lol I feel you. The stress of being a dive tank main (dva) and getting the job to kill mercy 😰 Over time you would figure out the typical hiding spots for mercy but it was always stressful
I think the most interesting thing about Mercy's identity is that her movement centric playstyle was a discovered over the course of the game's lifetime. Early Mercies didn't playthe character for her mobility but right before ow2 the no 1 reason I heard for why they liked playing Mercy was her unique movement system
That’s not true tho, In Ow1 mercy had so many movement techs and I remember it being a big divide with mercy’s mains being mad that the new ow2 mercy would make her movement too easy
@@september1479 early mercy had like no movement tech discovered. Overtime her tech became common knowledge and now its her main reason to be picked in high elo.
@@september1479mercy didnt have any interesting movement techs until her rework which introduced both slingshot and (while not discovered yet) super jump
@@IFreakinLovePickless because it was initially a bug and as someone who played back then pressing space after ga didn't do anything until after the rework.
Loved how a genuine strat with release mercy was to hide and let your team die only to come out of nowhere and rez them. Will always remember people screaming “FIND THE MERCY”
@@HasturBeta It's not surprising since tempo resurrects were generally better than going for the big 5 mans. People knew her for the big game saving plays but resurrecting 1~2 important team members who potentially have ults was much more consistent value. Her rework just took this idea and tuned it up to 11.
Something that people forget is that the devs were fine with her ult negating a push from your team by rezzing 5. I mean, they added lamp and suzu to the game. The real issue the devs took with mass rez was that people realized that when mercy ult was up on your team, you could all int in to force cooldowns for no cost as the mercy hid in a corner. They decided to change it because they felt that no support ability should incentivize intentionally dying.
Sombra at launch had also an ability that was exploited by her teammates, she was building her ult with the healing amount of her hacked med-packs, therefore her teammates were letting themselves be wounded then rushing back to be healed by her med-packs and at each choke-points they were eliminating the enemy team very easily.
>has an entire section talking about superjump >doesn't include the xQc clip of him having an aneurysm over a superjumping Mercy Smh my head I accepted the fact that Blizz has no idea what to do with Mercy when they implemented the 'triage' changes. Made heals work best for critical allies spread out, yet nerfed the ability that gets the Mercy TO those critical allies by 100% if she has the audacity to slingshot into better positions. I would have actually liked 'triage' playstyle if it weren't for the GA nerfs. Literally just apply the cooldown to superjump specifically, not slingshots!
The critical healing mechanic is the best way to fix mercy. Nerf her overall output a lot but makes her use blue beam more. Her intended unique strength. And a rework for res is needed so badly. Or just make it more consistent to interrupt. Getting res mid team fight because of valkyrie is so braindead.
I think you forgot how the new slingshot isn't just super jump up, you can now fly literally any direction from the GA. In overwatch one you could only really go a little forward from it or straight up (like 4 people could do backwards GA consistently too but thats not rlly relevant) but now you can go literally any direction for it and it feels a lot more fun.
To be honest, though if they gave us overwatch two movement with the same cool down as overwatch one And the old input style, I would be happy because I liked it when she had more skill ceiling on her movement like I learned all of these techs only for them to be destroyed and now I’m just frustrated that I can’t even do them anymore because you get a cool down if you attempt to do half of them
@@auraquartz5575 Mercy needing less "techs" lowers her skill ceiling so she's easier for new players to utilize without really raising the skill ceiling. There's still plenty of skill expression with her current movement system as well to make it easy to tell the difference between a Silver and a Masters Mercy
As crazy as her old rez sounds for current day, it wasn’t seen as overpowered back then, and teams often wanted someone other than Mercy. In 6v6, it was common for her to bring a few people back only for another ult/ability to wipe them again (especially 2 tanks). So unless she got a really good ult she didn’t bring as much value to the team as other healers could. Pros were even resurrecting one person to avoid staggering instead of waiting for that infamous team rez because it was more value. Now she just has that on cooldown.
One thing that can be irritating about Rez is how you'll boop her but the game will be inconsistent on whether or not you interrupt it. I've seen my friend boop her way off the soul while in Primal and she'll still get it but then others will barely budge and it'll cancel it.
As someone that has mercy in my support lineup this actually drives me nuts, I'll get resses like that off, but I'll move a SINGLE frame off where I was and the res will cancel sometimes.
i mean this probably just seems inconsistent, however is very predictable. U have to imagine the range around a soul like a 5m sphere that needs to be entered but expands to 7m as soon as starting to rez. if u start rezzing right at the edge of soul a tiny boop is enough to push u (3m) away and cancel the soul. Meanwhile if ure booped in drection of the soul, so from one end to the other end of the soul range, itd take an 8m boop to get you out of range. Obviously this only applies to non stunning cc. Everything else will interrupt the ability immediately. Hope this helps:)
As someone who plays a lot of Lucio and Mercy, I can tell you that if you are trying to react to Mercy rezzing someone, then you are already too late. You need to read the mercy and predict that she will go for the rez, if you watch the body she will probably leave it or you can even bait her in with the body and even if you don't kill her, cancelling a 30-second ability is a big deal.
One thing you missed or didnt really put much emphasis on, guardian angels active cooldown after usage of a movement tech. Before the 2.5 second cooldown you could cancel guardian angelbwith a movement tech in a way that started your cooldown a little bit sooner. After the 2.5 second nerf, when the "reverted" it it bassicly stayed. Youd have 1.5 seconds after using a movment tech where the ability was still active (even if you were touching the ground) and THEN you have the 1.5 sexond actual cooldown making it a total of 3 seconds until they took .5 off with the flobal projectile changes (which wasnt enough for a character whos sole survivability is based on movement). Mind you this 3 second (now 2.5) cooldown punishment on skill expression will pop up even if youre only doing a slight reposition and can often be the thing that leads to your death making micro movements a detriment in a lot of situatuons which is frustrating because poistioning and movement is how you show skill with this character and you get punished for both
My suggestion for mercy is to steal from TF2 There is a mechanic in tf2 called “crit heals” where, in essence, the longer a target has gone without taking damage, the more healing you do. This would mean mercy can pocket someone, but it isn’t as efficient in healing per second as peeling to someone who just disengaged
I've grown to respect mercy as a character more and more over the years, initially one of the only things people ever said about her was how little skill it took to play her but I honestly think the mercies who succeed in the higher ranks nowadays are some of the most skilled players. The true skill of mercy is being slippery and unkillable and some people have absolutely mastered this to be infuriating to fight against.
Fr, Eleyzhau is/was a top500 Mercy player that genuinely ONLY played mercy. If you saw her name on the leaderboard, it wouldnt show other heroes alongside mercy, unlike every other mercy main that switches. She truly is a onetrick, which can be annoying in some comps, but still respectable how she was able to climb so high
as a mercy main i agree i kind of hate the pocketing meta. its really annoying to follow one person and pocket them for majority of the game. i wish it was mercy flying all over the battlefield and healing and finding damage boost in good times (ults, 1v1’s, etc). i think i just want her healing to be buffed a little and maybe reduce .5 of ga cooldown because after any sort of tech from the initial ga the cooldown can be so long. i wouldn’t mind her damage boost also being buffed but i feel like that would encourage pocketing so maybe not
As someone who played in the mass rez mercy era, the other counter was to manage your ults. you shatter, wipe, enemy rez comes in, rip, but not really because you have reaper or zarya ult and they all die again YIPPEE!!!! And imo, the reason most players arent better with understanding the ult economy is because mass res isn't here. Mass rez made you learn and understand the ult economy if you wanted to counter it, which you did, and thats one good thing I'll give it. The other good thing I'll give it is that i liked it. it felt like an ultimate. Valk doesn't give that same feel in the slightest.
I wouldn't say Valk doesn't give that same feeling like a fully amped team is almost guaranteed to win unless the enemy team is able to take down mercy or team with own ult. Instead of killing team having mercy run out of spawn and rez and having to ult team down again before they can defend point. Really if they hadn't made mercy invulnerable while using mass rez I doubt many people would have complained about it aside from the mercy players
To be honest I really prefer Mass Rez to Valkyrie since I think it makes Mercy a bit more fair to face than having Rez on cooldown. Additionally I think Blizzard could've implemented different mechanics to discourage hiding in a corner while your team died
@@DreadCore_ skill issue. unironically. You should have better ult management. what you do is save the tire if you know they have res. you take your 2-4 gravstrike kills, save tire, and finish things up with your numbers advantage. Hell, even have someone hunt the mercy before or after the fight, save tire specifically for the mercy, whatever. Or, use tiee post res to kill the clumped up team again and maybe get the mercy too. So, if you had to pump gravstrike+tire to win a team fight and lose it to a mercy res, thats on you and your team. Theres a reason why post rework, pros would only use res to revive a teammate or two, and its the same reason her OP post rework era was so strong: using res solely to counter ults was countered by good ult management using res to undo picks was better overall for keeping up the temp of the fight for your team.
Naw I should be able to stagnate and refuse to learn from my mistakes and still be able to rank up, elo hell is real and Blizzard is keeping me trapped in silver /s
I didn't mind the mass rez when I started overwatch except when it made the mercy invulnerable while casting, I would see mercy going for rez and get her to 10hp and then couldn't kill and entire team would be rezd on top of me, if she didn't go invulnerable then I could have got kill off and won the game so felt bad
But yeah the original game play was also dumb of just mercy sitting in spawn letting team go 5v6 and popping out to rez team. Instead of playing the 6v6 and risking getting jumped
I once rezzed a Widow bc I was far from my team at this point (just died) and came across her. Then I turned the corner and got turned to paste by a hog, that poor widow man.
I've gotta disagree about the GA changes between OW and OW2. The old super jump was nice to be able to pull off but it was super inconsistent because it was a bug and not an intended mechanic and even if you could do it, it didn't really help that often because it was still very situational. The new GA gives the player so much more agency with the slingshot because you have way more control over the character and is an increase in skill expression not a "dumbing down", increasing the GA is what lowers the skill ceiling.
I disagree when I used to do super jump it used to be really consistent like I don’t think I rarely ever made a mistake on it. It just became muscle memory for me and I disagree because there was so much skill in super jump like there was a small window to do groundless super jumps where you didn’t even touch the ground you could still chain them in overwatch one but you had to be skilled enough to do that practising super Rez was an absolutely massive skill. Sometimes it was one of the best ways to pull off a Rez, I find that the super jump Rez in ow2 is largely inconsistent because it registers e before space most the time yes you can slingshot more but the skill ceiling is simply because it’s on a 3 to 4 second cool down every time you super jump or slingshot and that sucks somebody who loves to do micro movements
I like the new one because I known it exists. Would have never learned otherwise because I try to keep my distance from the community. This gives that fun movement option to new players, and you can still use your skill expression with it.
started with OW2 and i've been on the mercy lifestyle ever since and while i can understand your plight of the ow1 tech being just... a real simple mechanic now, the ability to break physics and slingshot around cover and teammates like a schizoid is my life's purpose now. no one knows when or where you'll go but you, and even then sometimes i dont even know what i'm doing with how fast mercy can zip and change directions sometimes. I just want her to actually play like a medic instead like a pocket, playing teammate ping pong is way too fun to just sniff your Ashe main GF's hair all game :(
Meanwhile I want to pocket people but my whole team is crit in two seconds and I have to play ping pong, and trying to aim for 1-2k damage amplified and a 70%-30% ratio of boost-heal, that doesn't help, and I end up being 50-50 with the beams and that frustrates me
I really don’t understand people’s problem with damage boost. Like it is a dmg boost to one ally, against one enemy (unless you have it on rein who is swinging through the entire enemy team). This is especially astounding when something like discord orb exists yet does not receive near the hate. It is a damage boost to your whole team against a single enemy (99% of the time tank). Even worse, while Mercy sacrifices her own damage output to enhance another’s, zen still does a ton of damage on his own while effectively damage boosting his whole team. People who hate on mercy while still believing that zen is balanced are really on some insane substances. Zen’s mere existence just erases the enemy tank from the game.
Cause zen can somewhat be played around where as a dmg boosted sniper can run the lobby. I mean a good zen can be terrifying but can be easily counted where the pocketed sniper can not unless you split the team and that tends to be a loss if having to put that many resources into one player
@@scottjohnson1060 zen can only be played around if your dps choose a flanker, and relying on your teammate to choose a certain hero and consistently pressure the zen is not what I would call playing around him. Unless the zen is just an idiot who is constantly on the front line, but even then, in Gold he still manages to survive and burn through your team 60% of the time. For Mercy, the problem isn’t damage boost, it’s the pocket, so if she would be balanced in such a way where she is flying around the map helping her team (which is what most Mercy players want) instead of hiding behind a wall staring at their dps the issue would be solved. But of course people hate when GAs cooldown is reduced because she’s “hard to kill” which is literally the point of her gameplay, help your team and be hard to kill.
Getting rid of Resurrect is a hard-pass for me. It's kind of baked into her identity & kit, and I don't think it'd be cool if her resurrect ability was only relegated to cutscenes/cinematics.
I'm fine with mercy's core design, but I wouldn't mind a bit more versatility to who I can target. The idea of a ramping beam sounds interesting - could work if you gave mercy a passive that let her see ally cds and swapped damage boost for a ramping adrenaline beam which accelerates cds like kitsune with the boost diminishing from 50% to 0% over the course of 3s. Have separate adrenaline gauges for each player for this so you're incentivized to keep moving around your team and refilling cds at the right time. Keeps the general playstyle the same while allowing for the opportunity to save someone from their cd-less impending doom, or open up the ability for someone with a life-saving cd that is on cd to make that play regardless. This also would facilitate in mercy's role as training wheels - since the passive would likely show the ability icons with a circle gauge surrounding it, the Mercy would learn what ability corresponds to what action, and learn what those abilities do incredibly quickly. Could even implement a bonus for valkyrie where mercy can see the cds of the enemies. Also acts as information obfuscation for the enemy team as tracking cds becomes nigh impossible for them to do. As for rez, I think Vengeance was on the right track tbh. What if instead of doing damage it booped enemies away from it at about 1.5x power to a lucio boop and gave your team a big regen over the course of a second, 150hp sounds like a nice sweet spot. Instead of resurrecting people, you fulfill the dying wishes of heroes to save people. Heroes die physically, but not in legacy. Would honestly be way more useful than rez at this point since 90% of the time if you try and use rez during a teamfight it just results in someone else dying, maybe even multiple, because of your absence. Keep the soul destruction aspect though since that adds a bit of risk for the mercy herself as she loses 1 GA target in using Dying Wish. Would love to hear your thoughts on this. It popped in my head while I was watching the kiriko video.
So yeah, talking about the rez: Mercy’s rez management is kind of a metric of the player’s skill. It is not about the game design, but more of player’s choice either to go for it or try to keep your alive teammates… well, alive. Still have issues with it tho, it needs to be changed or gone. The ability itself feels so inconsistent in its nature. Some matches you go and res off cd, while in some you simply do not have an opportunity to go for it more then few very specific times. The perspective of rez as fulfilling the wishes of the fallen sound intriguing!
