Changes:
The Syringe Gun now functions and shares its stats with the current iteration of the Crusader's Crossbow.
Reason: The Crusader's Crossbow is a weapon that I think nobody would really object to in terms of it just making Medic so much more fun to play in his role. Thus, the Crusader's Crossbow is now the stock Medic primary.
Changes:
Removed all current stats and replaced with the attached.
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:
Removed all current stats and replaced with the attached.
Reason: Well, if the Crossbow is stock, the ACTUAL Crossbow has to do something different.
Changes:
Removed all current stats and replaced with the attached.
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
Healing is no longer subject to "Out of combat" healing buffs (colloquially known as "Crit heals")
Reason: Crit heals are frankly a completely baffling mechanic yet are so strong that it single handedly defines higher level Medic play. It's a mechanic that, frankly, doesn't belong in the game.
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
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.