Base Changes
Switched around the ordering of slots in the loadout menu.
Mediguns are now in the Primary slot
Crossbows/Passives/SMGs are now in the secondary slot.
This is a very subjective change. The Medigun is more iconic than any of Doctor's primaries in my opinion, hence the slot switch.
Secondary Changes
Crossbow Changes (Applies to all Crossbows)
Crossbow bolts penetrate through teammates.
Syringe Crossbows now experience reversed damage falloff, doing a minimum of 40 damage up close, and 65 damage from afar.
Base Damage remains at 56
Syringe Crossbows now experience reverse healing falloff, doing a minimum of 56 up close, to 112 at long range.
Base heal amount remains at 70
(Crit-heals do 84-168)
An old gimmick that used to be part of the Crusader's Crossbow back when it was the sole Crossbow. I added it back to reward doctors for long range across-the-map Crossbow heals, as well as giving Doctor a fighting edge against Marksmen.
This turns the Dairy Douser from a mediocre sidegrade to a weapon that encourages playing a "kill that one specific guy" type of playstyle, more akin to that of using the Spy Camera. Using your crossbow bolts to "mark" enemies from afar using the Spy Camera's status effect.
Dairy Douser
On Hit: Apply Mad Milk and mark them for 5 seconds
On Hit: Removes debuffs from teammates and user. Will also heal debuffed players
20% slower reload time
-35% heal penalty
Cannot heal non-debuffed players.
Can debuff yourself when it does not extinguish
On Hit: Apply Mad Milk for 3 seconds
On Hit: Extinguishes teammates. (Unlisted)
On Hit: Heals users when applying the Mad Milk. (Unlisted)
20% slower reload time.
-100% heal penalty
Changes:
Can heal again
Increased Debuff duration and added the Spy Camera's marking effect
Can remove debuffs from yourself
Can debuff yourself when it does not extinguish
(Unlisted:) Crossbow ammo reduction now applies to the Dairy Douser
Rounded up some ammo numbers. The dart treaded too much on the toes of the Crossbow.
Syringe Pistol
(Formerly the Syringe SMG)
(Compared to MAC-10:)
25% damage bonus
+50% reserve ammo
30% less damage rampup
On hit: Gain +1% SuperCharge
Punish those who threaten your ability
to heal those around you.
Not listed anywhere
Changes:
Now has listed stats, hooray!
Damage is now identical to the Syringe Gun from TF2
(5 from afar, 10 base, 12 point blank)
Dart deals a flat 56 damage and health
Reduced clipsize to 25
Reduced reserve size to 100
The dart.. is GONE!
Primary Changes
General Changes (Applies to all Mediguns)
Overheal does not decay for 3 seconds after removing the beam from a patient
Medigun Beams no longer go through walls
SuperCharge duration reduced to regular amount
Medigun Changes (Applies to stock Medigun)
Players under the effect of Stock Supercharge no longer take knockback from anything except Airblast.
Slight nerf to an uncommon but annoying strategy where Doctors can hide behind a wall while pocketing a single annoying teammate.
The Blood Doctor is a weapon that is sort of a Baby Kritzkrieg, the same way the Vacc can be viewed as a Baby Stock. This slight tweak has been done so that:
The Supercharge isn't as needlessly difficult to build up to.
The Supercharges actually last decently long so you can do something with it while it lasts. In fact, it lasts a total of 12 seconds compared to the Kritzkrieg's 8.
So that it can work as a definitive Battle Doctor medigun.
Booster Pop
(Formerly the Blood Doctor)
+67% SuperCharge rate on wounded patients
Supercharge can be used with your own primary/secondary
Supercharge is charged from patient taking damage
Supercharge provides a 6 second burst of
minicrits
Supercharge is divided into 2 separate charges
SuperCharge provides 6 seconds of Critical Hits and lifesteal from the patient's damage dealt to you and the patient
+67% SuperCharge rate on wounded patients
+40% longer healing range
Supercharge is charged from patient taking damage
Supercharge provides a 2.5 second burst of minicrits that deal 35% extra damage
Supercharge is divided into 4 separate charges
Changes:
Supercharge can be used with your own primary/secondary
Supercharge is split into two 6 seconds charge, in turn Supercharge is in total 12 seconds long.
