I think it is very well established who hates “no-skill” heroes, and why. I don’t think there is a single “no-skill” main who has not gotten an earful from flankers/snipers at some point as to why their hero should be nerfed out of relevance.
All a Brig can do is stroll up to you. She has one movement ability which is on a longish cooldown, which is also a stun that she needs in order to effectively combo. If you have any movement capabilities at all on your hero, you can put distance between you and her.
You cannot juke her mace in mace range just like you cannot juke Reinhardt’s hammer in hammer range. There is a limited zone in front of Brigitte where you should not be standing, and if you let her get that close without at least breaking her shield, then you have pretty much lost your opportunity to deny her value. And yes, she has teammates, and so do you, and you should collectively be able to figure out how to kill or at least move away from the pain range of the easily visible paladin clattering towards you. See also: Reinhardt, who deals much nastier damage than Brig does.
This is flatly untrue, though. Mercy’s kit sounds rock-stupid if you describe it in terms of aim. But Mercy has to not just be able to keep her beam on people but to survive better and better opponents as she climbs. There has been nothing “exploitable” about climbing with Mercy since the Huge Rez SR thing got ironed out, and Brig has been nerfed to a very tiny niche of usefulness.
When an “easy” hero climbs into higher ranks, that player has to be able to survive and to not get shut down against players of increasing skill. If a Bronze Mercy who never learned anything besides “put yellow beam on friends” somehow manages to get out of Bronze, she will be smacked back down to it as she doesn’t know how to keep herself alive, how to triage her team, when to use her blue beam, when to use her pistol, when people can actually manage to shoot her when she tries to rez, etc. etc. etc.
A Brigitte who gets away with “Lol, I just W+M1 and everyone just lets me wade into them” will not climb beyond the tier where people stop letting her get away with that.
If a GM Tracer does not know to use two blinks to nearly instantaneously get out of Brigitte’s dangerous range, then the GM Tracer deserved to lose that duel.
If you put a lot of effort into studying for a math test, and get an A on it, and Johnny puts in a creative writing paper, and gets an A on it, it doesn’t matter how much easier you think creative writing is than math is, if Johnny did well on his actual assignment, he deserves credit for it.
None of the heroes are just easier or harder versions of exactly the same thing. Even within the same category! Mercy doesn’t need to work as hard as Ana to patch up injured teammates, but Ana can drag somebody back from the brink of death and Mercy can’t. Ana can take out gigantic threats on the enemy team, and Mercy can’t. Ana can interrupt or deny ultimates with two different cooldown abilities, and Mercy can’t. Mercy does steady healing; Ana does burst healing. They do not have the same job, and there’s no reason that Mercy should be artificially punished for being really good at a simple kit that she can effectively make use of at a high level.
Also note that healers, and to a lesser extent, tanks, both have kits that are designed to eventually be overwhelmed by good DPS; which is why the lion’s share of “hard” heroes are DPS and most of the tanks and healers get mocked for being “easy”. Demanding strictly equal mechanical difficulty out of tanks and healers would be making them “work just as hard” mechanically for a much more severely capped output potential, which would be unfair.
This is part of what makes high-skill heroes, well, high-skill. Widowmaker’s skill floor means she has a high likelihood of missing her shots. Tracer’s high skill floor means that if she gets hit by almost anything, she’s likely to die from it. Genji’s high skill floor means that if he misjudges a dive and blows all of his cooldowns to make it, he’s a squishy sitting duck. Difficult heroes by definition have a tiny margin of error. Easy heroes by definition do not. The tradeoff is that the difficult heroes have lots and lots of tools at their disposal to force the fight to happen on their terms, and if they misuse those tools (whether by poor planning or by failing to successfully achieve a mechanic), they will lose the engagement. That’s what makes them hard.
In return, they have very high impact. See: Ana’s ult-denying abilities; Widow’s reliable 1HK; Genji’s chain-dash/combos; Tracer’s ability to dodge almost anything (and a literal undo button when she doesn’t); McCree and Ashe’s ability to 2-tap all squishies without any help; etc. etc. etc.
There is more to this game than winning duels.