Just an idea I got, just posting it for fun. Please give me some feedback if you like, and don’t be rude or crude, thanks.
Preservation
Mercy picks up a dead ally’s spirit/soul, briefly rejuvenate herself and gain a charge.
On a successful cast, gain 1 Preservation Charge and Heal Mercy for 50 Health.
Preservation has a 0.5 seconds (or instant) casting time.
At 3 Preservation Charges, Preservation becomes Resurrect.
Resurrect
Mercy brings a dead ally back into the fight with full health.
Resurrect has a 0.5 seconds (or instant) casting time.
On activation, consume 3 Preservation Charges.
Preservation (Resurrect) has a 6 second cooldown.
Note
Each stack of Preservation could increase Mercy’s Healing done by 5-10%, so she need to choose if she want more healing or use the Resurrect, but idk.
Update Note
Removed an earlier concept I had, felt messy and created some confusion.
Sounds confusing. So they get resurrected but their hp is capped at 150. That sounds Balanced but exploitable with heroes like Tracers with Brig or Lucio they can get some extra hp for a time.
One more thing.
Sounds like its going to resurrect more then one player. And that’s a no for me. Anything more then 1 rez is beyond in-balance.
At this point its best to just take this ability out of the game and give Mercy something more difrent(maybe even better then rez). If rez has anything negative to it people won’t want to get rez and give ulty charges or get staggered but if its to good its to easy to abuse.
Hmm, I may have described the idea a little funky…
The General concept is that the immunity is removed/replaced with a health bar. Think current resurrect, but during the time the resurrected target is invulnerable, they instead have a small amount of health, and if the enemy team are able to deal enough damage the resurrect attempt will be unsuccessful, but if the resurrected target survive they will be brought back with full health. Meaning your team have to defend the resurrecting target or Mercy have to resurrect the target in a safe spot.
Example
Your McCree die, Mercy activate Resurrect, McCree go into stasis with 150 Health, after 3.2 seconds, McCree joins the battlefield with full Health (200 Health).
During the 3.2 seconds, if the enemy team kill McCree in stasis (150 Health) he will die a second time.
Hopefully this help any confusions I created.
/xoxo
I like the fact that the waiting/vulnerable time is on the target instead of mercy herself.
Seriously making anyone spend a whole 2 sec on casting is cray in a fast paced FPS.
Nice to see ideas on how to lessen the bad design built into current res I guess, but the real solution is to simply make the acquisition of res be linked with a resource system gained via skill expression. Once you’ve done that, the ability is automatically fine on a fundamental level because you’ve shifted the emphasis onto how you acquire the ability in the first place, rather than how you use it, which in the manner they’ve currently got is simply unworkable from a good design perspective.
The resource system solves everything, pretty much. You can have the res be an instant cast with this because the skill expression is built into the acquisition of the res to begin with, so it’d be like a mini / other ult. Ults and mechanics built into resource systems don’t need to be balanced in themselves because they’re acquired via skill rather than being stuck on a universal cooldown. The balance and skill expression is shifted over, so the abilities themselves can then get away with having a strong effect, like bringing someone back from the dead.
It’s the same concept with Moira’s resource bar. Yes, Moira has super high healing output, but it’s all fine and dandy because the acquisition of that resource is linked into skill expression so the “skill” has already been expressed and justification for that high healing output has already been “earned”. Just apply the same process to res and everything’s fine.
It really is such a simple and obvious fix, but whatever. You can try and move things around to try and lessen the ridiculousness of forcing a player to stand there like a lemon for any period of time in a fast paced FPS like this, but the problem is always going to be there unless you do what I’ve just suggested.
See this right here? This is your problem. You’ve got 30 seconds. That’s 30 seconds for a bronze Mercy and 30 seconds for a GM Mercy. That’s where you need to focus your attention. Everything above this line is just damage control. I say screw damage control, nuke the entire system, have your OP instant cast res and plant the skill expression and balance right where it needs to be, on the “cooldown”. Don’t make it universal. Link it in with skill expression and allow GM Mercys to earn those resses.
Thanks for the constructive feedback
Well, I’ve had an idea of this kind of mechanic, I think I posted it on the forums before, but no one gave any feedback, so I thought it was a bad idea, maybe could implement it here too, so this becomes a my mini Mercy Resurrect Idea thread
Preservation
Mercy picks up a dead ally’s spirit/soul, briefly rejuvenate herself and gain a charge.
On a successful cast, gain 1 Preservation Charge and Heal Mercy for 50 Health.
Preservation has a 0.5 seconds (or instant) casting time.
At 3 Preservation Charges, Preservation becomes Resurrect.
Resurrect
Mercy brings a dead ally back into the fight with full health.
Resurrect has a 0.5 seconds (or instant) casting time.
On activation, consume 3 Preservation Charges.
Preservation (Resurrect) has a 6 second cooldown.
Something in line with this maybe? This was at least one of my ideas, making it have a gather mechanic/resource. Maybe also could make so she needs more charges or she loses them on death, idk
You’re welcome! Ya, it’s very hard to find people who actually give a rats *** about actually improving Mercys design. Most people on here either just love her or hate her but can’t identify the real problems or care enough to even try to fix them in the proper ways. Unfortunately I get the feeling Blizz doesn’t care either at this point.
So ya, I like where this second idea you’ve posted is going, and it’s similar to mine. Take a look at the link I posted, as it has some nice ideas in there you might find useful. “R” is a freed up hot key for Mercy as she doesn’t have to reload, so I used that to cast res and had “E” as a healing/damage buff which is used to fix her other deadly flaw which is her lack of healing output regulation, and by that I mean the ability to heal more or less as the situation calls for it.
What I really like about this is that we’ve then got two abilities using the same resource. The healing buff, and the res. This creates a beautiful situation because they’re both draining the same resource which means you can make choices. Do you save your resource for a cast of res or do you get greedy and use that resource for extra healing? With collecting resource pickups, you’ve got the trade off of rushing out there to grab as much resource as you can but potentially putting yourself at risk in the process, or playing it safe and maybe not getting as much resource but keeping in cover more.
These things are called “options”, or “decisions”, you’re making calls. “Should I?” “Shouldn’t I?” This is causality and causality rewards and it punishes and that’s where fun is generated. Did you make awesome decisions or did you screw up? This is the essence of game design and systems like you’ve just posted are much better because of it.
Your first idea seems pretty… messy. So many factors and it seems very counterproductive. The idea of the character going into stasis is well thought out, but the chrysalis-like state needs revisiting as nearly every champion can easily wipe out the character in seconds.
However, I am completely behind you on the Preservation/Resurrect idea. It’s quite clever and I would like to see that implemented.