sorry that was my rework, i guess i should’ve explained each change but discord doesn’t allow for many characters. ok, let’s start with -rez, no, the mercy would not be able to accidentally leave its range because it is a 7 meter range once the ability is active and mercy can’t travel 7 meters in .75 seconds easily. i don’t think it’s a weak ultimate at all, a fast resurrect that mercy could weave herself around and bring someone back to full? i think that’s fine as it is. -caduceus staff (amp beam): i think a distinction has to be made between pocketing long range hitscan dps (or dps adjacent to that archetype) and pocketing someone like a venture. one requires more risk on the mercy’s part to execute while the other is very safe. i think people hate the pocket a hitscan play style but don’t mind the pocket a flanker play style because the mercy can be punished when pocketing a flanker or a character that is close to the enemy team. the two separate buffs were chosen to give mercy a choice in who to pocket by making the pocket hitscan play style worse. the extra speed boost also doesn’t benefit hitscans in the same way that it would benefit a tracer. dps that are close to the enemy team would benefit more from blue beam than hitscan dps which would make them more enticing for a mercy to pocket but also more dangerous. mercy would also not be limited to dps, tanks like rein or queen would greatly benefit from that speed boost. also quick note, i meant to add a cap on how many people can be speed boosted at a time but it never went through, my bad. -valk: i do admit that i might’ve overdone it with the “bypasses all anti effects” but to be clear this doesn’t mean that it would cleanse all anti effects. only mercy would be able to bypass or reduce the anti healing while the other support would still be unable to heal the ally. it’s only mercy and it’s only for 5 seconds. that change defo needs to be revisited but i do still believe that valk as an ability is infinitely better because of what it allows mercy to do. a part why mercy was always decent was that mercy was a versatile support, but mercy lost that versatility in recent months which have pushed her to be only a damage boost bot. having valk as an ability inherently allows for more skill ceiling in mercy’s kit because of how much someone can do with valk if you are clever, it’s a very useful ult and would be a very useful ability. -guardian angel: right now when mercy does a slingshot from her ga, she has a certain amount of time that the ability will continue to remain active. during this time there is nothing the mercy can do to expedite it and the ability often wouldn’t go on cooldown even if mercy has full stopped her ga on the ground. mercy could be standing still and the ga still thinks that it is active and won’t put it on cooldown. that is why i suggested that. for the second part, micro movements are not crazy movements. that max amount of distance you will get from a micro movement currently is 5 meters at max and it sucks to get punished for expressing skill. micro movements allow for certain plays that would be very clunky other wise. i believe that it would not be hard to aim at a mercy because of the increased projectile size. mercy has a relatively big upper body due to her wings and with the bullet changes it would be much more consistent to hit her. overall, just by swapping valk and rez yiu fix the annoyance problems with tax and introduce an active ability that can be used more than 5 times in a game. valk would be a versatile ability that can be used for many situations but mercy has to chose due to a relatively long cooldown.
If you want to retain some aspect of the “bypasses all anti effects,” how about it partially ignores and heals for 50% effectiveness? That way Valkyrie soft-counters anti-heal instead of hard-countering it.
Cool base idea, but needs some work. M1: Slightly lower her HPSl (which is somewhat weak) but every 8 seconds, it does a burst of heal (like 75). The CD is per hero, to encourage switching it around. M2 Numbers may need to be nerfed but I like the base idea. I say nerf GA CD. With Valk being a baseline ability, she will get a lot more mobility and keeping GA as is may be too strong. A 5 or 6 second CD may be good, but maybe only 4 seconds can do it as well. I love this iteration of Rez. It's less frustrating and more fair and doesn't keep the "undo every other ult" nature that OG Rez had.
Maybe make her beams ramp up over the first half second, then slowly fall off if they dont receive damage. If you get to her peak healing with the beam it reactivates the target's natural regen, allowing her more team wide effect.Her boost could instead of increasing dmg percent deal an extra fixed amount of dmg when ever her boosted person deals damage. Make her ult single target res. Make her second ability a nerfed verison of her mirrorwatch soul explosions.
i think instead of damage amp it should be a new kind of beam, maybe she should have like a poison beam affect on enemys and be able to fly at enemy targets in this context so her movement feels great not limited, and that beam should need to stay on a target consistently till it get marked with a affect that maybe cuts the health pool in half or something for some time
It's a nice idea but there's a reason only one character in the entire game has it. If there becomes a way to chain anti-healing the tanks are just gonna get overrun leading to anti vs cleanse meta or even worse shield poke meta reemerges