There was a GM mercy a while back that proposed an interesting idea. Chain healing was removed from Valkyrie and Rez was removed from cooldown. Instead Mercy gained something akin to scrap, and how many people she could rez during Valkyrie was dependent on that. Her single target healing was also marginally stronger during Valkyrie to compensate for the changes. I believe that it required LOS and still had a smaller but still existent cast time as well, IIRC.
I thought it was interesting. Good Mercys would get more rezzes than bad ones and just hiding wasn’t an option because you wouldn’t be active enough to earn rezzes, in addition to the LOS/cast time checks.
It was something like that. I’ll see if I can find it at some other time, can’t really do that right now.
Except the information is wrong. Mass Rez was easily counterable, but no one wanted to think about how to do it. Hide and Rez was easily counterable, but everyone would rather throw 6 ults at 5 people.
It’s fine, I think I get what the idea proposes. Kind of like a meter and the more she heals or fills up the meter, the more rezes she gets when she ults. I’ve seen this mentioned before, even on the old forums. A meter, a charge bar, or something along those lines. I think it would have been a fun idea and made her more engaging to play. Right now, even though she’s good at what she does, she does seem a little bland to play. But maybe that’s a good thing in some ways? Like she doesn’t outshine other healers, nor is she worse than them.
She actually outshines them because she is so bland. Why risk screwing up something like sleep dart, when you can just rez whoever it was you were trying to save with the sleep dart in the first place?
It’s boring for Mercy. It’s suffocating for the other healers. Her stats aren’t a problem, she isn’t healing so much more than the good ones or winning so many more games. But she’s a lot less prone to those mistakes that cost games. So she gets the play time.
It’s whichever team presses Q the most first wins now. Your team can press Q much more than necessary to “send a message” to the other team too. It’s good dumb fun, but really tones the overall gameplay down to be as shallow as a mere deathmatch.
Accidents happen. Good thing there was an earned ability that was sometimes available to undo it. What was also fun as a counter strategy: launching a nuke at a fresh team rez and turning it into a team kill. From a thinking player’s perspective, and from a spectator standpoint, that made for a riveting play, that turned into a counter play, to be foiled by a counter-counter play. I argue the game potentially had moments like that which made it much more exciting than the ult-spam fest of a state it is in now.