What tier are you looking at? I look at the college to be average of all ranks combined into one .-. Which so far is the closest to the data shown by Blizzard
I got confused xD
What tier are you looking at? I look at the college to be average of all ranks combined into one .-. Which so far is the closest to the data shown by Blizzard
I got confused xD
I wouldn’t be having such a headache if people actually listened and combined ult there are team mates like zarya or Hanzo egging each other on for grav Dragon and Ana telling Genji to whip out his Dragon so she can nano
But the balance of heroes is always under ideal conditions. Sometimes even at GM there are errors of overextension or wrong position, it’s normal. This is why communication above all with main support is important. But you can not rely on your personal experiences, the balance is taken into account the maximum potential of the heroes.
Currently at high rank, mercy is not good because his healing burst is too low. Because even his healing average is too low being a pure support. By not killing and damaging the opposing team, he must make up for his healing coherence, but he has lost. This is the fact that we see by checking the stats at GM and at master.
All this, to justify the rez on E.
Pacify doesn’t make Mercy any less friendly to entry-level players. Raising the skill ceiling doesn’t inherently raise the skill floor.
And looking at Mercy’s pickrate history, a skill ceiling raise is something she has needed for a very long time.
You don’t really need to search for an enemy to have that opportunity. Does Ana “search” for a target to Sleep or does she wait for an opportunity and then seizes it when one appears?
Only in specific scenarios. You want to maintain LoS most of the time (except with snipers) so you can keep track of your enemies.
But is there any reason against having that skill option?
Only one: it encourages dedicating yourself to that shot, if otherwise your healing won’t be enough.
And you don’t have to know exact locations of the enemy team, they will peek out of cover and be near objective. Warning sign is miscount, as it means that someone is going to flank your team.
Mercy needs another reactive ability, to use in grey area between “weak damage, can outheal” and “extreme damage, time to resurrect”.
You aren’t using your pistol enough.
I draw it whenever I see an opportunity to when my allies don’t need healing/when there aren’t any good targets to amplify.
Fat Earthshatter by our Reinhardt? Pistol’s coming out.
Enemies down a long, narrow sightline that my allies aren’t focusing? Pistol’s coming out.
Hell, a flanker moving in my general direction, unless the situation is desperate for my patient(s), is enough for me to draw my pistol.
For a while, I was in the top 10% of eliminations/game as Mercy while keeping a very low death rate and a high Resurrection/healing rate.
My allies always need healing, as I am usually only healer.
Pistol charges your own ult, damage boost helps teammates to charge theirs.
If there was ability to gift my ult charge to teammate, I would be using it instead.
Depends upon your rank. In GM, a slept target either stayed asleep, or they get woken up into 20% or less of their health remaining.
And Pacify doesn’t grant the enemy that opportunity in the first place. Being hit by an enemy doesn’t cleanse its effects.
I don’t see how people complaining about Biotic Grenade has anything to do with:
I can personally attest to the same in high ranks.
I used biotic grenade as example of ability, that is a) has no silly cast time(so you use it and instantly back to healing) and b) has success almost completely at hands of user, with results between “got all enemies hit, we can roll them over” and “missed completely, poor throw”.
Turn your Pacify ability into similar, and it’s great to have. Predicting where your projectile goes is skill by itself, especially if that ability will be used in flight.
MLG Mercy: flying between teammates with GA, while throwing long range Pacify grenades at most dangerous enemies/enemies that grouped up without shield, juggling between teammates and switching between healing/damage boost. Sounds great, isn’t it?
All tiers for those statistics.
Pacify is a good idea but the problem is the value. It all good saying we can nerf it, but where are we trying to put Mercy on a steroids cocktail to beef her up as much as possible. It is easier to gradually buff a hero rather than nerf it
Like without giving the specifics, people would imagine this moderately sized aura bean shot out from mercy that quick to cast has a moderate travel speed and able to succeed in hitting people with high success rate.
The problem then comes in the fact that is Mercy healing is strong enough to out heal damage, why should we further reduce damage done?
A compromise has to be made somewhere with either a strong pacify and a weaker heal rate or high heal rate but weaker pacify.
As a game designer if you briefly told me this idea, without going into details yet the first thing I would imagine is hitting the person in front of you who your team mate is fighting and then they take less damage and you can outpace the healing done and have an easier time healing but if her Healing was restored cause we need her Healing strong enough to outdo damage… then why did we restore her heal rate? Why are we even being told to add another strong ability onto her.
I’m sorry I ditch the discord during it foundation and I’m sorry I wasn’t there to give you a non bias and a developer insight, like I’m not trying to shoot down the idea but it cannot be the be all and end all of Mercy, if it is an idea that cannot be improved it means we can only nerf it until she back in line with Blizzards objective goal (which at the moment is to lower her pick rate And keep her there for now, but not to make her rock bottom out of ALL hero selections)
Pacify will help with ffa but at the moment this idea just sounds beneficial only for Mercy, there is no compromise and it sounds like a really professional idea but in order to defend that idea we start getting really unconvincing suggestions, like pacify strong and easy to use but it requires skill! Lots of skill and will define good and bad mercy… ok but which value does this contribute to? Offense assist? Defensive assist? With offensive assist being a genuine value setting mercy apart
But that value at the moment is dependant on your teammate ability to the aim and ability to kill whilst damage boosted.
