Proposed Balance Change to the Pocket Playstyle
Hello!
I’m not a Mercy player, but I’ve been thinking about Mercy balance lately how to possibly make changes that overall buff her without encouraging toxic play. One thing that I know is quite controversial with the character is how hard pocketing a single player can be somewhat uninteractive for the Mercy player and extremely frustrating for the opposing team to play against. I’ve been thinking about ways to discourage this play style without heavily nerfing the character and I’d love to hear what some actual Mercy players think of it:
Mercy’s healing/second and damage boost are buffed heavily from their current state, possibly 1.5x stronger than they are now, but they slowly degenerate the longer they’re used on a single target. This will be kept track with some sort of queue that actively decreases your support output on your current target, but refreshes it as you move on to different players. Visually, you will see your beam get thinner/weaker the longer you pocket someone.
This change was inspired by a mechanic you see in a lot of fighting games called a staleness counter, which is an invisible queue that prevents players from abusing the same move many times in a row by slightly decreasing their damage the more they hit the move, and resetting it when they use different moves.
With this change I’d hope that it makes Mercy see more value in supporting the whole team, and make ga movement even more valuable to encourage constant weaving to support different teammates. Her skill floor and skill ceiling would probably increase a bit, and her core playstyle remains the same (unless you only play pocket-hitscan).
I’m a new game developer so these kinds of exercises are fun and helpful for me to practice.
Let me know what you think!