@@UnofficialAstronaut-ul7zh One thing I forgot to mention is it wouldn't be too much of a stretch in terms of mercy's lore to actually change res to this. Heroes can die physically, but their legacy remains alive in the memories of those they aided, which much like Overwatch itself, winds up engraved in history to inspire more would-be heroes. Doesn't even need to necessarily replace resurrect either due to both abilities being niche in their own ways. You could have it so while keeping vengeance's range on dying wish, it can change to a split ability like biotic orb when in rez proximity, which means you're also weighing the pros and cons of using a shorter dying wish cd, or a longer, risker, but higher rewarding resurrect cd in the moment. As for adrenaline beam, on retrospect I'm not sure how I'd want valkyrie to operate for it. I think I'd rather it just shifted back to damage boost for the duration of valkyrie seeing as an AoE damage multiplier that can be moved around on a dime is incredibly useful, as well as it just gives the gauges time to refill while mercy is providing another support utility during the ultimate on top of giving her the full picture to know who and when to use adrenaline beam on once valkyrie ends. But on the other hand, I could totally see a lot of mercies wanting a more proactive Ultimate instead of how passive Valkyrie is. Since we know ally/enemy team HP UIs are probably going to exist in OW2, I was also imagining an alternative scenario where the CD viewer passive to go with the adrenaline beam is just a part of that UI for mercy to prevent visual clutter in the actual battle.
Old mercy was the perfect punishment for teams blowing all their ults in one fight. Going to use grav/dragons/tire/beat to kill my team? Better kill us all of pay the price
The big sad truth of mercy is that she is a support that "can't carry" She is very reliant on her team much like how lifeweaver also is. If you're playing solo queue it's always a gamble because you'll just have to pray your dps are good enough so you can get value out of damage boost. I've mained mercy for years and years and while I really enjoy playing (it honestly feels like driving an airplane) I do hate the fact that I don't bring any carry value or utility to the team and the only value I bring relies on how good my dps are. I've become too attached to damage boost for it to go away (to the point I get annoyed if I heal a bit too much xd) but I do think she needs some kind of utility in her kit that can change the fight (like Ana nade or Zen's discord) and honestly the ability she got in mirrorwatch which made it so enemies near the damage boosted target took some DoT was a really good step in the right direction. Again I'm so used to mercy's abilities by now that any slight change would be an inconvinience, but I do agree that change is required or else she will always feel like a russian roulette to play.
In my rework i would take inspiration from the mirrorwatch event, because i really liked what they did to blue beam. It does have issues like not being useful at long ranges, but i think directly dealing damage to enemies near the damage boosted target is a lot healthier than damage boost itself. I would remove the dmg boost completely and just substitute it with that damage over time to nearby enemies. For the next change i would put Valkyrie on E, because i like how it allows for a further reach of your staff and GA, but it seems a little too simple to be an ultimate. You would obvoiusly need to re-balance it around it being on a shorter lets say 8-10 second cooldown. It would chain only upto 2 people andit would have lets say 3-4 second duration. Even though rez is a controversial part of her kit, it is also really important for her. It gives a champion who heavily relies on their teammates an ability to undo any mistake they make allowing them to also have a say in how the teamfight ends. So i would put rez back on an ultimate as it used to be, but now its still only single target. It would also have a lower cast time. Lets say around 1 second, but it would allow you to build up 2 charges of your ultimate. This is just my opinion and in the end i also dont even want the OW2 team to rework her as they dont have a clue how to design proper fun champs that arent DPS. I just fear that them reworking her would make her clunky and basically unplayable.
I don't want Mercy's movement to be reverted to OW1. Her OW2 movement is much more dynamic and allows for more plays (like being able to super-jump at any time, whereas in OW1 you could only super-jump after reaching the end of your flight). I also spent 300 hours perfectioning it and for all of my skill to suddenly get erased in a single patch would feel horrible. The only change I'd do to guardian angel is allow the ability to be manually cancelled again like in the first 2 seasons of OW2. So no more double cooldown, just a constant 1.5 second cooldown. If her survivability is too high after this change, they should either lower her healthpool to 225 HP or nerf her healing passive to compensate. As for her Staff, I think they should change damage boost to be like in Mirrorwatch, maybe a nerfed version of it if necessary. It felt very nice. I don't want to add a timer to damage boost because in some cases you don't have anyone else to pocket (for example: your team is running tracer soldier. You obviously want to stay with soldier because you'll die if you pocket a tracer). Giving it a kitsune rush effect would also feel horrible for the pocketed person as it can mess up your aim and it's out of your control. Pocketing is part of Mercy's identity and it's fine as long as it's not too oppressive (ex: one shot Mercy Ashe was horrible) Rez is a very unbalanced ability and I understand the frustration behind, but it's just so satisfying to pull off those risky rezzes that I can't let go of it. It has the issue of being impossible to stop in low ranks and impossible to pull off in high ranks. Either keep it as is or integrate it into Valkyrie and give her a new ability that's healthy & is used way more often. "During Valkyrie press Q again to resurrect one fallen ally" Her healing is horrible but we can't make it too OP because then pocketing will become OP. They should give her a burst healing ability on a cooldown binded on the R (reload) button. "Mercy overloads her Caduceus Staff, providing increased Healing & DMG boost for a period of time" Her Valkyrie is fine and I love it as an Ultimate. I don't think it needs to be changed, it's okay for Ultimates to be niche when they make the hero 10 times more fun to play. (I love Valk movement). At the very most I'd buff the healing output during it.
"I also spent 300 hours perfectioning it and for all of my skill to suddenly get erased in a single patch would feel horrible." Now imagine how it felt for ppl who spent 2k hours perfecting it and it was erased from the game.
Yeah my mercy friend quit overwatch cause they lost their movement tech and didn't want to adjust to new style even if it made it easier they just felt like they didn't have mobility that they had before and just didn't like the road game was going down
@@adec.881 Well, since they have done it once, showing no respect for ppl’s hard work, they won’t care why, they will do it just for the sake of doing it
@@psychokuca302 LOL I hate blizzard. Their total disregard for what this hero needs is just ridiculous at this point. All I want is my old guardian angel cooldown back & a healing buff.
Mercy did actually have an experimental patch once where she had a resource meter on her beam, which would lower her healing gradually the more she used it. What this accomplished was players rapidly swapping between beam modes to reduce the meter consumption as much as possible and I remember hating it a lot because it replaced beam management with brainless spam on the top of creating a lot of audio and visual noise
personally wouldn't agree with pharah relying more on mercy after her rework, she's the same type of character as Genji and such now, too risky for a mercy to pocket while you're flanking.
your channel is so underrated man, i know it's not on topic with the video but been loving your overwatch grind!!! keep it up. excited to watch this one!
I find the “Mercy hit Q guys” argument very misinformed. I have played OW since Beta, and before Mercy had invincibility on mass Rez, her ult was consistently joked/mocked. The “Heroes never-AUGHH” joke came from the fact that Mercy would usually die before her team could move again. Rez is MEANT to be a strong ability and mainly works as an ult. You also had to build it up and use it wisely. I also find it odd how multiple DPS can hide/wait to “press Q” and get 3+ players and that is intended, but if Mercy can Rez a team with an ult she has to build, it’s unfair. You also should NOT be using every ult all at once, and even if you do, if you get everybody BUT the support, I feel like that’s on you, especially with how many flankers we have in OW now 😭 Rez on ult has always had counter balance and I think could absolutely work again as an ult.
rez as a mechanic does not belong in overwatch period. and typically for dps and tank ults theres much more aim and positioning to take into account, and acting as if he doesn't want "press q to win" ults like kiriko rush nerfed as well is a bit disingenuous. i genuinely did not realize that ANYONE would still try to defend og mercy's ult
@@wingedangel6030 let's be fair with ourselves, mass Rez was the most frustrating ult in the game when ow first came out and the hate was warranted. Having to do a fight twice because the funny angel hero survived is not a fun mechanic to the game. Even modern day Rez is a unfun mechanic. Pressing a button to undo the work that someone put in is just a terrible idea. Ofc there's decision making that goes into it but that's it.
@@inoo2345 tl;dr Mass Rez was boring even as a Mercy Main, but modern Rez is actually quite a risk and isn't the worst thing out there. I agree that Mass Rez era is frustrating, it did have counterplay but as a Mercy Main it was stale to just wait in a corner and then rez especially watching how many DPS mains that could have killed me just didn't. I'm more for the fast Mercy movement myself tbh, it's just so much fun to me. I disagree about modern day rez being unfun. A Mercy must leave themself defenseless for a good few seconds and if that animation is cancelled through a boop or death, the 30 second cooldown start. If a teammate dies in a bad spot it's too much a risk, and an informed enemy could camp the soul and keep pressure around them to stop Mercy going in. Even then a risky rez could work but it could cost the Mercy's life as a trade. Flankers like Sombra and even Ball can be a pain if they focus on Mercy and it forces some thought and a bit of luck in tough situations. Also to bear in mind those few seconds Mercy is rezzing a lot can happen. Your team is without a healer for a few seconds and if the other support is dead it means no heals. You'd be surprised just how many teammates just die while a Mercy uses rez and then it's 2v5 or 1v5 if the rez costed Mercy's life. If I'm honest, I may say DPS in Mass Rez era of Mercy could have done a lot better to counter Mercy but I do love Mercy's movement currently and I feel her rez is fine. It comes with a lot of risk just to bring one member of your team back and you better hope it's the right choice sometimes so I feel the rez is balanced. It's hardly the worst ability out there and there are quite a few risk-free abilities I think need more attention than a rez. Rez is NOT the risk-free ability you seem to think it is thanks to nerfs, though old Rez after Mass Rez was removed most certainly was. Since you could rez like Mass Rez but only 1 instantly without animation and Valkyrie reset the cooldown upon activation. lastly, I feel like people who don't really play Mercy a lot especially in higher areas don't get Mercy is more than "Rez teammate, gives healing and damage, it's so ez lol", there's more of a skill ceiling than meets the eye. Particularly in positioning, when to rez and not, dodging flanks trying to murder Mercy and having to know when to shoot her pistol which takes a bit to get used to the low damage and speed.
I think if they kept the invulnerability off of it, would have been fine and maybe lowered the range so team would have worked to die closely together, maybe lowered cast time in half and then if mercy was able to sneak in and get the mass off without dying versus flying into enemy team rezing everyone in 50 yard radius without being touched and zipping off to the sniper who was off to side
Okay so I'm a Mercy main, I started playing her back at the start of OW1 even tho I don't play her a lot these days and the big reason for it is the fact that she was the best support for healing at the time. Even if Ana came out shortly and outdid her in healing and utility, imo Mercy was still a better pick due to her ability to quickly move and not die to flankers, which is a popular comp to this day. And I gotta be honest, I was always biased towards ultimate resurrect. I absolutely hate Valk because of its uninspired design, being only amplifying Mercy's stats rather than actually being this uniquely designed ability. Resurrect was amazing because it fit her lore as someone who saved Genji's live (and at the time Reaper's) and brought him back from the dead. It also brings the fact that at the time, Valk wasn't a very good ability, sure you can fly, but that just makes hitscans gun you down easier, the healing wasn't that good and if you want to pop an ult to save your teammates, then you're better off with Zen or Lucio. Right now, Mercy's valk is good for her team damage boost, but back when Valk was added this wasn't the case, considering it was just a worse version of Orisa's ult (Orisa dmg boost did 50%, while Mercy's did 30%). It might be cause I'm biased for resurrect, being such a unique ability. Personally I would've preferred if they reworked resurrect as an ultimate, maybe cap it at one/two resurrect but give it a faster charge time (like Tracer's pulse bomb), or just a quality of live update (give it a cast time so enemies can stun it, making 5 man rez more risky, or just add line of sight restrictions, considering she was able to resurrect everyone behind the wall, from the spawn even on certain points). Back in the old OW pro play days, it was already extremely easy to counter Mercy and pro players relied on "Tempo Rez", which was using an ultimate when two or three teammates died to keep the fight going on for longer so its not like it was OP in high rank play. Hence why the Moth Meta Mercy was so OP, they tried to make up for the fact she wasn't good in high rank. Back in the day I saw a lot of people suggesting that resurrect should be resource based similar to Torbjorn's old pack armor ability, where she'd start with 0 charges, and need to build it up by contributing to the team. But alas, I also understand that in OW2, they kinda fixed a lot of her issues by removing one tank. Her single target resurrect ability became a lot more valuable of an ability considering you have one less teammate, and her small heal output is so much better with less tanks to heal, and Valk finally has something unique with Orisa's supercharger being gone from the game. Mass rez could never work in Overwatch 2 and I don't think that's necessarily bad. But she def needs a mini rework similar to Wrecking Ball's.
Bit of a controversial opinion but mass rez was justified in the original game's launch because half the roster of DPS heroes could wipe the entire team with their ults. It was designed pretty clearly to counter ult spam and encourage teams to use them more effectively and to space it out. Instead what happened was DPS players still threw their ults out and wipped the team, and when Mercy used her ult they bitched and whined about it. Remember this was back before role que and all that shit so teams would be mostly built of like... 5 dps players and 1 support or tank because DPS players just REFUSED to do anything else back then. I'm not saying it wasn't broken but everything was broken back then. It dealt with a very serious problem that was very clear at launch, which was everyone throwing their ults around like Candy with zero thought about how to use them properly. And no, people were not smart back then like you try to portray them. It was a very serious problem. One of the main reasons the ult economy was nerfed into its current state. And you wonder why support is the most over buffed role in the game when DPS players cant stop whining and coping. So glad this game is dying... just wish I could pull the plug myself and just get this over with already.
There is still a difference to Mercy players' movement from rank to rank. The key one being : low rank Mercys superjump a lot, a lot more than they need and enough that they get punished for it. Superjump once was a semi difficult tech but, now, slingshot has taken its place as the more difficult tech. I think you're coming at it the wrong way, honestly. I don't want Mercy to be unshootable either, but I think the argument that the skill ceiling has lowered isn't accurate. The skill ceiling has increased infinitely with the implementation of slingshot techs and I think that's really good, it's the reason I play her. Superjump being reverted to it's OW1 state wouldn't bother me much, personally but her slingshot kit should remain the same. As a Mercy player, I don't care what her beam does much, I just want to fly around more than I currently do. As it stands, the most valuable way for me to play is hiding behind a wall or standing still next to my DPS, that's boring. Pharmacy is fun but I always feel kinda guilty. My favourite playstyle is triage, like in the patch with crit healing ; that was a Mercy parkour enthusiast's dream! It's a shame they decided to completely revert that patch, I think they were onto something. The crit heals were outrageous and I don't want these to be back, but ideas like the one you suggested (first seconds of yellow beams having increased healing) are interesting and hold potential. I think the devs ought to look at Mercy this way more, I think there's a good chance they will because of how dire a state she currently is in, but also because I've gained more faith in the team lately. On rez : ideas of making (single target) rez her fast charging ult and reworking valk into an ability somehow have been floating around. I think that's neat and I think that could answer her current healing issue. Currently to bring any value to my team I need to be a blue beam machine, healing is fruitless and only provides little time before death unless I'm being assisted by a high healing co support. Most games I win as Mercy are 3k dmg boost/10min because that's the only way she works in this meta. Last point, I love playing Mercy for her movement but there's also great satisfaction to feeling like you're outplaying people by just knowing your stuff. When I play Mercy, I have to think much harder than when I play any other support (except maybe Ana, but I don't play her much at all) because I can focus on strategy, positioning, ult tracking and triage (in healing or dmg boost). Learning Mercy's kit and dmg boost efficiency stuff has taught me so much about the game, about how the game is played and has allowed me to become a better player at every role. People say Mercy's easy or that playing her takes no skill, and while, obviously I agree to an extent (pocketing Ashe being one of the easiest ways to get value in OW), I also think a lot of nuance is lost in this take. Mercy can be incredibly mechannically intensive, just watch a Top500 Mercy contest a point in OT or escaping Sombra-Tracer ; there is indubitable skill in that. Skiesti and Niandra showcase that often in background gameplay of their videos/streams. That mechanically intensive playstyle is the one I want Mercy to be always efficient at, currently playing like that is only useful for escapes, OT or fast paced games ; that's sad. I genuinely think everyone would be happier if Mercy's ideal playstyle shifted to triage again. Interestingly, it's important to underline that when a Mercy is being dove, it's highly likely she has GA available because she was most likely idle and dmg boosting, if her playstyle returned to triage she'd be more easily punished regardless of the fact that she's hypermobile. I think that would be good for everyone and make the game healthier. Anyway, that's my take on her as a Mercy connoisseur, she's the reason I stuck to Overwatch through dry patches and Blizzard being Blizzard, she's the reason I got gud and she's the reason I come back to the game everyday. If I'm tired of the shenanigans, I know I can just load into a Mercy Parkour and spend a good chunk of time enjoying myself. If she lost her mobility, I'd probably stop playing her and stick to Echo/Tracer but I think that would be a loss, not only for me but for the game as a whole. Mercy has so much potential and I think the devs just need to try to give her something new, they need to try something other than dmg boost, they need to think of a way to make rez less frustrating, they just need to rework her! Sorry for the rant lol. I've been following you since the Sombra vid and I really like what you do. Be careful though, you're uploading fast and a bunch, I know it can get taxing. Regardless, love your content and hope you're well, take care!
