![]() Mercy isn't unhealthy for the game, she's essential to its DNA. Playing Mercy well means fighting to stay alive and min-maxing your healing and damage boost uptime. Mercy's pacifist design doesn't break the rules of shooters, it expands what it means to be a skillful FPS player. Compared to those games, Overwatch is much closer to a MOBA. It's what makes Overwatch so distinct from CS:GO and Valorant. Aim versus tactics, and the synergy that's born out of the two, is the core of Overwatch. Those looking to knock Mercy down a peg argue that her powerful ability to resurrect a teammate and essentially undo an earned kill betrays the spirit of a competitive shooter, but it actually perfectly the fits the spirit of Overwatch-a game about the clash of traditional FPS skills with non-traditional support skills. Alone, Mercy isn't that threatening, but surrounded by a team of heroes that synergize with her elusive mobility, she can feel as oppressive and dominant as any other support. She's almost entirely reliant on her team to stay alive and meaningfully contribute to the match. She can heal, damage boost, and resurrect allies as well as fly between them. Mercy has historically been a topic for debate in the community for a number of reasons, but primarily because her pacifistic kit is built exclusively around helping others. Mercy has been in the game since day one and has rarely been at the center of its strongest metas. In a team-based game like Overwatch 2, this criticism doesn't make any sense: collaborative combat is the entire point. The argument tends to frame a Sojourn with a Mercy boosting her as one player with an unfair advantage, not two players working together. ![]() Mercy is "unhealthy" for the game because she supports her teammates like her role is intended to do. To them, she's a free, unearned buff, not a hero with a high skill ceiling for movement and healing priorities, a distinct role with extensive guides and resources on how to master her kit. One thing that players tend to ignore when complaining about Mercy's powerful damage boost is the fact that someone is actively playing her while she's doing this. Overpowered Sojourn is back, and in the absence of another much-needed Sojourn nerf from Blizzard (that we know of), the most competitive and dedicated players have now decided that Mercy, not the hero actually doing all the killing, is the real culprit. But when Blizzard nerfed Sojourn's one-shot, Mercy's pick rate in the highest ranks of Competitive went up because of her ability to essentially undo Sojourn's nerf with her damage boost. In season one, she was widely considered one of the weakest supports. With her staff that can heal single targets or buff their damage, Mercy is best used as a way to help other heroes do the killing for her. That hybrid healer/damage role doesn't really work for Mercy, as she's the only hero that lacks a reliable way to score kills herself. ![]() With the sequel's reduced team sizes and faster pace, support players are often more effective at dealing damage and setting up eliminations than they are at saving lives. Playing a healer in Overwatch 2 right now is rough.
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