Actually…
There’s very solid game theory literature on it.
If you want to implement a change, it’s not always about being better. Sometimes you just want a lateral shift in terms of game balance, but with more engaging gameplay that allows players to;
- express themselves in new ways not previously possible
- encourage more creative gameplay to tackle existing and new problems
- increase excitement both for the player, their opponent(s), and for anyone spectating
That’s what Mercy players are asking for, but because they aren’t eloquently describing it as such, you’re confusing it for emotion and entitlement.
Just based on this criteria alone, we know that Valkyrie, in its current state, doesn’t do any of the above.
- Mercy isn’t more expressive
When the rework was initially released, she WAS more expressive. Fighter Jet Mercy, Rez tokens, and chain beams gave Mercy more options and choices than just her base kit of heal and damage boost…
Each one of these was removed for balance sake until only one remained, which is fine… balance is necessary after all. However, the one that remained is just a copy of an already existing ultimate, Supercharger.
Lack of uniqueness kills expressiveness. Which is not fine.
- Mercy isn’t more creative
Because chainbeams are the only thing to do, it’s entirely min-max-able. Mercy was called a reverse-kite/moth for a reason… Valkyrie reduces her gameplay to 3 tracks of mind – pre-emptive damage boosting before a teamfight, reactive healing during a teamfight, or attempting Battle Mercy.
All of these are so straight-forward, that it doesn’t let players tackle problems in creative ways… everyone just kind of accepts being stuck in a bad position because they can’t do anything else except those 3 tracks.
- Mercy isn’t more exciting.
This is the one that is most talked about, and is immediately evident even in non-Mercy players.
She’s boring. She’s a reverse kite. There’s nothing to do except play in the moment, and it’s not even a let down if you die during Valkyrie.
Going Battle Mercy is the only source of excitement, but in-so-doing, you’re doing your team a disservice by not fulfilling your heal/damage boost support role.
Like I said, not many people can put it as eloquently as this.
But it’s more than just raw emotion and “feelings”.
The fact that you can’t even pick up on these details pretty clearly proves that you haven’t been listening or even attempted to understand why its unsatisfactory, and used your noncommitence as reinforcement to ignore and disqualify any argument.
Edit - Which brings us to this…
doesn’t help us discuss accurately and considerately the characteristics of Mercy’s kit and how it interacts with the game as a whole.
I think I pretty clearly and considerately explained why Mercy’s kit has reduced interactions with the game as a whole comparative to her pre-rework and first iteration of the rework, and why it’s necessary to address not from the angle of balance, but from the angle of satisfaction.
It doesn’t take a rocket scientist to know Mercy feels underwhelming (and can still perform well).
Some people are just blinded by their personal feelings on the matter that they refuse to pay attention to what is being said.