Yep, you can definitely tell a good mercy from a bad one. She's an easy character but that doesn't mean all mercy are equal. I used to main mercy in ow1 and up until like season 4 but she just feels so powercrept out of the game it makes me sad. No reason to play her over kiriko these days she just feels so outclassed
thanks for the insight! Since I don't play her the comments like these are the ones I love, though I'm realising there's so. MANY. Opinions on GA, some are getting a little aggressive with it. Thanks for being civil!
I disagree with you because the techs which a lot of people didn’t know about well what made her incredibly high skill floor like you know how people complain about chain super jump well you could actually do that in overwatch one you could super jump without touching the ground. You just had to get the right timing for it and the right distance from an ally and you had to practice for hours to get the exact distance for a super jump and the exact timing to be able to pull off a super jump without touching the ground that took so much practice because it was such a tight window that you had to pull something like that off but you didn’t see that many games because it was so hard to do and now they’ve just removed it and added a massive cool down it’s not the same super jump Rez is way more inconsistent in overwatch two I find specifically with pressing space and e simply because overwatch two had a glitch where it just wouldn’t register e when trying to Rez and now it registers e first very often so you just can’t do it. It’s such a weird glitch that I hate but I miss the old overwatch one mercy because micro movements and crazy techs is what I played her for? Is what I put all my 1200 hours into and now they are gone.
Been Playing Mercy since 2017 and one thing I’ve always found relevant to her play style and undervalued is her ability to cool down and ult track. Since her mechanics (outside of her movement) are super ez, it’s kinda her job to keep track of what resources are the enemy has and, w dmg boost you can also boost how fast x teammates ult goes on effect. I like where Mercy is atm for the most part except for the knock to her skill ceiling due to the mobility changes (most mercy’s HATED the changes in ow2) and how annoying the changes to dmg boost are. Originally it was a pretty important part of her kit. You’d want to maximize blue beam as much as possible. I think a cool change id like to see for dmg boost is knock of the damage amp and have it give like a 15% increase to ult charge gain and the ally also gains temporary hit points maxing out at 75? (Idk) depending on how much damage they do. That way she’s also encouraged to peel for her second support and the other dps. I wouldn’t necessarily remove the movement changes. It sucks her skill ceiling was lowered but removing would be a huge nerf for a character that isn’t insane atm (maybe Kiriko should receive that treatment first) but idk that’s just a suggestion.
I do not understand the tech issue. If the super jump tech wasn't hard to get the hang of, why can't it just be an intentional feature? I don't think complexity is a good thing in every situation, especially if said complexity isn't hard to get the full value of. This is a big reason I don't like games with bunnyhopping. It's not hard. It looks kinda stupid. I could accept it if it aligns with the "spirit" of what it's featured in, but in the majority of situations I don't see the purpose, it's usually just a pointless extra step to running. Just make the movement speed a little faster to compensate. While I admit I don't play her, Mercy doesn't strike me as a mechanically complex hero, so I don't really see why mechanical skill expression needs to be a part of her kit. Her skill ceiling comes more from _how_ you use her abilities rather than whether or not you pull them off properly.
Something I think you could do to reduce pocketing is giving heal and damage boost an ammo pool and making her reload. Because then she shouldn't just hold the beam on a player all the time
I just don’t agree that making a part of someone’s kit more accessible removes skill. Making it so you don’t have to look up a UA-cam video to unlock new abilities for a character is just better design imo
I just want them to remove wall climb from ctf, think it's dumb that every other hero can't use a movement ability when carrying flag but wall clib heroes can run up walls with flag all day
I'm sorry, but you really can't remove Ress from her. That's like removing Turrets from Torbjorn. It would make far more sense to make it an Ultimate again, but only Ress 1 ally and have a low cost like Tracer's bomb. The problem with Mass Ress was that it could cancel a good play from the other team (which TBH is bullshit because no one complains if a Junk/Reaper/Phara gets a 5-Man Ult, but supports aren't allowed I guess...). A tempo-Ress can be very valuable to prevent the domino effect a 4v5 has in a teamfight, so it wouldn't be such a downgrade, especially with a lower cost allowing you to have it up more frequently. In turn, Valk could become a 5-second Buff for AoE Healing/DMG.
as a mercy main, i disagree with the stance on current GA- if anything , adding the tech officially in her kit was long overdue and it made her tech (for it is still tech, even if "built-in") just more consistent for it's no longer a bug, because that's what it was--a bug. OW2 mercy still have GA tech you have to learn and that can be very evident watching new mercy and mercys who've been playing the hero since OW1. Like for instance, you cannot just spam super jump, or slingshot GAs, that would put a 1 second cool down before your actual cool down for that ability (1.5 seconds) actually start up. on top of, you can still superjump rez and still fuck it up even with superjump being built in, along w/ you can still prop jump, which is a skill in of itself. To me, mercy movement is still just as fun as the first, it just now you can no longer blame the bug when you fuck up, because it's definitely you that's fuckin up now ☠️
10:15 - The best form of counter play should be to kill the mercy yeah. In what world does that make it bad character design? They literally copied her kit from TF2, and in all competitive settings in that game trading your life for the enemy medic was a winning play. If there are no opportunities to do so, that's a map issue.
coming from League, the way you're describing mercy giving power to others feels very similar to Yuumi which in herself is very controversial. if i was to have an idea for mercy, its to change her damage boost to a burst of shield (say 20-30 shield). this would give her a more proactive playstyle in which she can block at least some dmg that is coming in, along with the movement it would make her playstyle more in line with how the high skill mercys)
your ideas sound cool but i’d like to add some thoughts mercy bouncing around and keeping the team cannot occur when let’s say, your tank is under high amounts of pressure. the healing/dmg boost ramp down would make it nearly impossible to support a focused target, making the balance incredibly hard on the mercy and the other support to keep an ally who’s been targeted by a coordinated enemy team. she would would only thrive against uncoordinated gameplay, which is more common in lower elo. it would make her extremely vulnerable alongside with the 25% sympathetic recovery that you suggested as dps passive would make it 5%. my suggestion and this can be seen somewhat OP is make dmg boost the primary beam that experiences ramp down from 25% to 10% across the 3 seconds after 2 seconds of initial use. it would reward mercy players with high game sense to boost critical abilities like dynamite, firestrike, nade, etc etc. however this also runs into issues like “default beam mode” bcuz mercy usually has a default beam and usually it’s dmg boost. you could just heal beam the entire time then flick to dmg boost, but it would ruin stuff such as timing and let’s say whenever someone has an ability across multiple times such as firestrike and u want to boost both. not only that but the "default beam mode" came from that every support had something theyre defaulting to when theres a skirmish rather a fight. for majority, its dmg. for mercy, it was dmg boost. idk something to just keep in mind now for the OLD GA, i don’t like the new one as much as the next and this is coming from a mercy main, but i don’t know if their engine and coding would allow the bug to occur in OW2. they could implement the tech by itself but idk how complicated that'd be. now for my last change im suggesting - make mercy ignore the dps passive. if we make her ignore it, itd be much more viable for her to be the guardian angel bouncing around healing everyone. that way as well, she can have the nerfed passive for 25%.
10:00 the real problem with the counterplay is the mercy will know this and actively disengage from a teamfight, meaning certain times as mercy if you thought a fight wasn't looking good you were incentivized to let your teammates die then swoop in
A cool aspect of the ramp up on her heal/boost idea is that it would translate to the visuals really well I could see the beam getting a stronger glow and fading over time or the opening spinning part of her staff speeding up or focusing kind of like doomfist with his empowered punch, being able to see what abilities you have ready without needing the HUD is peak design
First, i just wanna say that i liked this video, i need to preface this because i might sound a little rude and half of that is unintentional. First id like to discuss your comments on mercys super jump tech from overwatch 1: The reason for its changes is because it was extremely hard to do on console, and since a lot of people play console, it makes sense to make it so everyone can have the same powerful ability. Riding off the last point, another reason for its changes was for people with disabilities, many people used mercy since they were disabled and the auto lock on made it way more comfortable to play, personally when i play characters that are high aiming intensive i get a really bad headache because my eyes dont focus like they should. The change was made for the mercy communitys disabled community, and i feel like this information is quite easy to figure out so i dont know how you missed over that part. Now, the damage ramp up: I like the idea, i really do, but since you dont play mercy that much i can see how her beam being a part of her movment tech slipped your mind. You say you want her to focus on movement to play into her here fantasy of bouncing around to help her teamates and assist them, but with both beams having the ramp up mechanic it would make her almost useless since mercy often holds beam onto her teamates while not looking at them since mercys job is to know where everyone is. Also, damage boost doesnt need anything added onto it, reload speed messes with peoples muscle memory and can mess people up, thats why the dps passive was changes, having that all the time with mercys damage boost would be awful. One of the few things i agree with in this video is scrapping rez: To keep it quick, rez is an awful ability for overwatch as a whole since the game is so tank dependent, no matter how bad tank may seem, they can soak up more damage than a dps, which i dont think should be their only job but this is where we're at. Rez feels awful for everyone else and mercy too, since she needs to be moving to stay alive, her movement being crippled while a big glowing light shows her head hitbox doesnt do her any favors. Rez needs to go, mercy needs a way to play into her movment more, it might sound selfish, but i personally think her throwing a spear to lodge itself into a wall that mercy can fly to would be amazing. It would give her a way to move around without needing to be dragged on a leash by her dps. Now, i do want to talk about her ga cooldown. It may seem like its only 1.5 seconds but that ability lock out window pushes it to 2.5, which while small, has a lot of impact on her gamplay since she cant fly to people behind walls since her beam disconnect time is the same as her cooldown for ga, removing a tech. Flying to a soul with ga to rez someone leaves you there since youre still on cooldown, meaning youre gonna have to die or whip out your pistol and start shooting. And i really would have loved to see a section on how many bugs this girl has, every single one of her abilities are broken and barley work half of the time, and thats not me exaggerating, i promise. Overall, i did like the video, i just dont agree witht he changes you would have wanted since it goes against her being easy to play. Her abilities are made to have no real downside to them, within reason. Healing is just healing and with sympathetic recovery it gives her a way to heal herself, damage boost is just damage boost, guardian angel lets you fly to your teammate (if it wants to) and her gun is just a gun, simple, easy, with the outlier being rez but you already know my stance on that. Adding the gradual reduction in healing would punish you from trying to heal high Hp heros, such as tanks, which defeats the purpose of you wanting to make her not a pocket healer since, with the dps passive she wouldnt be able to outheal any piece of damage hitting the tank. New mercy playes heal a lot more than damage boost, so your punishing new players for being new to the game in a game that, right now, needs healing and utility to be consistent Oh, i think the ability idea is cool though, it would fit mercy nicely
i thought about maybe having the healing beam the same but change the damage beam to a short duration ability where you damage boost an ally for like 3 seconds or something. this can be done while still healing. that or you have to charge up the usage like moiras healing. something that makes it more strategic to use.
As a mercy main, I agree with a lot of what you say, but disagree with some. In my opinion, the most fun playstyle is flying around like a maniac, keeping the entire team alive, exactly like you mention! Having agency to protect and keep as many people safe while dynamically dodging the opponents fire, it feels amazing. Right now, though, it feels like that's only possible during an ult, and otherwise, you're forced to pocket the rest of the time. The one thing I disagree about is the "elimination of her skill expression" with current guardian angel. Having the super jump introduced to the base kit, along with a visual indicator with the meter, and even more directions to move in, it feels liberating and gives a bit of freedom put of ult. More often than not, I use it to ping pong off a teamate to one that needs assistance but is out of range. Having it be base kit allows so many more mercys to express themselves with dodging, weaving, focusing support, and more. The most interesting thing though, is thay you don't *need* to super jump. Letting go (or repressing if you have it set to toggle) will cancel the GA, refunding more of the cooldown than a super jump as well as giving you control of how far you want to move. The best Mercys in the modern era use a fluid mix of canceled GAs and super jumps, keeping the enemy guessing. The problem, is that it doesn't refund enough of the cooldown at the moment, leading to extremely punishing opportunities if you cancel too early. Honestly, I quite like that, but I wish that vulnerability was transfered to super jump. But that's besides the point. As a mercy main, I love bouncing between teamates, keeping everyone alive. Mixing in jumps and cancels. And I think introducing it to her base kit was an amazing decision. Right now though, she feels very limiting, because the most optimal playstyle is to hide behind a wall and make sure your dps stays up. Why keep everyone alive when you can let two teamates die, but have your pocket clean up? Especially with the dps passive being on most of your teamates, so keeping everyone up with heals is less reliable than damage boost to kill the opponents. That's why I love your idea of ramping heals. Having a burst of healing to each player one at a time would counteract the dps passive and highly discurage pocketing! It's an idea I've had myself too. Damage boost, though, I don't know if giving it the same treatment would be a good idea. If this burst style is given to both beams, it might incentivise non-stop beam switching rather than using the right beam at the right time. Risk vs reward. I'm biased, but I don't enjoy damage boost at all, and would be okay seeing it go if it meant having a more impactful or utility based second ability. I'd keep guardian angel the same, but tweak numbers significantly. From an opponents standpoint, it feels like the super jump is a bit too fast, but I don't want to slow it down too much, or that would make mercy too vulnerable. I definitely believe that a canceled GA should have a much shorter cooldown, incentivising staying closer to the team while still having the option to bounce off them to other teamates. But for a rework of the third ability, I'm genuinely not too sure. I don't like a damage reduction based ability. It feels very snowbally and would might make pocketing one person more viable. Perhaps the cooldown could have a third refunded when used on a different teamate that the last? I genuinely like res a lot. It feels so nice to bring someone back, but it can definitely feel too impactful. Honestly, if res brought back a teamate at half health, I feel that would be significantly more balanced as it dissentivises the swing nature of a res in the middle of a fight, and the teamate would need support afterwards. I'd love to give it some utility beyond that, but I'm still not sure. Let me know your thoughts?
The damage boost and third ability are the hardest things, I'm really not sure what could be done for those. My suggestions were pretty loose, tbh so long as she gets to bounce around without being encouraged to smell your hitscans shampoo, no matter which GA we're using I'd enjoy it
my issue with mercy is that blizzard believes her movement makes up for her lack of healing, she only works in lower elo where there is lack of awareness giving her more flexibility to be able to do more without consequences, like overwatch 1 where everyone was still learning. now, she feels outdated and although people still play her because she is fun it does not mean people dont want her to change because she is such a loved character.
I feel the issue with mass rez was the fact it was instant with mercy being invulnerable during the ability. Just adding a cast time similar to what we have now and also rez not working through walls was all that was needed to “fix” mercy.
