MEDIC
Syringe Gun | Changes The following changes are used a base for all syringe guns: Syringe speed increased by 40% Spread decreased by 15% Speeds up recovery rate of injured teammates from medigun healing on-hit Each syringe set Crit Heal timer of a teammate to start of healing ramp up, playing a distinct sound on hit and when target is at max heal rate This weapon will reload automatically when not active (10/sec) | In addition to improving the primary self-defense capabilities of the weapon, a new function to syringes is added to better compete with the crossbow’s healing. Rather than being intrusive with extra uber or healing on-hit, the syringes will instead better enable your medigun’s healing by giving more control of its rate and lessen the busywork of tracking crit heals. |
The Blutsauger | On Hit: Gain up to +3 health Restore +10 health when speeding up teammates recovery -37% clip size -2 health regenerated per second on wearer | Changes Added +10 health restored when speeding up teammates recovery Added 37% smaller clip size Uses it’s custom projectile oooooo~ | The intent with the changes is to increase the opportunity for which the medic can improve his survivability by incentivizing its use on teammates, while making it worse at prolonged damage output compared to the syringe gun. |
Crusader's Crossbow | No headshots -90% max primary ammo on wearer Fires special bolts that heal teammates and deals damage based on distance traveled This weapon will reload automatically when not active | Changes Increased max primary ammo penalty to -90% | A simple nerf meant to make the use of the weapon require more ammo maintenance, and make each bolt less disposable to spam. |
The Overdose | While active, movement speed increases based on ÜberCharge percentage to a maximum of +25% -20% damage penalty | Changes Buffed movement speed bonus to +25% at maximum Increased damage penalty to 20% | The damage penalty was made more impactful, while boosting its speed buff done to improve its usage as an emergency tool, providing a greater utility in exchange for its worse self-defense. |
Quick-Fix | UberCharge increases healing to 300% and grants immunity to movement-impairing effects +40% heal rate +10% ÜberCharge rate Switch Ubercharge patients without uber duration penalty Ubercharge drains 66% slower on injured patients 50% max overheal -25% ubercharge duration Mirror the blast jumps and shield charges of patients | Changes Removed ubercharge duration penalty on switching targets Ubercharge drains 66% slower on injured patients Added -25% ubercharge duration | The intent is to make the uber ability more flexible due to its dulled effect, able to more easily be shared among your team without penalty, in addition to potentially increasing its duration by 3 times. However due to it already being somewhat oppressive in smaller skirmishes, the base duration was reduced significantly to cap its potential to help an already healthy team steamroll over slower mediguns. |
The Vaccinator | +67% Übercharge rate Press your reload key to cycle through resist types While healing, provides you and your target with a constant 10% resistance to the selected damage type. -33% ÜberCharge rate on Overhealed patients -66% Overheal build rate ÜberCharge provides a 4 second resistance bubble that blocks 40% base damage and 75% crit damage of the selected type to the Medic and Patient, as well as providing medigun healing even when disconnected. | Changes Increased uber duration to 4 seconds Uber effects remains on user while switching weapons Added up to 24/s health regen to patient’s uber effect, not stacking with other healing beams Decreased uber's base damage resistance to 40% Reduced crit damage resistance to 75% Cannot capture objectives under uber effects | The intent with these changes is to specialize the weapon into its uber’s disposable nature at the cost of the massive resistance it provides to counter individual enemies. With its faster uber rate, the Medic is encouraged to spend their bubbles more proactively rather than reactively, preferably in place in waiting for the slow overheal building. The additional regeneration given to patients with a bubble leverages your ability to multitask with this, helping in spreading out buffs and heals. |
The Ubersaw | When weapon is active: On Hit: 25% ÜberCharge added This weapon deploys 20% faster This weapon holsters 50% slower 25% damage vulnerability on wearer No Random Crits | Changes Added 20% faster deploy speed Removed firing speed penalty Added 50% slower holster penalty Added 25% damage vulnerability while active Added No Random Crits | These changes attempt to address two core problems, making it meaningfully riskier to use the ubersaw for self defense than stock, but providing the medic a faster deploy and swing for some extra opportunity to use the saw with careful play. The active vulnerability and slow speed ought to make it less useful for extended fights or farming uber. |
Vita-Saw | Collect Organs by hitting enemies or healing 400 points each (capped at 4) Hitting teammates heals them for 100 HP per Organ, up to their max overheal -15% heal rate on medigun -33% damage penalty No random crits | Changes Removed health penalty Added gaining organs with 400 points of healing Added Hitting teammates heals them for 100 HP per Organ, up to their max overheal (remainder is refunded) Added +50% melee bounds multiplier Added -15% heal rate on medigun Added -33% damage penalty Added no random crits Max organs capped at 4 | Health reduction here was far too punishing for a safety net function that essentially incentivized throwing oneself at enemies for a mediocre benefit to your team. Instead, the weapon was modified based on TF2C’s shock therapy, providing Medic with a burst healing option that can provide an alternative to the crossbow. Its medigun penalty was added to regulate healing of the medic given the extra option the medic has been given. |
The Amputator | Alt-Fire: Applies a healing effect to all nearby teammates On-Hit: Apply the healing aura effect for 3 seconds Cancel effect halfway through with the Taunt or Jump button -25% damage penalty | Changes Healing taunt can be canceled halfway through with the Taunt or Jump button Added healing aura effect activation on-hit, lasting 3 seconds Increased damage penalty to -25% Removed health regeneration bonus | These changes allow the taunt to be slightly less committal and increase its potential application, with slightly worse damage to compensate for the base melee buffs. Additionally the on-hit effect to enemies will give the medic another more active use for this weapon when in close range scraps to help in survival or aiding their team. |
Solemn Vow | Allows you to see enemy health On-hit: deals knockback against enemies On-hit: deal knockback to self -10% slower move speed while active 'Do no harm.' | Changes Removed slower firing speed Added knockback to enemies on hit Added -10% slower move speed while active Added knockback to self on hit | Didn't have a substantive downside to fit its purpose and theme. With these downsides, it would be decently more difficult to engage in melee combat with the movement inhibitors and without a direct damage nerf, while incentivizing creating distance when you are in melee range. |