402 splash damage as oppose to 60~600
Which means he won’t be killing full health tanks.
Pacify impacts larger burst damage more than trickle damage trickle damage can be compensated with aim whilst of a large value will take a hit
Also the pacify victim will deal less damage to 6 people whilst it reverse counterpart fortify means 1 individual will take less damage from 6 people
And 1 individual surviving is better than having your area of damage nerf and having a few surviving it
The current value of Pacify is too oppressive and it becomes even more powerful if Mercy has her 60hps and this is disregarding burst heal and mass res that can be simultaneously applied on ultimate.
Only reason I would support Pacify is because in free for all, titanium version of Pacify will allow mercy win her fights more
The balance is controlled at high rank, otherwise pharah, moira, junkrat should be nerf, which is absurd. According to your deduction this is so, but it does not exist. In fact, low rank mercy is still good with 50 hps, but the truth that low rank even 40 hps would be fine.
It largely depends on your team mates performance and mistakes do happen amd people do over extend otherwise you dont get comments like ‘come back’ or ‘dont chase them’ or ‘why did you over extend’
There no use pretending it doesn’t happen, people don’t play mechanically in a one trick pattern, something unpredictable always happens for better or worst for the team
But they buffed ranged damage for 76 and McCree, isn’t that indirect nerf to Pharah? Mercy being less effective contributes too, as most common healer to pair with her.