The problem with super jump is it feels really clunky to play against because it's so varied and "random" from the attacker's perspective. Also, mercy is really the only character in the game who has tech like that. Any other tech is niche at best, or just gets removed (Winston super jump, literally anything genji could do).
Enjoyed this video! Would just want to say that I'd suggest lowering the volume of the background music, as I was listening to this video I found it a little bit hard at times to focus entirely on what you were saying due to the volume of it.
I honestly pick who to temporarily pocket depending on who is closest to getting their ult. The big bonus of damage boost is that it makes getting ult charge faster- or at least it used to, I'm not sure if they changed that recently or not. Maybe blue beam could be a cooldown reduction and an ult boost for a set three seconds before you have to disconnect your beam.
i hate these videos bc theyre so good and make me want to return to this game and i really dont want to 😭😭 amazing music choices, editing, and gameplay, especially those pharah shots oml 🙏😭
What about giving her the Mirrorwatch damage beam? It would encourage her to go in and play risky. You wouldn't be dealing any damage yourself if you're up in the skybox.
As a support main, one thing I find happening a lot is managing to barely keep a target or two alive during a team fight. Normally those targets are the tank, the other support and a frontline dps. THe Mercy beam change with the decreased healing after a time would easily cause a barely alive hero to quickly be mowed down as if they weren't being healed. At least, that's what my experience has shown.
As someone that has played since 2016, even though original mercy was hell to play against she will always be the mercy in my heart… Just like hog 1.0, support sym, dps doom, scatter Hanzo est. I miss the good old days
my changes without increasing her base healing- fix GA to not make it clunky and make it more smooth like in ow1 and reduce the cooldown time for GA cancel from 1s to 0.75 and if she touchs the ground 1s after using it then the cooldown of ga goes from 1.5 to 1, for when you accidentally mess up your ga
I think mercy should be able to heal multiple people at the cost of individual healing, but also keep her capacity to pocket I think her beams should be worked so instead of being something held down, theyre constantly persisting and you can attach more of them to other allies at the cost of diluting the healing by a quarter each
for that damage reduction ability, i'd suggest just adding like a quick 50 overhealth to one target or something instead of actual damage reduction, and of course, 50 overhealth would be much less effective for a tank than for a squishy
how is rez problematic when there's so many things that can counter it? I genuinely don't understand why Mercy gets hate but when you're the one getting pocketed it's okay..
i think the best argument for the change to GA is that there was nothing in the game before that actually tells the player that they can do the tech. i personally dont think that players should miss out on tech because they dont do research online. ideally, they would have left it how it is/make minimal tweaks and just tell the player that it exists? keep the meter but only when you do the crouch or something. but really im not sure they would ever do that.
Yesterday I had a Kiriko ask me to heal more. Why? Was their heal button broken? No, they just wanted to be a TikTok Kiriko DPS (Which they weren't even good at). As a hardcore Mercy main, I've been frustrated with how she is being handled, cause the devs always seem to remove or nerf her skill expression. It feels awful! With the DPS passive she is so bad too... Her kit needs something, but as to what that is I'm not sure.
Those mercy changes oh my god, please never go to the kitchen and try to cook mercy again. Take it from a Mercy main, Overwatch 2 release mercy was perfect. She was strong enough to be thought about when picking her but weak enough in other aspects to me not to be picked. The reason why they nerfed her was because sojourn is the most broken hero known to mankind. And they want to nerf her instead of the poster child for Overwatch 2. It always happens a broken DPS comes out, Mercy pockets that DPS to make them even more broken then they nerf said dps and Mercy pick/win rate drops to the floor. The only difference that happened with Overwatch 2 is that they nerfed mercy as well, this has made her the worst support in the entire game. She is now a throw pick on support. You're statistically more likely to lose a match if you have mercy on your team then any other support in season 9-10. That's kinda pathetic, no? The best reworks I've heard have come from Skieski and Niandra. Go watch any of their videos on the topic. They are kinda the best people to listen too when it comes to Mercy.
You can say you dislike it without sounding so rude about it lmfao. I did say, multiple times, what I proposed was gonna be different than what others would want. I'm not a Mercy main, I just enjoy bouncing around like a crackhead like I said multiple times. It's why I asked for opinions and suggestions. Have you links to either of their suggestions?
@@PixelRory As a UA-camr you're gonna cop a lot, and you kind of went after mercy. The most played character in Overwatch, so I assume you're probably getting the mercy mafia treatment at the moment. I did the whole "don't cook" meme because I see that as a joke more than anything, sorry if it did come off rude. I meant it in the most light-hearted way. Now I'd love to post things to some of their ideas, these are ideas from some of the best mercy players out there. But sadly UA-cam loves to nuke any comment that involves links. Best I can do is make a second comment with the links and this main one will just have the titles of the most recent ideas from these individuals. "The State Of Mercy & Spilo's Rework Idea's" Niandra (Context of this video, it was during the big guardian angel nerfs and is a reply to an other UA-camrs ideas on Mercy, funny enough that you actually hold.) Skiesti opinions are more scattered throughout all of her uploads, mainly the season balance patch notes. I think she did a twit longer a while back but sadly I can't find it.
The meter on Mercy’s GA introduced a lot of new mivement possibilities, so I actually think it raised her skill ceiling even more. I mean, low rank players tend to abuse the superjump mechanic and dying because of it anyway
Personally I would prefer if guardian angel gave mercy flight similar to echo from mirror watch where you get a boost in the direction you are looking at
I really hated that echo change felt so wonky after playing with regular echo for so long, like it was cool to bust through enemy but so unnatural to use it got me killed more often than not cause I was trying to play normally or didn't look off to the exact angle I intended
i've had similar ideas as to how to rework mercy bc i also think she's healthiest when bouncing around from target to target, but i went about it from the other side my idea was to make it so healing or damage boosting a target for a full second applied a 'lingering support' status that would passively give them a fraction of the staff's effects for a few seconds. for instance, healing a target for 1 second would apply a 30HPS passive heal to the target for 5 seconds, and then that target would be unable to obtain that passive again for 10 more seconds, encouraging her to bounce from ally to ally to make sure they all had this status on them as much as possible (might need to look at sympathetic recovery's interaction with the status and reduce that.) 1 second of damage boost would apply a similar status but only a 10% damage buff that importantly *would not stack with the beam*... dont want to ruin breakpoints again. GA i think is great as-is (though i similarly hate trying to hit her while she's GA-ing. maybe the cooldown could be increased but applying either of the new staff statuses would instantly reset it?) i dont love res but i think if the range was reduced and it required active LOS it wouldn't be so bad.
I like mercy simply for her movement and being able to escape dps who give me a hard time on other characters. I also found it weird that they were trying to change certain parts of her kit that didn’t really need to be touched or were overbuffed or just simply implemented into her kit period. I played her since 2018 and she mainly why I’m a high rank masters to low gm player.The only thing to me that she needs to be changed on is dmg boost and her heal. She can heal 60 since this anti heal is a thing now and healing with her is a struggle and nerf dmg boost to 20% to not allow characters like Ashe or sojourn to be able to 1v5 without issue. I also hated the game changes but that’s because I can die from a genji due to the 1 sec delay after ga instead of being able to cancel it BUT THATS JUST ME 😂😂😂.Overall,the video itself I agree with and would love for you to do more videos in the future.
I think his healing and damage boost should run on a meters that runs more heals or damage boost when full. Never runs out but runs 10% damage boost when low, 30% heals when low and refills faster on GA usage almost like Moira's heals. This will enhance the management and preplanning part of Mercy that is over looked by the pocketing play style.They should also be an auto ping passive for Mercy when she sees an enemy as one of the most important part of job is watching flanks
One thing about the dmg reduction beam is that the dmg reduction is capped on 50%, so using it on smth like orisa the dmg reduction would stay 50%, same happens with nano as welll. So a dmg reduction beam could also work, tho, you other ideas are also cool tbh
This is just an idea. What if reduce the healing and damage boost but have them fill up a boost meter (similar to lucio ramp but needs to be filled up). The boost can then be activated and allow them to use both parts of their beam for 3 seconds or something. Idk just a thought.
Good video that highlights why I fell out of love with playing this character over time. When in a state where you have to actually heal, she's genuinely really fun and engaging with having to manage her movement, keeping tabs on your entire team and using as much damage boost as possible without being a blue beam bot. When in a state that focuses on damage boost, you're stuck blue beaming your DPS 90% of the game. You're conjoined to another player being both the reason their damage thresholds are unreasonably low aswell as their 2nd life, rather than your own character. It's such a waste of a really fun and expressive kit, honestly
how i would rework mercy as someone who has 200+ hours on her and played her during her big rez era (and played her though most of her eras) this is gonna be a long one btw :) : 1. remove rez completely and replace it with her mirror watch version of it but instead of exploding on teammates souls it rez them for 5-10 seconds after the time up they die and their spawn time resets to the normal 10 seconds (this way rez would feel more like a one chance to do something like ult, heal teammates from dying, or shield dmg for your team, etc while still losing a teammate ). 2. up her healing so she can be on bar with the top healers in the meta but also i feel like dmg boost can still be the same but instead of it being a beam have it be a quick burst of dmg boost to your team mate that last 15 seconds with it decreasing from 25% to 10% and it would be on a cool down of 10 seconds but you can't dmg boost the same person twice in 30-60 seconds ex: say a mercy boost ashe they cannot boost ashe again for 30-60 seconds. 3. i think valk is fine just have her be a little bit more faster during it because it feels like the first 5 seconds of valk is you trying to fly up SO SLOWLY. 4. i'm gonna mention my experience from playing on console and having to deal with GA without a bar or anything to really help you grasp how to do it properly during OW1 i remember it being so hard to do for no reason like if you missed a millisecond before you would hit B/O it would make you crouch and during a team fight you would be jumped so quickly if you missed it i think in it's current state in OW2 it's fine on console but i do wish they kept the speed of it as it was in OW1 it was so smooth and fast now it feels so slow and sometimes can put you in a position that you don't want to be in if OW1 GA and OW2 GA had a baby it would be perfect. i hope y'all enjoyed reading my essay
In my opinion, your suggestions are good, and would make for a good rework on Mercy (especially for the damage boost part). As for the rez, though, maybe some modifications from your suggestion could come in handy. Because, if the teammate get rezzed for 10 seconds, but have no value and dies immediately after, or just isn't able to do anything impactful for the game, they will just take more time to come back from spawn, 20 seconds in the worst case, which would be a real disadvantage for their team, forced to wait for them to regroup. Perhaps the rez could be something like Clove(Valorant)'s ultimate ability, they come back but if they do not get a kill in a given time, they will die? I don't know, pleasd share your thoughts about that if you will😊
@@Treatsortricks i agree I was thinking something quick a instant so instead of you rezing a team mate completely for free you would have to work around it like you said clove ult in val I think they definitely can play around with it in some ways and make it interesting instead of what it is now
Simple question then, When would you ever be able to get a res off? This is literally putting her in the open *where the enemy was actively attacking* for 2 seconds of either preditable movement or as a stationary target
@SweeneyII You would be able to get it off in nearly every current situation it's used in. If you GA to a target mid team fight in order to resurrect and you are interrupted or killed, is that because you or your target positioned badly or simply that you had to keep LOS. There is cover that allows you to still keep LOS and pull off the resurrection. Your target still keeps the invulnerability to retreat to cover or position better, a Mercy spinning above the soul or within the soul would change so long as she has a visual to it
dumb idea that could be fun; change the weapon switch button to beam type and make pistol an alt fire whenever you need it. this would let you be more active in a fight but has the issue of ANOTHER primary/alt fire healer, i just think duel wielding like this is neat. valk maybe?
I'm a support flex that specializes in Mercy and I gotta say I love all the ideas presented. The best one to me is the initial boost of healing then decrease over time. I find that I'm simply unable to keep other players up anymore even with Valk heals, so that boost would be fantastic for healing a low tank who doesn't know what the words "back up" mean.
Honestly, I think attaching the healing and damage boost increase to GA is not a bad idea with a quick reduction of benefits per second. This encourages the bouncing strat. The res (it's core to her character) I wouldn't completely eliminate it, having her secondary ability be a quick target damage reduction allows her to keep 2 characters alive, healing one enough to stay alive, dr the other, then get there to heal them.i would then convert that to a change in the secondary ability to when Valk I activated it turns into rez on a 10 sec cd (awarding maybe 2 rezes), and current healing, and dmg boost on the aoe effect in valk
4:10 hey just wanted to let you know your description isn't quite accurate-she couldn't rez people who died by falling off the map, it was just if they died while they were over a pit, their soul wouldn't fall. but i don't blame you, i thought that was what it was at the time and it just sticks out to me becuase they worded it so poorly everyone thought that.
The change they gave her for this year's April fools patch was my favorite. Getting rid of damage boost entirely is what I want to see, maybe give her some kind of manual damage pulse to her healing target might be cool.
As a mercy main, the superjump changes were actually good for ow2. It made it easier for new players to play mercy and fly around, in ow2 where people will target mercy really REALLY hard now, so you would've been dead if you couldn't do it as a noob. Plus, she does have a really high skill ceiling still. Its just less shown, now its in thing like knowing your positioning and beam targeting, and things such as a superjump rez, which is really hard to learn and pull off in game.
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been playing since release day. someone in comp the other day shouted "FIND THE MERCY" and i had vietnam flashbacks
Ah, i remember that
Good ol "huge Rez" days...
And she was hiding in some back alley spot in Volskaya just staring at the wall and waiting…
@@alexander2019. why was it always in volskaya LMAOOOOO
ppl always forgot about that little hidey hole behind + under the second point in anubis. i got so many huge rezs
lol I feel you. The stress of being a dive tank main (dva) and getting the job to kill mercy 😰
Over time you would figure out the typical hiding spots for mercy but it was always stressful
I think the most interesting thing about Mercy's identity is that her movement centric playstyle was a discovered over the course of the game's lifetime. Early Mercies didn't playthe character for her mobility but right before ow2 the no 1 reason I heard for why they liked playing Mercy was her unique movement system
That’s not true tho, In Ow1 mercy had so many movement techs and I remember it being a big divide with mercy’s mains being mad that the new ow2 mercy would make her movement too easy
@@september1479 early mercy had like no movement tech discovered. Overtime her tech became common knowledge and now its her main reason to be picked in high elo.
@@september1479mercy didnt have any interesting movement techs until her rework which introduced both slingshot and (while not discovered yet) super jump
@@jirachi1613how do we know Mercy 1.0 couldn't slingshot? Maybe she always could, but it was only discovered after the rework
@@IFreakinLovePickless because it was initially a bug and as someone who played back then pressing space after ga didn't do anything until after the rework.
Loved how a genuine strat with release mercy was to hide and let your team die only to come out of nowhere and rez them. Will always remember people screaming “FIND THE MERCY”
it was even funnier in the beta. Mercy's rez AOE was so huge that she could be nowhere NEAR her dead team and revive all of them.
and even more funny, somehow changing it to Single rez afterwards was MORE OP. Only BLizz could pull that off
I was not there for that but that sounds hilarious.
@@HasturBeta It's not surprising since tempo resurrects were generally better than going for the big 5 mans. People knew her for the big game saving plays but resurrecting 1~2 important team members who potentially have ults was much more consistent value. Her rework just took this idea and tuned it up to 11.
@@sweetillusions5495exactlyy
Overwatch community:
Player likes Mercy: Persecuted by the community
Player dislikes Mercy: Persecuted by the community
pretty much. luckily the comments have been (mostly) nice people
At least the mercy community is no longer seen as the loud annoying one, I'm pretty sure doom players took the spotlight on that
Everyone is obsessed because she is the best🥰
Something that people forget is that the devs were fine with her ult negating a push from your team by rezzing 5. I mean, they added lamp and suzu to the game. The real issue the devs took with mass rez was that people realized that when mercy ult was up on your team, you could all int in to force cooldowns for no cost as the mercy hid in a corner. They decided to change it because they felt that no support ability should incentivize intentionally dying.
