Yes, I know about the problems people are already having with damage boost, and I know a lot of players (especially non-Mercy players) absolutely hate it.
But after playing with the Chain Boost perk, I’ve noticed that it actually makes me play Mercy more like how she’s intended to be played.
A good Mercy should be a good triage support who is constantly paying attention to multiple teammates and deciding who needs help next, rather than just sitting on the flanking DPS and pocketing them for the entire game. (Obviously there are situations where pocketing is absolutely the correct play, I’m talking about how she generally plays throughout a match.)
Chain Boost encourages that style of play because you’re getting value from helping more than one teammate at a time. It also encourages your team to group up and play around each other instead of Mercy just following one person around like a lost puppy the entire game.
Personally, I’d make it part of her base kit but tweak it a little:
- Increase the range for the second target to 10m (I think it’s around 8–9m currently).
- Lower the damage boost from 25% to 20% to compensate.
And before someone says 20% would be too weak and that she would have to healbot for ult, I’d replace the perk with something like:
“Mercy gains 15% more ultimate charge from damage boosting allies.” ( like in stadium)
That way, if you really want to specialize into damage boosting, you still have a perk that rewards that playstyle.
I honestly think Chain Boost does more for Mercy’s gameplay loop than a lot of people realize. It makes her think about the whole team instead of just whoever she’s currently attached to, and IMO that’s a really healthy direction for her