Pacify is more defensive assist which is a value a lot of Mercy can average out on, just by healing
Why is that a bad thing in contrast to only 60 health/second? With Pacify, it’s land the shot or lose an ally; without it, it’s just risk lose an ally.
The closer you are watching the enemy team, the better you can predict their next move. You don’t need LoS all the time, but you are guaranteed to establish it on a regular basis.
This is Pacify, but replace “reactive” with “proactive”
High amount of damage incoming? Pacify and resume healing.
Not stopping healing, while sustaining multiple teammates, is always better, than saving one. If resurrect as ability taught me anything, is that saving one person never outweighs leaving remaining 4 players without healing.
Defensive buffs to teammates, at least, can be used on tank, saving everyone. And they can be proactive as well, used on whoever is leading the push. Your own words
describe just that, a defensive buff that aimed at teammate, that is about to receive that high damage. A bit like Brigitte’s repair pack.
Rip tire would not be affected by Pacify as it is an object that exists outside the Junkrat player. Same goes with D.Va’s bomb, all turrets, Hammond’s mines, the new Torb ult, and Hanzo’s dragons for example, they’d all also be unaffected. Pacify would work the same as the anti nade and sleep dart, you can’t give a status effect to an object.
well in which case, are we willing to not make Pacify (which has been suggested that it MUST be 33% apparently) and weaken it? Mercy healing is quite strong already, if someone dies whilst they are being healed by her, then it is either that Person is taking too match damage, due to being outnumbered or the other DPS is really good and is able to burst through your healing.
Hitting or missing Pacify should not matter, a competent Mercy should be able to assist the team mate through a fight with 60HPS.
What you are now indirectly implying is that no matter what value we set Mercy to be at… 40HPS, 50HPS, 60HPS, 70HPS or even 80HPS, her healing will never keep up and Pacify is a must have ability to ensure she can out heal any damage that is being dealt by the opponent
And what you suggest is by no means a small figure… it is a 1/3rd off of their damage potential… coupled with her frankly quite powerful healing, Mercy will be in the spotlight for absolute hate.
As a game designer I cannot fathom the logic behind this… it is like I’ve read a really good proposal which could win me over if a few of my doubts were cleared up but i’m now hearing comments that creates more doubts.
Question…
Is 60HPS Strong or Weak? If it is strong… why do we need Pacify? Like i’m not looking for a ‘We must have it’ answer… I want a legit answer that can convince me (as if this is a development proposal) that this is a great idea and not a ‘it will create more skill’ because if you ask either of those the question I will reply back is why? or how?
Also Pacify, if 60HPS is strong, then do we genuinely need Pacify? Do we need to reduce damage and strengthen healing? Does Pacify have to specifically be at 33% during implementation?
Is this the be all, end all and no ALTERNATIVE suggestion to Mercy meaning with this patch, there is no way to refine/improve Mercy and if it fails, the only direction (knowing we will not revert) is constant nerf after nerf or a end all drastic hit to make sure she is put back into the grave until we find time to rework her as we have OTHER projects to work on for the upcoming year and roadmap.
Bare in mind, the rework will eat into development time for new maps, heroes, balancing reviews for other heroes as well and usually in these types of meetings, I get shot down with a simple, it will take too much dev time, we can look at it later but there are other stuff that has been delayed.
I’ve worked in the industry for 5 years so I do sort of get how it works in the back end, I’m sorry if I sound like I am against you, but I’m trying to point out that the moment this proposal is meeting opposition, there just a stubborn push for this idea with no real solutions and it isn’t convincing people.
In short the idea benefits Mercy and it is overpower her, that is the only conclusion I can draw right now. It is a good idea but something has to be compromise, because this isn’t balance this is just a fantasy Mercy dream to be the best possible version to have existed to date.
It was an example a if, was using it to illustrate how large burst damage is dampened by pacify.
As for Hanzo’s Dragon Strike, that was recently changed, the reason it would work was because the initial shot is an arrow and then the dragons are projectile.
It is just one bit bullet but because boosting that feeds Mercy’s ult gain, it might have change.
Yes I can agree with this, me dying is not acceptable when I cast res, if I die, the team loses their healer and fat lot of use I am when I am dead.
Also I don’t like it when Mercy dive into immediate danger to save me and ends up dying.
Even if I have been holding the line as a Tank, if multiple switches has been made, then just let me respawn as someone new.
I have more matches where I am mid sentence in suggesting to the team what I will switch to for our next push and Mercy res me
she either dies or barely survives and I still can’t over turn the situation. I was nothing more than a ult battery and the other 4 players were just dying with no back up coming to heal them.
Are you sure that anything lower than 30% wouldn’t be useless?
I don’t see the concept of Pacify as too oppressive. It can become oppressive if it’s not implemented carefully, and if the rest of Mercy’s kit isn’t tuned properly.
I would be okay with 50hps if Pacify became a thing. Mercy would then have to choose between using Pacify to keep up with her healing workload, or making a clutch play.
To me, the concept of temporarily debuffing an enemy’s damage for 4 or less seconds isn’t as impactful as Hack, Discord or Sleep Dart. Those other three things go beyond hindering an enemy (which is what Pacify does), and into crippling them.
The burst heal on ult is up for debate. I’m more interested in preserving the concepts of each ability. Everything else - numbers, delivery method, drawbacks - is up for debate.
Does Pacify help against CC abilities? Even if one enemy is dealing less damage, stun gives enough time for effect to expire.