Sombra at launch had also an ability that was exploited by her teammates, she was building her ult with the healing amount of her hacked med-packs, therefore her teammates were letting themselves be wounded then rushing back to be healed by her med-packs and at each choke-points they were eliminating the enemy team very easily.
>has an entire section talking about superjump
>doesn't include the xQc clip of him having an aneurysm over a superjumping Mercy
Smh my head
I accepted the fact that Blizz has no idea what to do with Mercy when they implemented the 'triage' changes. Made heals work best for critical allies spread out, yet nerfed the ability that gets the Mercy TO those critical allies by 100% if she has the audacity to slingshot into better positions. I would have actually liked 'triage' playstyle if it weren't for the GA nerfs. Literally just apply the cooldown to superjump specifically, not slingshots!
The critical healing mechanic is the best way to fix mercy. Nerf her overall output a lot but makes her use blue beam more. Her intended unique strength. And a rework for res is needed so badly. Or just make it more consistent to interrupt. Getting res mid team fight because of valkyrie is so braindead.
I think you forgot how the new slingshot isn't just super jump up, you can now fly literally any direction from the GA. In overwatch one you could only really go a little forward from it or straight up (like 4 people could do backwards GA consistently too but thats not rlly relevant) but now you can go literally any direction for it and it feels a lot more fun.
that part, if anything GA is way more technical in comparison to OW1-
I swear to god learing ow1 backwards slingshot was like breaking my fingers voluntarily :)
To be honest, though if they gave us overwatch two movement with the same cool down as overwatch one And the old input style, I would be happy because I liked it when she had more skill ceiling on her movement like I learned all of these techs only for them to be destroyed and now I’m just frustrated that I can’t even do them anymore because you get a cool down if you attempt to do half of them
Also I probably would have never learned I could do that jump bc I rarely interact with the community, but it’s just a very fun thing to do.
@@auraquartz5575 Mercy needing less "techs" lowers her skill ceiling so she's easier for new players to utilize without really raising the skill ceiling. There's still plenty of skill expression with her current movement system as well to make it easy to tell the difference between a Silver and a Masters Mercy
Noun: Overwatch's most ADJECTIVE Hero
OUCH
Well if it works it works lol
Acktually it's a "proper noun" 🤓
@@mar2ck_proper nouns are nouns
Yeah it's called a theme
As crazy as her old rez sounds for current day, it wasn’t seen as overpowered back then, and teams often wanted someone other than Mercy. In 6v6, it was common for her to bring a few people back only for another ult/ability to wipe them again (especially 2 tanks). So unless she got a really good ult she didn’t bring as much value to the team as other healers could.
Pros were even resurrecting one person to avoid staggering instead of waiting for that infamous team rez because it was more value. Now she just has that on cooldown.
The one thing that ill always miss on mercy was the healing passive. It made her an actual pick for ffa deathmatch, it was so fun
One thing that can be irritating about Rez is how you'll boop her but the game will be inconsistent on whether or not you interrupt it. I've seen my friend boop her way off the soul while in Primal and she'll still get it but then others will barely budge and it'll cancel it.
As someone that has mercy in my support lineup this actually drives me nuts, I'll get resses like that off, but I'll move a SINGLE frame off where I was and the res will cancel sometimes.
i mean this probably just seems inconsistent, however is very predictable. U have to imagine the range around a soul like a 5m sphere that needs to be entered but expands to 7m as soon as starting to rez. if u start rezzing right at the edge of soul a tiny boop is enough to push u (3m) away and cancel the soul. Meanwhile if ure booped in drection of the soul, so from one end to the other end of the soul range, itd take an 8m boop to get you out of range. Obviously this only applies to non stunning cc. Everything else will interrupt the ability immediately. Hope this helps:)
@@theclownery8394 I tend to be right on top of the body so maybe 2 meters and there's still the possibility of being interrupted from my experience.
As someone who plays a lot of Lucio and Mercy, I can tell you that if you are trying to react to Mercy rezzing someone, then you are already too late. You need to read the mercy and predict that she will go for the rez, if you watch the body she will probably leave it or you can even bait her in with the body and even if you don't kill her, cancelling a 30-second ability is a big deal.
One thing you missed or didnt really put much emphasis on, guardian angels active cooldown after usage of a movement tech.
Before the 2.5 second cooldown you could cancel guardian angelbwith a movement tech in a way that started your cooldown a little bit sooner. After the 2.5 second nerf, when the "reverted" it it bassicly stayed. Youd have 1.5 seconds after using a movment tech where the ability was still active (even if you were touching the ground) and THEN you have the 1.5 sexond actual cooldown making it a total of 3 seconds until they took .5 off with the flobal projectile changes (which wasnt enough for a character whos sole survivability is based on movement). Mind you this 3 second (now 2.5) cooldown punishment on skill expression will pop up even if youre only doing a slight reposition and can often be the thing that leads to your death making micro movements a detriment in a lot of situatuons which is frustrating because poistioning and movement is how you show skill with this character and you get punished for both
Thank you!!!! I was like dude no it wasn’t reverted back it was worse. It’s an- stop it- anyways thank you for this comment. 😊
My suggestion for mercy is to steal from TF2
There is a mechanic in tf2 called “crit heals” where, in essence, the longer a target has gone without taking damage, the more healing you do. This would mean mercy can pocket someone, but it isn’t as efficient in healing per second as peeling to someone who just disengaged
I've grown to respect mercy as a character more and more over the years, initially one of the only things people ever said about her was how little skill it took to play her but I honestly think the mercies who succeed in the higher ranks nowadays are some of the most skilled players. The true skill of mercy is being slippery and unkillable and some people have absolutely mastered this to be infuriating to fight against.
Fr, Eleyzhau is/was a top500 Mercy player that genuinely ONLY played mercy. If you saw her name on the leaderboard, it wouldnt show other heroes alongside mercy, unlike every other mercy main that switches. She truly is a onetrick, which can be annoying in some comps, but still respectable how she was able to climb so high
as a mercy main i agree i kind of hate the pocketing meta. its really annoying to follow one person and pocket them for majority of the game. i wish it was mercy flying all over the battlefield and healing and finding damage boost in good times (ults, 1v1’s, etc). i think i just want her healing to be buffed a little and maybe reduce .5 of ga cooldown because after any sort of tech from the initial ga the cooldown can be so long. i wouldn’t mind her damage boost also being buffed but i feel like that would encourage pocketing so maybe not
As someone who played in the mass rez mercy era, the other counter was to manage your ults. you shatter, wipe, enemy rez comes in, rip, but not really because you have reaper or zarya ult and they all die again YIPPEE!!!! And imo, the reason most players arent better with understanding the ult economy is because mass res isn't here. Mass rez made you learn and understand the ult economy if you wanted to counter it, which you did, and thats one good thing I'll give it. The other good thing I'll give it is that i liked it. it felt like an ultimate. Valk doesn't give that same feel in the slightest.
I wouldn't say Valk doesn't give that same feeling like a fully amped team is almost guaranteed to win unless the enemy team is able to take down mercy or team with own ult. Instead of killing team having mercy run out of spawn and rez and having to ult team down again before they can defend point. Really if they hadn't made mercy invulnerable while using mass rez I doubt many people would have complained about it aside from the mercy players
To be honest I really prefer Mass Rez to Valkyrie since I think it makes Mercy a bit more fair to face than having Rez on cooldown. Additionally I think Blizzard could've implemented different mechanics to discourage hiding in a corner while your team died
Nah, a team that pumps grav, drag strike, and tire into a team to get 4 kills deserves to keep those kills and maybe win the team fight /s
@@DreadCore_ skill issue. unironically. You should have better ult management. what you do is save the tire if you know they have res. you take your 2-4 gravstrike kills, save tire, and finish things up with your numbers advantage. Hell, even have someone hunt the mercy before or after the fight, save tire specifically for the mercy, whatever. Or, use tiee post res to kill the clumped up team again and maybe get the mercy too.
So, if you had to pump gravstrike+tire to win a team fight and lose it to a mercy res, thats on you and your team. Theres a reason why post rework, pros would only use res to revive a teammate or two, and its the same reason her OP post rework era was so strong: using res solely to counter ults was countered by good ult management using res to undo picks was better overall for keeping up the temp of the fight for your team.
Naw I should be able to stagnate and refuse to learn from my mistakes and still be able to rank up, elo hell is real and Blizzard is keeping me trapped in silver /s
I didn't mind the mass rez when I started overwatch except when it made the mercy invulnerable while casting, I would see mercy going for rez and get her to 10hp and then couldn't kill and entire team would be rezd on top of me, if she didn't go invulnerable then I could have got kill off and won the game so felt bad
But yeah the original game play was also dumb of just mercy sitting in spawn letting team go 5v6 and popping out to rez team. Instead of playing the 6v6 and risking getting jumped
rez is such a core part of Mercy atp that I dont think it should be removed. also, rez is NOT as strong as some people think.
I once rezzed a Widow bc I was far from my team at this point (just died) and came across her.
Then I turned the corner and got turned to paste by a hog, that poor widow man.
@@wooblydooblygod3857 LMFAO
19:02 the failed nano mercy lol
we don't talk about it.
I've gotta disagree about the GA changes between OW and OW2. The old super jump was nice to be able to pull off but it was super inconsistent because it was a bug and not an intended mechanic and even if you could do it, it didn't really help that often because it was still very situational. The new GA gives the player so much more agency with the slingshot because you have way more control over the character and is an increase in skill expression not a "dumbing down", increasing the GA is what lowers the skill ceiling.
I disagree when I used to do super jump it used to be really consistent like I don’t think I rarely ever made a mistake on it. It just became muscle memory for me and I disagree because there was so much skill in super jump like there was a small window to do groundless super jumps where you didn’t even touch the ground you could still chain them in overwatch one but you had to be skilled enough to do that practising super Rez was an absolutely massive skill. Sometimes it was one of the best ways to pull off a Rez, I find that the super jump Rez in ow2 is largely inconsistent because it registers e before space most the time yes you can slingshot more but the skill ceiling is simply because it’s on a 3 to 4 second cool down every time you super jump or slingshot and that sucks somebody who loves to do micro movements
I like the new one because I known it exists. Would have never learned otherwise because I try to keep my distance from the community.
This gives that fun movement option to new players, and you can still use your skill expression with it.
started with OW2 and i've been on the mercy lifestyle ever since and while i can understand your plight of the ow1 tech being just... a real simple mechanic now, the ability to break physics and slingshot around cover and teammates like a schizoid is my life's purpose now. no one knows when or where you'll go but you, and even then sometimes i dont even know what i'm doing with how fast mercy can zip and change directions sometimes.
I just want her to actually play like a medic instead like a pocket, playing teammate ping pong is way too fun to just sniff your Ashe main GF's hair all game :(
Meanwhile I want to pocket people but my whole team is crit in two seconds and I have to play ping pong, and trying to aim for 1-2k damage amplified and a 70%-30% ratio of boost-heal, that doesn't help, and I end up being 50-50 with the beams and that frustrates me
I really don’t understand people’s problem with damage boost. Like it is a dmg boost to one ally, against one enemy (unless you have it on rein who is swinging through the entire enemy team).
This is especially astounding when something like discord orb exists yet does not receive near the hate. It is a damage boost to your whole team against a single enemy (99% of the time tank).
Even worse, while Mercy sacrifices her own damage output to enhance another’s, zen still does a ton of damage on his own while effectively damage boosting his whole team.
People who hate on mercy while still believing that zen is balanced are really on some insane substances. Zen’s mere existence just erases the enemy tank from the game.
Cause zen can somewhat be played around where as a dmg boosted sniper can run the lobby. I mean a good zen can be terrifying but can be easily counted where the pocketed sniper can not unless you split the team and that tends to be a loss if having to put that many resources into one player
@@scottjohnson1060 zen can only be played around if your dps choose a flanker, and relying on your teammate to choose a certain hero and consistently pressure the zen is not what I would call playing around him.
Unless the zen is just an idiot who is constantly on the front line, but even then, in Gold he still manages to survive and burn through your team 60% of the time.
For Mercy, the problem isn’t damage boost, it’s the pocket, so if she would be balanced in such a way where she is flying around the map helping her team (which is what most Mercy players want) instead of hiding behind a wall staring at their dps the issue would be solved. But of course people hate when GAs cooldown is reduced because she’s “hard to kill” which is literally the point of her gameplay, help your team and be hard to kill.
@@scottjohnson1060 you can play around snipers yk
damage thresholds
Getting rid of Resurrect is a hard-pass for me. It's kind of baked into her identity & kit, and I don't think it'd be cool if her resurrect ability was only relegated to cutscenes/cinematics.
I'm fine with mercy's core design, but I wouldn't mind a bit more versatility to who I can target. The idea of a ramping beam sounds interesting - could work if you gave mercy a passive that let her see ally cds and swapped damage boost for a ramping adrenaline beam which accelerates cds like kitsune with the boost diminishing from 50% to 0% over the course of 3s. Have separate adrenaline gauges for each player for this so you're incentivized to keep moving around your team and refilling cds at the right time. Keeps the general playstyle the same while allowing for the opportunity to save someone from their cd-less impending doom, or open up the ability for someone with a life-saving cd that is on cd to make that play regardless. This also would facilitate in mercy's role as training wheels - since the passive would likely show the ability icons with a circle gauge surrounding it, the Mercy would learn what ability corresponds to what action, and learn what those abilities do incredibly quickly. Could even implement a bonus for valkyrie where mercy can see the cds of the enemies. Also acts as information obfuscation for the enemy team as tracking cds becomes nigh impossible for them to do.
As for rez, I think Vengeance was on the right track tbh. What if instead of doing damage it booped enemies away from it at about 1.5x power to a lucio boop and gave your team a big regen over the course of a second, 150hp sounds like a nice sweet spot. Instead of resurrecting people, you fulfill the dying wishes of heroes to save people. Heroes die physically, but not in legacy.
Would honestly be way more useful than rez at this point since 90% of the time if you try and use rez during a teamfight it just results in someone else dying, maybe even multiple, because of your absence. Keep the soul destruction aspect though since that adds a bit of risk for the mercy herself as she loses 1 GA target in using Dying Wish.
Would love to hear your thoughts on this. It popped in my head while I was watching the kiriko video.
So yeah, talking about the rez: Mercy’s rez management is kind of a metric of the player’s skill. It is not about the game design, but more of player’s choice either to go for it or try to keep your alive teammates… well, alive.
Still have issues with it tho, it needs to be changed or gone. The ability itself feels so inconsistent in its nature. Some matches you go and res off cd, while in some you simply do not have an opportunity to go for it more then few very specific times.
The perspective of rez as fulfilling the wishes of the fallen sound intriguing!
@@UnofficialAstronaut-ul7zh One thing I forgot to mention is it wouldn't be too much of a stretch in terms of mercy's lore to actually change res to this. Heroes can die physically, but their legacy remains alive in the memories of those they aided, which much like Overwatch itself, winds up engraved in history to inspire more would-be heroes.
Doesn't even need to necessarily replace resurrect either due to both abilities being niche in their own ways. You could have it so while keeping vengeance's range on dying wish, it can change to a split ability like biotic orb when in rez proximity, which means you're also weighing the pros and cons of using a shorter dying wish cd, or a longer, risker, but higher rewarding resurrect cd in the moment.
