Changes:
Increased syringe projectile speed by 25%
Syringes no longer randomly deviate
Added This weapon will reload when not active
Syringes can now be deflected by Airblast and deleted by the Short Circuit
Reason: A nice buff to the Syringe Gun to make it much more consistent and less of a complete pain in the neck to use.
Changes:
Removed -2 health regeneration per second on wearer
Added On hit: apply Mad Milk to target for 2 seconds
Removed On hit: Gain up to +3 health
Added -20% less health from packs on wearer
Added -50% smaller clip size
Added No health regeneration while active
Reason: Does anyone actually like the Blutsauger? At most I’ve seen gross indifference to it. In any case, the Blutsauger is a pretty underwhelming weapon that even compared to stock doesn't really do much. This version should keep the original design mostly intact, while also adding on more avenues for the Medic to be able to heal, in addition to making the core downside less harsh for when the Medic isn’t using it.
Changes:
Added -100% damage penalty
Bolts now heal disguised Spies as well as teammates
Strange Crossbows now count healing done instead of kills. Currently applied strange parts have been stripped off the crossbow and returned to the player’s inventory.
Reason: It should really go without saying why the Crossbow is here. The Crossbow is the single best weapon in the entire game, at least for unlockable weapons, and the fact that not only does it have amazing burst healing AND burst damage (at least for Medic) is honestly extremely absurd. The Crossbow would still be a great weapon in its own right if it had 0 offensive prowess, so that's exactly what’s gonna happen to it. It’s now strictly a healing tool, nothing else.
Changes:
Added Damage builds dosage, on full dosage, you and your patient will receive a 20% speed boost upon your next Übercharge usage. Lasts for the entire duration of the Übercharge
Removed While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%
Added -20% slower Medi Gun overheal build rate
Increased damage penalty to -20% from -15%
Reason: Makes the Overdose more interesting and more useful overall.
Changes:
All Medi Guns except the Quick Fix will no longer match the speed of faster heal targets
Reason: Undoes an unnecessary buff that made already the two strongest classes in the game become even stronger when paired together
Changes:
Increased Übercharge rate bonus from +10% to +40%
Added +25% longer Über duration
Über now allows for blocking captures
Removed 50% max overheal
Übercharge can no longer be used on players holding the intelligence briefcase or PASS Time JACK
Removed Mirror the blast jumps and shield charges of patients.
Added -70% slower overheal build rate
Ubercharge now Doubles heal rate and grants immunity to all debuffs and movement impairing effects
Reason: To round out the Quick Fix a little more to make it clear this is not a Medi Gun meant for pushing, but rather spreading the love and healing around. Also clears up some garbage fluff stats and some unintended side effects.
Changes:
Removed -33% ÜberCharge rate on overhealed patients
Removed -66% slower overheal build rate
Added Cannot overheal
Decreased resist shield critical hit resistance to 50% to a selected type, from 100%
Übercharge now prevents patient from capturing objectives
Übercharge cannot be used on a player holding the Intelligence Briefcase or PASS Time JACK
Fixed an issue where sometimes a Vaccinator resistance icon will permanently hang over a player’s head once being autobalanced
Reason: The Vaccinator is a very strange weapon. The Vaccinator is a weapon who's concept I actually quite like, with a very thematically fitting idea of "vaccinating" your teammates against damage types. However, in execution, the Vaccinator is far too cushy of a weapon and grossly over-rewards the Medic for doing well and is a nightmare to fight if the Medic using it knows what they're doing.
Changes:
Increased damage to 75 from 65, this is the standard for all Medic melees
Reason: See reasoning for the Shovel
Changes:
Removed 20% slower firing speed
Added 45% slower deploy
Added -20% damage penalty
Reason: I feel as if this one should probably go without saying. Why out of all weapons to have a direct upgrade version, the Stock Bonesaw has one? Medic’s stock melee isn’t even that bad in a vacuum!
Changes:
Added +25% max ÜberCharge
Increased max health penalty from -10 to -20
Removed the organ collecting mechanic and any stats relating to it
ÜberCharge can still be used at 100%, but ÜberCharge meter can go up to 125%
The Medi Gun will make a loud, distinct humming sound when it is above 100% charge. Medic's using Uber above 125% will have electric rings going up and down them and their patient while charge is active
Reason: Simply put, the current Vita-Saw design is never going to work. Having the main idea being softening the impact of a Medic’s death should never be one that is entertained, as the death of a Medic should always been a big deal.
Changes:
Added Deals critical hits for several seconds if your Patient dies while you heal them.
Removed 10% slower firing speed
Added -33% damage penalty
Removed Wearer can see enemy health
Reason: The Solemn Vow is kind of like the Medic's version of the Third Degree, except I think I dislike this one even more somehow. Its basically a direct upgrade to Stock all things considered, but at the same time, its upside most of the time feels more like a neat novelty or a QOL addition for a casual player, while also being an extremely free upside for a more coordinated team. As a side note, this basically taking the unique ability of the Spy and haphazardly giving it to Medic is also what makes this a complete car wreck of a weapon.