Healing beam's rate increased from 50hp/s to 75hp/s.
Damage boosting beam's rate reduced from 30% to 20%, boosts an ally's projectile speed and fire rate by 30%.
Pacifist beliefs (Ultimate ability)
0.8 second cast time.
Can't reach allies behind walls or enemy barriers.
All allies within a 20 meter radius and line of sight gain a shiny halo. This halo protects your allies from dying by giving them 50% of their max hp when their HP status reaches 0 (Each ally can get saved only once each Pacifist Beliefs cast). This buff is active for 10 seconds and only when Mercy is in line of sight with her allies. If Mercy manages to break the line of sight with an ally, she has 3 seconds to make line of sight contanct with the ally before the halo disappears. This effect can be removed by Ana's biotic grenade or by eliminating Mercy.
Every time an ally gets saved by the halo, everyone in a 10 meter radius of the ally gets a 10hp/s uninterrupted healing for 2 seconds. (this effect is stackable)
The 15-second invulnerability thing seems kind of blatantly excessive. If the only counterplay (without Ana as the arbitrary exception) is to kill Mercy, and teammates can’t die anyway, she has no reason to stay and heal them. She’ll just go hide in spawn for 10 seconds until the fight is won. It’s like pre-casting Mass Res before the fight starts and having it automatically take effect when needed.
Doctor’s Enthusiasm , I really like that as an ability, though the rate of fire may be a little too high, but like someone said, number tweaks and all that
To address the issue of Miracle worker, perhaps it’s a constant 20m radius radiating from her and the effect after x seconds if they leave her range so she has to stay in the fight?
Hm. Good point. Though there needs to be incentive to keep mercy in the fight instead of ducking out to make sure the halos stay active unless they’re running an Ana of course, perhaps once the halo is expended it is not re-applied on the ally who was already saved?
Even with limited LOS/range or being channeled so Mercy can’t do anything else, it’s still absurd, though. It’s the equivalent of Transcendence, except everyone in range is invulnerable instead of the caster, and with roughly 4x the duration and 2x radius.
They used to have an ultimate like that in HOTS (where most effects last much longer than in Overwatch), but it had extremely short range, required the caster to stand still while channeling it, and only lasted a maximum of 3 seconds.