As for adrenaline beam, on retrospect I'm not sure how I'd want valkyrie to operate for it. I think I'd rather it just shifted back to damage boost for the duration of valkyrie seeing as an AoE damage multiplier that can be moved around on a dime is incredibly useful, as well as it just gives the gauges time to refill while mercy is providing another support utility during the ultimate on top of giving her the full picture to know who and when to use adrenaline beam on once valkyrie ends. But on the other hand, I could totally see a lot of mercies wanting a more proactive Ultimate instead of how passive Valkyrie is.
Since we know ally/enemy team HP UIs are probably going to exist in OW2, I was also imagining an alternative scenario where the CD viewer passive to go with the adrenaline beam is just a part of that UI for mercy to prevent visual clutter in the actual battle.
Watching the aria rose #reworkmercy movement in real time back in the day was certainly an experience
Good times 😎
god that was the experience of all time
Old mercy was the perfect punishment for teams blowing all their ults in one fight. Going to use grav/dragons/tire/beat to kill my team? Better kill us all of pay the price
The big sad truth of mercy is that she is a support that "can't carry" She is very reliant on her team much like how lifeweaver also is. If you're playing solo queue it's always a gamble because you'll just have to pray your dps are good enough so you can get value out of damage boost.
I've mained mercy for years and years and while I really enjoy playing (it honestly feels like driving an airplane) I do hate the fact that I don't bring any carry value or utility to the team and the only value I bring relies on how good my dps are.
I've become too attached to damage boost for it to go away (to the point I get annoyed if I heal a bit too much xd) but I do think she needs some kind of utility in her kit that can change the fight (like Ana nade or Zen's discord) and honestly the ability she got in mirrorwatch which made it so enemies near the damage boosted target took some DoT was a really good step in the right direction.
Again I'm so used to mercy's abilities by now that any slight change would be an inconvinience, but I do agree that change is required or else she will always feel like a russian roulette to play.
In my rework i would take inspiration from the mirrorwatch event, because i really liked what they did to blue beam. It does have issues like not being useful at long ranges, but i think directly dealing damage to enemies near the damage boosted target is a lot healthier than damage boost itself. I would remove the dmg boost completely and just substitute it with that damage over time to nearby enemies. For the next change i would put Valkyrie on E, because i like how it allows for a further reach of your staff and GA, but it seems a little too simple to be an ultimate. You would obvoiusly need to re-balance it around it being on a shorter lets say 8-10 second cooldown. It would chain only upto 2 people andit would have lets say 3-4 second duration. Even though rez is a controversial part of her kit, it is also really important for her. It gives a champion who heavily relies on their teammates an ability to undo any mistake they make allowing them to also have a say in how the teamfight ends. So i would put rez back on an ultimate as it used to be, but now its still only single target. It would also have a lower cast time. Lets say around 1 second, but it would allow you to build up 2 charges of your ultimate.
This is just my opinion and in the end i also dont even want the OW2 team to rework her as they dont have a clue how to design proper fun champs that arent DPS. I just fear that them reworking her would make her clunky and basically unplayable.
I don't want Mercy's movement to be reverted to OW1. Her OW2 movement is much more dynamic and allows for more plays (like being able to super-jump at any time, whereas in OW1 you could only super-jump after reaching the end of your flight). I also spent 300 hours perfectioning it and for all of my skill to suddenly get erased in a single patch would feel horrible.
The only change I'd do to guardian angel is allow the ability to be manually cancelled again like in the first 2 seasons of OW2. So no more double cooldown, just a constant 1.5 second cooldown. If her survivability is too high after this change, they should either lower her healthpool to 225 HP or nerf her healing passive to compensate.
As for her Staff, I think they should change damage boost to be like in Mirrorwatch, maybe a nerfed version of it if necessary. It felt very nice. I don't want to add a timer to damage boost because in some cases you don't have anyone else to pocket (for example: your team is running tracer soldier. You obviously want to stay with soldier because you'll die if you pocket a tracer). Giving it a kitsune rush effect would also feel horrible for the pocketed person as it can mess up your aim and it's out of your control. Pocketing is part of Mercy's identity and it's fine as long as it's not too oppressive (ex: one shot Mercy Ashe was horrible)
Rez is a very unbalanced ability and I understand the frustration behind, but it's just so satisfying to pull off those risky rezzes that I can't let go of it. It has the issue of being impossible to stop in low ranks and impossible to pull off in high ranks. Either keep it as is or integrate it into Valkyrie and give her a new ability that's healthy & is used way more often.
"During Valkyrie press Q again to resurrect one fallen ally"
Her healing is horrible but we can't make it too OP because then pocketing will become OP. They should give her a burst healing ability on a cooldown binded on the R (reload) button.
"Mercy overloads her Caduceus Staff, providing increased Healing & DMG boost for a period of time"
Her Valkyrie is fine and I love it as an Ultimate. I don't think it needs to be changed, it's okay for Ultimates to be niche when they make the hero 10 times more fun to play. (I love Valk movement). At the very most I'd buff the healing output during it.
"I also spent 300 hours perfectioning it and for all of my skill to suddenly get erased in a single patch would feel horrible." Now imagine how it felt for ppl who spent 2k hours perfecting it and it was erased from the game.
Yeah my mercy friend quit overwatch cause they lost their movement tech and didn't want to adjust to new style even if it made it easier they just felt like they didn't have mobility that they had before and just didn't like the road game was going down
@@psychokuca302 I know, so why do it again?
@@adec.881 Well, since they have done it once, showing no respect for ppl’s hard work, they won’t care why, they will do it just for the sake of doing it
@@psychokuca302 LOL I hate blizzard. Their total disregard for what this hero needs is just ridiculous at this point. All I want is my old guardian angel cooldown back & a healing buff.
battle mercy is for quick play like torb hammer
Mercy did actually have an experimental patch once where she had a resource meter on her beam, which would lower her healing gradually the more she used it. What this accomplished was players rapidly swapping between beam modes to reduce the meter consumption as much as possible and I remember hating it a lot because it replaced beam management with brainless spam on the top of creating a lot of audio and visual noise
For the 'rework' you suggested I think during Valk the Damage Reduction could be replaced with a single charge of resurrect or something.
personally wouldn't agree with pharah relying more on mercy after her rework, she's the same type of character as Genji and such now, too risky for a mercy to pocket while you're flanking.
your channel is so underrated man, i know it's not on topic with the video but been loving your overwatch grind!!! keep it up. excited to watch this one!
She almost needs a complete character rework. It makes me sad that she is so hated and unplayable
I find the “Mercy hit Q guys” argument very misinformed. I have played OW since Beta, and before Mercy had invincibility on mass Rez, her ult was consistently joked/mocked. The “Heroes never-AUGHH” joke came from the fact that Mercy would usually die before her team could move again. Rez is MEANT to be a strong ability and mainly works as an ult. You also had to build it up and use it wisely.
I also find it odd how multiple DPS can hide/wait to “press Q” and get 3+ players and that is intended, but if Mercy can Rez a team with an ult she has to build, it’s unfair. You also should NOT be using every ult all at once, and even if you do, if you get everybody BUT the support, I feel like that’s on you, especially with how many flankers we have in OW now 😭 Rez on ult has always had counter balance and I think could absolutely work again as an ult.
rez as a mechanic does not belong in overwatch period. and typically for dps and tank ults theres much more aim and positioning to take into account, and acting as if he doesn't want "press q to win" ults like kiriko rush nerfed as well is a bit disingenuous. i genuinely did not realize that ANYONE would still try to defend og mercy's ult
THANK YOU! Someone says it! This really was just DPS complaining despite being able to press Q easy too but they get a free pass.
@@wingedangel6030 let's be fair with ourselves, mass Rez was the most frustrating ult in the game when ow first came out and the hate was warranted. Having to do a fight twice because the funny angel hero survived is not a fun mechanic to the game. Even modern day Rez is a unfun mechanic. Pressing a button to undo the work that someone put in is just a terrible idea. Ofc there's decision making that goes into it but that's it.
@@inoo2345
tl;dr Mass Rez was boring even as a Mercy Main, but modern Rez is actually quite a risk and isn't the worst thing out there.
I agree that Mass Rez era is frustrating, it did have counterplay but as a Mercy Main it was stale to just wait in a corner and then rez especially watching how many DPS mains that could have killed me just didn't. I'm more for the fast Mercy movement myself tbh, it's just so much fun to me.
I disagree about modern day rez being unfun. A Mercy must leave themself defenseless for a good few seconds and if that animation is cancelled through a boop or death, the 30 second cooldown start. If a teammate dies in a bad spot it's too much a risk, and an informed enemy could camp the soul and keep pressure around them to stop Mercy going in. Even then a risky rez could work but it could cost the Mercy's life as a trade. Flankers like Sombra and even Ball can be a pain if they focus on Mercy and it forces some thought and a bit of luck in tough situations.
Also to bear in mind those few seconds Mercy is rezzing a lot can happen. Your team is without a healer for a few seconds and if the other support is dead it means no heals. You'd be surprised just how many teammates just die while a Mercy uses rez and then it's 2v5 or 1v5 if the rez costed Mercy's life.
If I'm honest, I may say DPS in Mass Rez era of Mercy could have done a lot better to counter Mercy but I do love Mercy's movement currently and I feel her rez is fine. It comes with a lot of risk just to bring one member of your team back and you better hope it's the right choice sometimes so I feel the rez is balanced. It's hardly the worst ability out there and there are quite a few risk-free abilities I think need more attention than a rez. Rez is NOT the risk-free ability you seem to think it is thanks to nerfs, though old Rez after Mass Rez was removed most certainly was. Since you could rez like Mass Rez but only 1 instantly without animation and Valkyrie reset the cooldown upon activation.
lastly, I feel like people who don't really play Mercy a lot especially in higher areas don't get Mercy is more than "Rez teammate, gives healing and damage, it's so ez lol", there's more of a skill ceiling than meets the eye. Particularly in positioning, when to rez and not, dodging flanks trying to murder Mercy and having to know when to shoot her pistol which takes a bit to get used to the low damage and speed.
I think if they kept the invulnerability off of it, would have been fine and maybe lowered the range so team would have worked to die closely together, maybe lowered cast time in half and then if mercy was able to sneak in and get the mass off without dying versus flying into enemy team rezing everyone in 50 yard radius without being touched and zipping off to the sniper who was off to side
Okay so I'm a Mercy main, I started playing her back at the start of OW1 even tho I don't play her a lot these days and the big reason for it is the fact that she was the best support for healing at the time. Even if Ana came out shortly and outdid her in healing and utility, imo Mercy was still a better pick due to her ability to quickly move and not die to flankers, which is a popular comp to this day.
And I gotta be honest, I was always biased towards ultimate resurrect. I absolutely hate Valk because of its uninspired design, being only amplifying Mercy's stats rather than actually being this uniquely designed ability. Resurrect was amazing because it fit her lore as someone who saved Genji's live (and at the time Reaper's) and brought him back from the dead. It also brings the fact that at the time, Valk wasn't a very good ability, sure you can fly, but that just makes hitscans gun you down easier, the healing wasn't that good and if you want to pop an ult to save your teammates, then you're better off with Zen or Lucio. Right now, Mercy's valk is good for her team damage boost, but back when Valk was added this wasn't the case, considering it was just a worse version of Orisa's ult (Orisa dmg boost did 50%, while Mercy's did 30%). It might be cause I'm biased for resurrect, being such a unique ability. Personally I would've preferred if they reworked resurrect as an ultimate, maybe cap it at one/two resurrect but give it a faster charge time (like Tracer's pulse bomb), or just a quality of live update (give it a cast time so enemies can stun it, making 5 man rez more risky, or just add line of sight restrictions, considering she was able to resurrect everyone behind the wall, from the spawn even on certain points). Back in the old OW pro play days, it was already extremely easy to counter Mercy and pro players relied on "Tempo Rez", which was using an ultimate when two or three teammates died to keep the fight going on for longer so its not like it was OP in high rank play. Hence why the Moth Meta Mercy was so OP, they tried to make up for the fact she wasn't good in high rank. Back in the day I saw a lot of people suggesting that resurrect should be resource based similar to Torbjorn's old pack armor ability, where she'd start with 0 charges, and need to build it up by contributing to the team.
But alas, I also understand that in OW2, they kinda fixed a lot of her issues by removing one tank. Her single target resurrect ability became a lot more valuable of an ability considering you have one less teammate, and her small heal output is so much better with less tanks to heal, and Valk finally has something unique with Orisa's supercharger being gone from the game. Mass rez could never work in Overwatch 2 and I don't think that's necessarily bad. But she def needs a mini rework similar to Wrecking Ball's.
Bit of a controversial opinion but mass rez was justified in the original game's launch because half the roster of DPS heroes could wipe the entire team with their ults. It was designed pretty clearly to counter ult spam and encourage teams to use them more effectively and to space it out. Instead what happened was DPS players still threw their ults out and wipped the team, and when Mercy used her ult they bitched and whined about it. Remember this was back before role que and all that shit so teams would be mostly built of like... 5 dps players and 1 support or tank because DPS players just REFUSED to do anything else back then. I'm not saying it wasn't broken but everything was broken back then. It dealt with a very serious problem that was very clear at launch, which was everyone throwing their ults around like Candy with zero thought about how to use them properly. And no, people were not smart back then like you try to portray them. It was a very serious problem. One of the main reasons the ult economy was nerfed into its current state.
And you wonder why support is the most over buffed role in the game when DPS players cant stop whining and coping.
So glad this game is dying... just wish I could pull the plug myself and just get this over with already.
There is still a difference to Mercy players' movement from rank to rank. The key one being : low rank Mercys superjump a lot, a lot more than they need and enough that they get punished for it. Superjump once was a semi difficult tech but, now, slingshot has taken its place as the more difficult tech. I think you're coming at it the wrong way, honestly. I don't want Mercy to be unshootable either, but I think the argument that the skill ceiling has lowered isn't accurate. The skill ceiling has increased infinitely with the implementation of slingshot techs and I think that's really good, it's the reason I play her. Superjump being reverted to it's OW1 state wouldn't bother me much, personally but her slingshot kit should remain the same.
As a Mercy player, I don't care what her beam does much, I just want to fly around more than I currently do. As it stands, the most valuable way for me to play is hiding behind a wall or standing still next to my DPS, that's boring. Pharmacy is fun but I always feel kinda guilty. My favourite playstyle is triage, like in the patch with crit healing ; that was a Mercy parkour enthusiast's dream! It's a shame they decided to completely revert that patch, I think they were onto something. The crit heals were outrageous and I don't want these to be back, but ideas like the one you suggested (first seconds of yellow beams having increased healing) are interesting and hold potential. I think the devs ought to look at Mercy this way more, I think there's a good chance they will because of how dire a state she currently is in, but also because I've gained more faith in the team lately.
On rez : ideas of making (single target) rez her fast charging ult and reworking valk into an ability somehow have been floating around. I think that's neat and I think that could answer her current healing issue. Currently to bring any value to my team I need to be a blue beam machine, healing is fruitless and only provides little time before death unless I'm being assisted by a high healing co support. Most games I win as Mercy are 3k dmg boost/10min because that's the only way she works in this meta.
Last point, I love playing Mercy for her movement but there's also great satisfaction to feeling like you're outplaying people by just knowing your stuff. When I play Mercy, I have to think much harder than when I play any other support (except maybe Ana, but I don't play her much at all) because I can focus on strategy, positioning, ult tracking and triage (in healing or dmg boost). Learning Mercy's kit and dmg boost efficiency stuff has taught me so much about the game, about how the game is played and has allowed me to become a better player at every role. People say Mercy's easy or that playing her takes no skill, and while, obviously I agree to an extent (pocketing Ashe being one of the easiest ways to get value in OW), I also think a lot of nuance is lost in this take. Mercy can be incredibly mechannically intensive, just watch a Top500 Mercy contest a point in OT or escaping Sombra-Tracer ; there is indubitable skill in that. Skiesti and Niandra showcase that often in background gameplay of their videos/streams. That mechanically intensive playstyle is the one I want Mercy to be always efficient at, currently playing like that is only useful for escapes, OT or fast paced games ; that's sad. I genuinely think everyone would be happier if Mercy's ideal playstyle shifted to triage again. Interestingly, it's important to underline that when a Mercy is being dove, it's highly likely she has GA available because she was most likely idle and dmg boosting, if her playstyle returned to triage she'd be more easily punished regardless of the fact that she's hypermobile. I think that would be good for everyone and make the game healthier.