Visual: Is now a baby Kritzkrieg
The Vaccinator is ANNOYING.
Sure, it may not be all that threatening in a landscape of low-levels, but as soon as there is a Doctor on the opposing team who is GOOD at using this, it's annoying.
Vaccinator
+50% Supercharge 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% Supercharge rate on overhealed patients
-66% overheal build rate
SuperCharge effect cannot be "flashed"
2.5 second cooldown between SuperCharges
Supercharge provides a 2.5 second resistance bubble
that blocks 75% base damage of the selected type to the Doctor and Patient.
SuperCharge provides 2.5 seconds of 50% damage resistance to you and patient
+67% Supercharge 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% Supercharge rate on overhealed patients
-66% overheal build rate
Supercharge provides a 2.5 second resistance bubble
that blocks 75% base damage and 100% crit damage
of the selected type to the Doctor and Patient.
Changes
Reduced Supercharge rate
Resistance no longer blocks crits
Overheal build rate is replaced with a flat heal rate reduction
Base damage resistance reduced
Allowed in VSB
Visual: Uses an updated version of the old Medigun model, now the "spinning" part spins.
Melee Changes
Melee Changes
Saw changes (Applies to the Saw)
Reduced the extra health from packs stat to 20%.
Visual: Reverted model
90 from a medium health pack is enough. Doctor doesn't need that 112 hp from from MEDIUM Health Packs, let alone 56 from smalls..
Now properly slower and worse at killing enemies in exchange for it's extremely powerful SuperCharge siphoning abilities.
Supersaw
On hit: Gain 20% SuperCharge
40% slower firing speed
-33% deploy and holster speed
-15% damage penalty
On hit: Gain an additional 5% SuperCharge
On Hit: 20% SuperCharge added
40% slower firing speed
Changes:
Made much worse at being a weapon.
The Amputator already has a hard time competing with stock, this should allow the weapon to be somewhat competitve with stock as sort of a "primary focused Battle Doctor" kind of deal.
Amputator
+4 health regenerated per second on
wearer
This weapon holsters 15% slower
-20% damage penalty
Taunt: Applies a healing effect to all
nearby teammates and yourself
Taunt healing provides overheal to self and allies
When weapon is active:
+4 health regenerated per second on
wearer
This weapon holsters 50% slower
-20% damage penalty
Taunt: Applies a healing effect to all
nearby teammates and yourself
Changes:
Health Regen is now passive rather than activating when pulled out.
Reduced holster penalty
Unlisted: Taunt now plays at 1.5x speed compared to stock, including heal effect
Kill effect: Killing an enemy with the amputator will have one of their limbs fly off seperately from the rest of their body, you can really amputate people now!
Now actually gives people "pestilence"... whatever that means.
This change is to give it more viability outside of VSB.
Pestilence Pusher
(Formerly the Pestilence Poker)
50% knockback on hit
On hit: Apply slowdown for 2 seconds
This weapon deploys 50% faster
This weapon has a large melee range
This weapon holsters 30% slower
-15% damage penalty
On hit: Boss melee damage reduced by 33% for 5 seconds, weapon is disabled for 5 seconds
30% knockback on hit
This weapon deploys 50% faster
This weapon holsters 30% slower
-25% damage penalty
Changes:
Boosted Knockback
Reduced Damage penalty
This weapon has a large melee range
On hit: Apply slowdown for 2 seconds
To more properly compete with the SuperSaw, the potential for this thing has been vastly increased while also being slightly more survivable.
Dentist's Delight
On Hit: Gain 1 tooth and +15 health
SuperCharge lasts longer the more teeth you have
Charge lasts 2 seconds longer per tooth, up to 4 teeth
This weapon holsters -25% slower
-25% damage penalty
Teeth get used when supercharging.
On death: Consume 4 teeth to respawn without a melee weapon and 8 seconds of SuperCharge
Health gain can Overheal
On Hit: Gain 1 tooth, 5 teeth total
SuperCharge lasts longer the more teeth you have
Charge lasts 1 second longer per tooth
This weapon holsters -25% slower
-25% damage penalty
Teeth gets used when supercharging.
Changes:
Gains health on hit
effect of teeth is doubled