Well, maybe if I describe how pinball worked, you would get where I was coming from. It was a HELL of a ride when you got it working.
So, here is what pinballing looked like from her players point of view.
You would need to know, the next 2 healing targets you were after, so there was a massive amount of lookahead required.
You would GA to your target, and slap your beam on them, the moment they came into range, you would then look at your next target, and work out which target was after that, make sure there was an LOS to it from the next target, and as you got to your current target, you would jump to the next one, leaving the connection to your last one, filling them up with the last of the healing, because, unlimited range on the beam post connect.
while you are in flight, make sure there is a jump point out, make sure you can get to who needs healing, make sure the landing after the next jump will be safe, attach as you hit range, GA, make sure you still have two targets ahead, and that you don’t need to change your target stack, and go.
It was a super fast flowing style of play. You had a massive amount of pre planning which you were doing on the fly (kinda literally) but, the lack of stops in the play, let you get into a flow state.
It was VERY much like those crazy shopkeeper games, where it just stacked more and more tasks on you, and you basically just have to read what is needed like 3 steps ahead, and your like juggling priorities, and a changing field you were working in.
But it only works, IF you can get into that state of flow, because you are doing crazy amount of preplan, and focus on your task.
What you CAN’T have is any pauses, or massive mode switches, or your preplan stack just kinda fails, and the whole thing grinds to a halt.
Ok, so what did the rework do? Well, it reduced your healing so you HAD to pause at each step, because you didn’t quite have the output to heal someone at a stop, which kinda ends it right there.
You ALSO ended up with this massive mode switch the moment you valked.
So, pinball mercy was effectively killed, and when the Mercy players were all “this has killed the flow in her kit” that is what they were talking about. That flow playstyle had a bullet put in it.
Pauses added in healing, in using your e, a mode switch in Valk. It just ruined her play style.
And, you can see it in the pre rework pick rates for her, and post rework pick rates for her.
You had times when she was VERY much the weaker support, but, people loved that style so much, she was still heavily picked. post rework when everything settled down her pick rate basically 1/2ed.
And to this day Blizzard STILL doesn’t know why.
They made the perfect flow state hero, and then wrecked her, not by removing her ult, but by putting in the new one.
Mass rez COULD have gone without a problem, putting in single target rez would have easily worked, especially if it was instant, since you could just add it to the mental stack.
The extra power could have speed up her kit, making it work EVEN better, but they went a completely different way, and like that, my favorite hero in the game was gone.
Instant single target rez would have been so VERY much better for her as an ult. It would have enhanced what made her good.