Anyway, that's my take on her as a Mercy connoisseur, she's the reason I stuck to Overwatch through dry patches and Blizzard being Blizzard, she's the reason I got gud and she's the reason I come back to the game everyday. If I'm tired of the shenanigans, I know I can just load into a Mercy Parkour and spend a good chunk of time enjoying myself. If she lost her mobility, I'd probably stop playing her and stick to Echo/Tracer but I think that would be a loss, not only for me but for the game as a whole. Mercy has so much potential and I think the devs just need to try to give her something new, they need to try something other than dmg boost, they need to think of a way to make rez less frustrating, they just need to rework her!
Sorry for the rant lol. I've been following you since the Sombra vid and I really like what you do. Be careful though, you're uploading fast and a bunch, I know it can get taxing. Regardless, love your content and hope you're well, take care!
Yep, you can definitely tell a good mercy from a bad one. She's an easy character but that doesn't mean all mercy are equal. I used to main mercy in ow1 and up until like season 4 but she just feels so powercrept out of the game it makes me sad. No reason to play her over kiriko these days she just feels so outclassed
thanks for the insight! Since I don't play her the comments like these are the ones I love, though I'm realising there's so. MANY. Opinions on GA, some are getting a little aggressive with it. Thanks for being civil!
I disagree with you because the techs which a lot of people didn’t know about well what made her incredibly high skill floor like you know how people complain about chain super jump well you could actually do that in overwatch one you could super jump without touching the ground. You just had to get the right timing for it and the right distance from an ally and you had to practice for hours to get the exact distance for a super jump and the exact timing to be able to pull off a super jump without touching the ground that took so much practice because it was such a tight window that you had to pull something like that off but you didn’t see that many games because it was so hard to do and now they’ve just removed it and added a massive cool down it’s not the same super jump Rez is way more inconsistent in overwatch two I find specifically with pressing space and e simply because overwatch two had a glitch where it just wouldn’t register e when trying to Rez and now it registers e first very often so you just can’t do it. It’s such a weird glitch that I hate but I miss the old overwatch one mercy because micro movements and crazy techs is what I played her for? Is what I put all my 1200 hours into and now they are gone.
Been Playing Mercy since 2017 and one thing I’ve always found relevant to her play style and undervalued is her ability to cool down and ult track. Since her mechanics (outside of her movement) are super ez, it’s kinda her job to keep track of what resources are the enemy has and, w dmg boost you can also boost how fast x teammates ult goes on effect.
I like where Mercy is atm for the most part except for the knock to her skill ceiling due to the mobility changes (most mercy’s HATED the changes in ow2) and how annoying the changes to dmg boost are. Originally it was a pretty important part of her kit. You’d want to maximize blue beam as much as possible.
I think a cool change id like to see for dmg boost is knock of the damage amp and have it give like a 15% increase to ult charge gain and the ally also gains temporary hit points maxing out at 75? (Idk) depending on how much damage they do. That way she’s also encouraged to peel for her second support and the other dps.
I wouldn’t necessarily remove the movement changes. It sucks her skill ceiling was lowered but removing would be a huge nerf for a character that isn’t insane atm (maybe Kiriko should receive that treatment first) but idk that’s just a suggestion.
I do not understand the tech issue. If the super jump tech wasn't hard to get the hang of, why can't it just be an intentional feature? I don't think complexity is a good thing in every situation, especially if said complexity isn't hard to get the full value of.
This is a big reason I don't like games with bunnyhopping. It's not hard. It looks kinda stupid. I could accept it if it aligns with the "spirit" of what it's featured in, but in the majority of situations I don't see the purpose, it's usually just a pointless extra step to running. Just make the movement speed a little faster to compensate.
While I admit I don't play her, Mercy doesn't strike me as a mechanically complex hero, so I don't really see why mechanical skill expression needs to be a part of her kit. Her skill ceiling comes more from _how_ you use her abilities rather than whether or not you pull them off properly.
This launches on my bday! Thanks bro 🎉🎉🎉🎉
hearing the "FIND THE FUCKING MERCY" is sending me WAYYYY back lmao great video
Something I think you could do to reduce pocketing is giving heal and damage boost an ammo pool and making her reload. Because then she shouldn't just hold the beam on a player all the time
I just don’t agree that making a part of someone’s kit more accessible removes skill. Making it so you don’t have to look up a UA-cam video to unlock new abilities for a character is just better design imo
15:28 very excited for the genji video where you talk about his super jump that was patched out
rip ledge dash 😔 idk if it would even be useful on some maps now because for some reason they keep making the skybox lower and lower.
I just want them to remove wall climb from ctf, think it's dumb that every other hero can't use a movement ability when carrying flag but wall clib heroes can run up walls with flag all day
I'm sorry, but you really can't remove Ress from her. That's like removing Turrets from Torbjorn. It would make far more sense to make it an Ultimate again, but only Ress 1 ally and have a low cost like Tracer's bomb. The problem with Mass Ress was that it could cancel a good play from the other team (which TBH is bullshit because no one complains if a Junk/Reaper/Phara gets a 5-Man Ult, but supports aren't allowed I guess...). A tempo-Ress can be very valuable to prevent the domino effect a 4v5 has in a teamfight, so it wouldn't be such a downgrade, especially with a lower cost allowing you to have it up more frequently.
In turn, Valk could become a 5-second Buff for AoE Healing/DMG.
Since the pharah and reaper ult require them to be out in the open and vunlerable. Mass rezz iirc was capable of being behind walls.
@@mudkipprophet It was for some time but they added a line-of-sight requirement later.
as a mercy main, i disagree with the stance on current GA-
if anything , adding the tech officially in her kit was long overdue and it made her tech (for it is still tech, even if "built-in") just more consistent for it's no longer a bug, because that's what it was--a bug.
OW2 mercy still have GA tech you have to learn and that can be very evident watching new mercy and mercys who've been playing the hero since OW1. Like for instance, you cannot just spam super jump, or slingshot GAs, that would put a 1 second cool down before your actual cool down for that ability (1.5 seconds) actually start up. on top of, you can still superjump rez and still fuck it up even with superjump being built in, along w/ you can still prop jump, which is a skill in of itself.
To me, mercy movement is still just as fun as the first, it just now you can no longer blame the bug when you fuck up, because it's definitely you that's fuckin up now ☠️
10:15 - The best form of counter play should be to kill the mercy yeah. In what world does that make it bad character design? They literally copied her kit from TF2, and in all competitive settings in that game trading your life for the enemy medic was a winning play. If there are no opportunities to do so, that's a map issue.
Cuz Blizzard fell of and are lazy to make good maps.
coming from League, the way you're describing mercy giving power to others feels very similar to Yuumi which in herself is very controversial.
if i was to have an idea for mercy, its to change her damage boost to a burst of shield (say 20-30 shield). this would give her a more proactive playstyle in which she can block at least some dmg that is coming in, along with the movement it would make her playstyle more in line with how the high skill mercys)
They are! I have an older video (linked at the end of this one) that covers both of them and characters in other games who are similar
your ideas sound cool but i’d like to add some thoughts
mercy bouncing around and keeping the team cannot occur when let’s say, your tank is under high amounts of pressure. the healing/dmg boost ramp down would
make it nearly impossible to support a focused target, making the balance incredibly hard on the mercy and the other support to keep an ally who’s been targeted by a coordinated enemy team.
she would would only thrive against uncoordinated gameplay, which is more common in lower elo.
it would make her extremely vulnerable alongside with the 25% sympathetic recovery that you suggested as dps passive would make it 5%.
my suggestion and this can be seen somewhat OP is make dmg boost the primary beam that experiences ramp down from 25% to 10% across the 3 seconds after 2 seconds of initial use. it would reward mercy players with high game sense to boost critical abilities like dynamite, firestrike, nade, etc etc.
however this also runs into issues like “default beam mode” bcuz mercy usually has a default beam and usually it’s dmg boost. you could just heal beam the entire time then flick to dmg boost, but it would ruin stuff such as timing and let’s say whenever someone has an ability across multiple times such as firestrike and u want to boost both. not only that but the "default beam mode" came from that every support had something theyre defaulting to when theres a skirmish rather a fight. for majority, its dmg. for mercy, it was dmg boost. idk something to just keep in mind
now for the OLD GA, i don’t like the new one as much as the next and this is coming from a mercy main, but i don’t know if their engine and coding would allow the bug to occur in OW2. they could implement the tech by itself but idk how complicated that'd be.
now for my last change im suggesting - make mercy ignore the dps passive. if we make her ignore it, itd be much more viable for her to be the guardian angel bouncing around healing everyone. that way as well, she can have the nerfed passive for 25%.
here during the livestream, your vids go hard and they are perfect to watch while eating
NEW RORY VIDEO LETS GOOOOOO
10:00 the real problem with the counterplay is the mercy will know this and actively disengage from a teamfight, meaning certain times as mercy if you thought a fight wasn't looking good you were incentivized to let your teammates die then swoop in
I just want them to stop changing her. Just let me play the fucking character.
A cool aspect of the ramp up on her heal/boost idea is that it would translate to the visuals really well I could see the beam getting a stronger glow and fading over time or the opening spinning part of her staff speeding up or focusing kind of like doomfist with his empowered punch, being able to see what abilities you have ready without needing the HUD is peak design
First, i just wanna say that i liked this video, i need to preface this because i might sound a little rude and half of that is unintentional.
First id like to discuss your comments on mercys super jump tech from overwatch 1:
The reason for its changes is because it was extremely hard to do on console, and since a lot of people play console, it makes sense to make it so everyone can have the same powerful ability.
Riding off the last point, another reason for its changes was for people with disabilities, many people used mercy since they were disabled and the auto lock on made it way more comfortable to play, personally when i play characters that are high aiming intensive i get a really bad headache because my eyes dont focus like they should.
The change was made for the mercy communitys disabled community, and i feel like this information is quite easy to figure out so i dont know how you missed over that part.
Now, the damage ramp up:
I like the idea, i really do, but since you dont play mercy that much i can see how her beam being a part of her movment tech slipped your mind.
You say you want her to focus on movement to play into her here fantasy of bouncing around to help her teamates and assist them, but with both beams having the ramp up mechanic it would make her almost useless since mercy often holds beam onto her teamates while not looking at them since mercys job is to know where everyone is.
Also, damage boost doesnt need anything added onto it, reload speed messes with peoples muscle memory and can mess people up, thats why the dps passive was changes, having that all the time with mercys damage boost would be awful.
One of the few things i agree with in this video is scrapping rez:
To keep it quick, rez is an awful ability for overwatch as a whole since the game is so tank dependent, no matter how bad tank may seem, they can soak up more damage than a dps, which i dont think should be their only job but this is where we're at.
Rez feels awful for everyone else and mercy too, since she needs to be moving to stay alive, her movement being crippled while a big glowing light shows her head hitbox doesnt do her any favors.
Rez needs to go, mercy needs a way to play into her movment more, it might sound selfish, but i personally think her throwing a spear to lodge itself into a wall that mercy can fly to would be amazing.
It would give her a way to move around without needing to be dragged on a leash by her dps.
Now, i do want to talk about her ga cooldown.
It may seem like its only 1.5 seconds but that ability lock out window pushes it to 2.5, which while small, has a lot of impact on her gamplay since she cant fly to people behind walls since her beam disconnect time is the same as her cooldown for ga, removing a tech.
Flying to a soul with ga to rez someone leaves you there since youre still on cooldown, meaning youre gonna have to die or whip out your pistol and start shooting.
And i really would have loved to see a section on how many bugs this girl has, every single one of her abilities are broken and barley work half of the time, and thats not me exaggerating, i promise.
Overall, i did like the video, i just dont agree witht he changes you would have wanted since it goes against her being easy to play.
Her abilities are made to have no real downside to them, within reason.
Healing is just healing and with sympathetic recovery it gives her a way to heal herself, damage boost is just damage boost, guardian angel lets you fly to your teammate (if it wants to) and her gun is just a gun, simple, easy, with the outlier being rez but you already know my stance on that.
Adding the gradual reduction in healing would punish you from trying to heal high Hp heros, such as tanks, which defeats the purpose of you wanting to make her not a pocket healer since, with the dps passive she wouldnt be able to outheal any piece of damage hitting the tank.
New mercy playes heal a lot more than damage boost, so your punishing new players for being new to the game in a game that, right now, needs healing and utility to be consistent
Oh, i think the ability idea is cool though, it would fit mercy nicely
i thought about maybe having the healing beam the same but change the damage beam to a short duration ability where you damage boost an ally for like 3 seconds or something. this can be done while still healing. that or you have to charge up the usage like moiras healing. something that makes it more strategic to use.
As a mercy main, I agree with a lot of what you say, but disagree with some. In my opinion, the most fun playstyle is flying around like a maniac, keeping the entire team alive, exactly like you mention! Having agency to protect and keep as many people safe while dynamically dodging the opponents fire, it feels amazing. Right now, though, it feels like that's only possible during an ult, and otherwise, you're forced to pocket the rest of the time.
The one thing I disagree about is the "elimination of her skill expression" with current guardian angel. Having the super jump introduced to the base kit, along with a visual indicator with the meter, and even more directions to move in, it feels liberating and gives a bit of freedom put of ult. More often than not, I use it to ping pong off a teamate to one that needs assistance but is out of range. Having it be base kit allows so many more mercys to express themselves with dodging, weaving, focusing support, and more. The most interesting thing though, is thay you don't *need* to super jump. Letting go (or repressing if you have it set to toggle) will cancel the GA, refunding more of the cooldown than a super jump as well as giving you control of how far you want to move. The best Mercys in the modern era use a fluid mix of canceled GAs and super jumps, keeping the enemy guessing. The problem, is that it doesn't refund enough of the cooldown at the moment, leading to extremely punishing opportunities if you cancel too early. Honestly, I quite like that, but I wish that vulnerability was transfered to super jump. But that's besides the point.
As a mercy main, I love bouncing between teamates, keeping everyone alive. Mixing in jumps and cancels. And I think introducing it to her base kit was an amazing decision. Right now though, she feels very limiting, because the most optimal playstyle is to hide behind a wall and make sure your dps stays up. Why keep everyone alive when you can let two teamates die, but have your pocket clean up? Especially with the dps passive being on most of your teamates, so keeping everyone up with heals is less reliable than damage boost to kill the opponents.
That's why I love your idea of ramping heals. Having a burst of healing to each player one at a time would counteract the dps passive and highly discurage pocketing! It's an idea I've had myself too. Damage boost, though, I don't know if giving it the same treatment would be a good idea. If this burst style is given to both beams, it might incentivise non-stop beam switching rather than using the right beam at the right time. Risk vs reward. I'm biased, but I don't enjoy damage boost at all, and would be okay seeing it go if it meant having a more impactful or utility based second ability.
I'd keep guardian angel the same, but tweak numbers significantly. From an opponents standpoint, it feels like the super jump is a bit too fast, but I don't want to slow it down too much, or that would make mercy too vulnerable. I definitely believe that a canceled GA should have a much shorter cooldown, incentivising staying closer to the team while still having the option to bounce off them to other teamates.
But for a rework of the third ability, I'm genuinely not too sure. I don't like a damage reduction based ability. It feels very snowbally and would might make pocketing one person more viable. Perhaps the cooldown could have a third refunded when used on a different teamate that the last?
I genuinely like res a lot. It feels so nice to bring someone back, but it can definitely feel too impactful. Honestly, if res brought back a teamate at half health, I feel that would be significantly more balanced as it dissentivises the swing nature of a res in the middle of a fight, and the teamate would need support afterwards. I'd love to give it some utility beyond that, but I'm still not sure.
Let me know your thoughts?
The damage boost and third ability are the hardest things, I'm really not sure what could be done for those. My suggestions were pretty loose, tbh so long as she gets to bounce around without being encouraged to smell your hitscans shampoo, no matter which GA we're using I'd enjoy it
my issue with mercy is that blizzard believes her movement makes up for her lack of healing, she only works in lower elo where there is lack of awareness giving her more flexibility to be able to do more without consequences, like overwatch 1 where everyone was still learning. now, she feels outdated and although people still play her because she is fun it does not mean people dont want her to change because she is such a loved character.
I feel the issue with mass rez was the fact it was instant with mercy being invulnerable during the ability. Just adding a cast time similar to what we have now and also rez not working through walls was all that was needed to “fix” mercy.
The problem with super jump is it feels really clunky to play against because it's so varied and "random" from the attacker's perspective. Also, mercy is really the only character in the game who has tech like that. Any other tech is niche at best, or just gets removed (Winston super jump, literally anything genji could do).
Enjoyed this video! Would just want to say that I'd suggest lowering the volume of the background music, as I was listening to this video I found it a little bit hard at times to focus entirely on what you were saying due to the volume of it.
I honestly pick who to temporarily pocket depending on who is closest to getting their ult. The big bonus of damage boost is that it makes getting ult charge faster- or at least it used to, I'm not sure if they changed that recently or not. Maybe blue beam could be a cooldown reduction and an ult boost for a set three seconds before you have to disconnect your beam.
gerrup the rory fella another great vid well done!
i hate these videos bc theyre so good and make me want to return to this game and i really dont want to 😭😭
amazing music choices, editing, and gameplay, especially those pharah shots oml 🙏😭
:DDD thank you!!!
@@PixelRory ITS NOT A GOOD THING, I DO NOT WANT TO BE DRAGGED BACK
(na but fr, heartbeat heartbreak on top 🙏)
@@pumpkandlepie based individual (try to ignore the siren call though)
What about giving her the Mirrorwatch damage beam? It would encourage her to go in and play risky. You wouldn't be dealing any damage yourself if you're up in the skybox.
As a support main, one thing I find happening a lot is managing to barely keep a target or two alive during a team fight.
Normally those targets are the tank, the other support and a frontline dps.
THe Mercy beam change with the decreased healing after a time would easily cause a barely alive hero to quickly be mowed down as if they weren't being healed.
At least, that's what my experience has shown.
you were in my quick play game just now! i was the sombra on your team
I am so sorry if I was on reinhardt
As someone that has played since 2016, even though original mercy was hell to play against she will always be the mercy in my heart…
Just like hog 1.0, support sym, dps doom, scatter Hanzo est.
I miss the good old days
my changes without increasing her base healing- fix GA to not make it clunky and make it more smooth like in ow1 and reduce the cooldown time for GA cancel from 1s to 0.75 and if she touchs the ground 1s after using it then the cooldown of ga goes from 1.5 to 1, for when you accidentally mess up your ga
I think mercy should be able to heal multiple people at the cost of individual healing, but also keep her capacity to pocket
I think her beams should be worked so instead of being something held down, theyre constantly persisting and you can attach more of them to other allies at the cost of diluting the healing by a quarter each
How do u Only have 4k?!?! Your videos are sooooo good!!!!! You deserve way more man ♡♡♡ cant wait to watch u blow up♡♡♡♡
Hopefully space ranger with her speculated high mobility will have a play style similar to old mercy zipping around the map checking on everyone
for that damage reduction ability, i'd suggest just adding like a quick 50 overhealth to one target or something instead of actual damage reduction, and of course, 50 overhealth would be much less effective for a tank than for a squishy
how is rez problematic when there's so many things that can counter it? I genuinely don't understand why Mercy gets hate but when you're the one getting pocketed it's okay..
i think the best argument for the change to GA is that there was nothing in the game before that actually tells the player that they can do the tech. i personally dont think that players should miss out on tech because they dont do research online. ideally, they would have left it how it is/make minimal tweaks and just tell the player that it exists? keep the meter but only when you do the crouch or something. but really im not sure they would ever do that.
Yesterday I had a Kiriko ask me to heal more. Why? Was their heal button broken? No, they just wanted to be a TikTok Kiriko DPS (Which they weren't even good at). As a hardcore Mercy main, I've been frustrated with how she is being handled, cause the devs always seem to remove or nerf her skill expression. It feels awful! With the DPS passive she is so bad too... Her kit needs something, but as to what that is I'm not sure.
Those mercy changes oh my god, please never go to the kitchen and try to cook mercy again.
Take it from a Mercy main, Overwatch 2 release mercy was perfect. She was strong enough to be thought about when picking her but weak enough in other aspects to me not to be picked.
The reason why they nerfed her was because sojourn is the most broken hero known to mankind. And they want to nerf her instead of the poster child for Overwatch 2.
It always happens a broken DPS comes out, Mercy pockets that DPS to make them even more broken then they nerf said dps and Mercy pick/win rate drops to the floor. The only difference that happened with Overwatch 2 is that they nerfed mercy as well, this has made her the worst support in the entire game. She is now a throw pick on support. You're statistically more likely to lose a match if you have mercy on your team then any other support in season 9-10. That's kinda pathetic, no?
The best reworks I've heard have come from Skieski and Niandra. Go watch any of their videos on the topic. They are kinda the best people to listen too when it comes to Mercy.
You can say you dislike it without sounding so rude about it lmfao. I did say, multiple times, what I proposed was gonna be different than what others would want. I'm not a Mercy main, I just enjoy bouncing around like a crackhead like I said multiple times. It's why I asked for opinions and suggestions. Have you links to either of their suggestions?
@@PixelRory
As a UA-camr you're gonna cop a lot, and you kind of went after mercy. The most played character in Overwatch, so I assume you're probably getting the mercy mafia treatment at the moment. I did the whole "don't cook" meme because I see that as a joke more than anything, sorry if it did come off rude. I meant it in the most light-hearted way.
Now I'd love to post things to some of their ideas, these are ideas from some of the best mercy players out there. But sadly UA-cam loves to nuke any comment that involves links. Best I can do is make a second comment with the links and this main one will just have the titles of the most recent ideas from these individuals.
"The State Of Mercy & Spilo's Rework Idea's" Niandra
(Context of this video, it was during the big guardian angel nerfs and is a reply to an other UA-camrs ideas on Mercy, funny enough that you actually hold.)
Skiesti opinions are more scattered throughout all of her uploads, mainly the season balance patch notes. I think she did a twit longer a while back but sadly I can't find it.
The meter on Mercy’s GA introduced a lot of new mivement possibilities, so I actually think it raised her skill ceiling even more. I mean, low rank players tend to abuse the superjump mechanic and dying because of it anyway
Personally I would prefer if guardian angel gave mercy flight similar to echo from mirror watch where you get a boost in the direction you are looking at
I really hated that echo change felt so wonky after playing with regular echo for so long, like it was cool to bust through enemy but so unnatural to use it got me killed more often than not cause I was trying to play normally or didn't look off to the exact angle I intended
13:47 you forgot bastion
i've had similar ideas as to how to rework mercy bc i also think she's healthiest when bouncing around from target to target, but i went about it from the other side
my idea was to make it so healing or damage boosting a target for a full second applied a 'lingering support' status that would passively give them a fraction of the staff's effects for a few seconds. for instance, healing a target for 1 second would apply a 30HPS passive heal to the target for 5 seconds, and then that target would be unable to obtain that passive again for 10 more seconds, encouraging her to bounce from ally to ally to make sure they all had this status on them as much as possible (might need to look at sympathetic recovery's interaction with the status and reduce that.) 1 second of damage boost would apply a similar status but only a 10% damage buff that importantly *would not stack with the beam*... dont want to ruin breakpoints again. GA i think is great as-is (though i similarly hate trying to hit her while she's GA-ing. maybe the cooldown could be increased but applying either of the new staff statuses would instantly reset it?) i dont love res but i think if the range was reduced and it required active LOS it wouldn't be so bad.
I like mercy simply for her movement and being able to escape dps who give me a hard time on other characters. I also found it weird that they were trying to change certain parts of her kit that didn’t really need to be touched or were overbuffed or just simply implemented into her kit period. I played her since 2018 and she mainly why I’m a high rank masters to low gm player.The only thing to me that she needs to be changed on is dmg boost and her heal. She can heal 60 since this anti heal is a thing now and healing with her is a struggle and nerf dmg boost to 20% to not allow characters like Ashe or sojourn to be able to 1v5 without issue. I also hated the game changes but that’s because I can die from a genji due to the 1 sec delay after ga instead of being able to cancel it BUT THATS JUST ME 😂😂😂.Overall,the video itself I agree with and would love for you to do more videos in the future.
I think his healing and damage boost should run on a meters that runs more heals or damage boost when full. Never runs out but runs 10% damage boost when low, 30% heals when low and refills faster on GA usage almost like Moira's heals. This will enhance the management and preplanning part of Mercy that is over looked by the pocketing play style.They should also be an auto ping passive for Mercy when she sees an enemy as one of the most important part of job is watching flanks
Love the vid Day 2
It's not even gone live-
Ops :3
I can't wait to see the video. I know it will be good. Keep up the good work, your videos are fantastic.@@PixelRory
One thing about the dmg reduction beam is that the dmg reduction is capped on 50%, so using it on smth like orisa the dmg reduction would stay 50%, same happens with nano as welll. So a dmg reduction beam could also work, tho, you other ideas are also cool tbh
This is just an idea. What if reduce the healing and damage boost but have them fill up a boost meter (similar to lucio ramp but needs to be filled up). The boost can then be activated and allow them to use both parts of their beam for 3 seconds or something.
Idk just a thought.
Good video that highlights why I fell out of love with playing this character over time. When in a state where you have to actually heal, she's genuinely really fun and engaging with having to manage her movement, keeping tabs on your entire team and using as much damage boost as possible without being a blue beam bot. When in a state that focuses on damage boost, you're stuck blue beaming your DPS 90% of the game. You're conjoined to another player being both the reason their damage thresholds are unreasonably low aswell as their 2nd life, rather than your own character. It's such a waste of a really fun and expressive kit, honestly
Pops valk "LIKE A PIECE LIKE A PIECE LIKE A PIECE OF COKE" while gunning down everyone around outta no where
how i would rework mercy as someone who has 200+ hours on her and played her during her big rez era (and played her though most of her eras) this is gonna be a long one btw :) :
1. remove rez completely and replace it with her mirror watch version of it but instead of exploding on teammates souls it rez them for 5-10 seconds after the time up they die and their spawn time resets to the normal 10 seconds (this way rez would feel more like a one chance to do something like ult, heal teammates from dying, or shield dmg for your team, etc while still losing a teammate ).
2. up her healing so she can be on bar with the top healers in the meta but also i feel like dmg boost can still be the same but instead of it being a beam have it be a quick burst of dmg boost to your team mate that last 15 seconds with it decreasing from 25% to 10% and it would be on a cool down of 10 seconds but you can't dmg boost the same person twice in 30-60 seconds ex: say a mercy boost ashe they cannot boost ashe again for 30-60 seconds.
3. i think valk is fine just have her be a little bit more faster during it because it feels like the first 5 seconds of valk is you trying to fly up SO SLOWLY.
4. i'm gonna mention my experience from playing on console and having to deal with GA without a bar or anything to really help you grasp how to do it properly during OW1 i remember it being so hard to do for no reason like if you missed a millisecond before you would hit B/O it would make you crouch and during a team fight you would be jumped so quickly if you missed it i think in it's current state in OW2 it's fine on console but i do wish they kept the speed of it as it was in OW1 it was so smooth and fast now it feels so slow and sometimes can put you in a position that you don't want to be in if OW1 GA and OW2 GA had a baby it would be perfect.
i hope y'all enjoyed reading my essay
In my opinion, your suggestions are good, and would make for a good rework on Mercy (especially for the damage boost part). As for the rez, though, maybe some modifications from your suggestion could come in handy. Because, if the teammate get rezzed for 10 seconds, but have no value and dies immediately after, or just isn't able to do anything impactful for the game, they will just take more time to come back from spawn, 20 seconds in the worst case, which would be a real disadvantage for their team, forced to wait for them to regroup. Perhaps the rez could be something like Clove(Valorant)'s ultimate ability, they come back but if they do not get a kill in a given time, they will die? I don't know, pleasd share your thoughts about that if you will😊
@@Treatsortricks i agree I was thinking something quick a instant so instead of you rezing a team mate completely for free you would have to work around it like you said clove ult in val I think they definitely can play around with it in some ways and make it interesting instead of what it is now
The only change I want to Mercy (as a non Mercy player) is just to have her keep LOS on Resurrect in order to complete it
Simple question then, When would you ever be able to get a res off?
This is literally putting her in the open *where the enemy was actively attacking* for 2 seconds of either preditable movement or as a stationary target
@SweeneyII You would be able to get it off in nearly every current situation it's used in. If you GA to a target mid team fight in order to resurrect and you are interrupted or killed, is that because you or your target positioned badly or simply that you had to keep LOS.
There is cover that allows you to still keep LOS and pull off the resurrection. Your target still keeps the invulnerability to retreat to cover or position better, a Mercy spinning above the soul or within the soul would change so long as she has a visual to it
dumb idea that could be fun; change the weapon switch button to beam type and make pistol an alt fire whenever you need it. this would let you be more active in a fight but has the issue of ANOTHER primary/alt fire healer, i just think duel wielding like this is neat. valk maybe?
I'm a support flex that specializes in Mercy and I gotta say I love all the ideas presented. The best one to me is the initial boost of healing then decrease over time. I find that I'm simply unable to keep other players up anymore even with Valk heals, so that boost would be fantastic for healing a low tank who doesn't know what the words "back up" mean.
Honestly, I think attaching the healing and damage boost increase to GA is not a bad idea with a quick reduction of benefits per second. This encourages the bouncing strat. The res (it's core to her character) I wouldn't completely eliminate it, having her secondary ability be a quick target damage reduction allows her to keep 2 characters alive, healing one enough to stay alive, dr the other, then get there to heal them.i would then convert that to a change in the secondary ability to when Valk I activated it turns into rez on a 10 sec cd (awarding maybe 2 rezes), and current healing, and dmg boost on the aoe effect in valk
4:10 hey just wanted to let you know your description isn't quite accurate-she couldn't rez people who died by falling off the map, it was just if they died while they were over a pit, their soul wouldn't fall. but i don't blame you, i thought that was what it was at the time and it just sticks out to me becuase they worded it so poorly everyone thought that.
The change they gave her for this year's April fools patch was my favorite. Getting rid of damage boost entirely is what I want to see, maybe give her some kind of manual damage pulse to her healing target might be cool.
I applaud your use of the word deffenistrated. Very classy
As a mercy main, the superjump changes were actually good for ow2. It made it easier for new players to play mercy and fly around, in ow2 where people will target mercy really REALLY hard now, so you would've been dead if you couldn't do it as a noob. Plus, she does have a really high skill ceiling still. Its just less shown, now its in thing like knowing your positioning and beam targeting, and things such as a superjump rez, which is really hard to learn and pull off in game.