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How would you balance the Medic Class?

#  Aug 11, 2008 at 12:23 PM
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
Let me preface this by saying "Please don't discriminate against anyone's ideas".  We are merely posting our beliefs on what we feel would help balance this class.  I would like to know how many hours you have, as well as what you'd like to see changed, be it stats changed, new/modified weapons, abilities, etc.  You may even say "He's perfect as is".  If you could, provide me your logic that you used to reach that conclusion.  Remember!  Valve wants ALTERNATE ability for unlocks, not UPGRADES.  And if your idea provides a PRO, it usually has a CON as well.  I'll get it rolling...

  • BONESAW / UBERSAW - Ubersaw now has 0% crit rate to offset its ability to charge the uber.  Medic can use the RMB with Bonesaw or Ubersaw to deplete 25% ubercharge per use and force the melee weapon to swing critical.  If the player is using an Ubersaw and they use a forced critical swing, the Ubersaw will not gain back 25% charge for that use.  This promotes the Medic to heal in order to get this defensive ability.  The Medic's saw hitbox should be fixed as well so it does not extend as far as it does for some players.
  • MEDI-GUN / CRITZKREIG - The Medic now has the ability to hold the RMB down and deplete the Ubercharge at a rate of 25% each second to regain 3HP per 1% drained.  This is a rate of 75HP/sec, meaning a near death Medic can restore himself completely in 2 seconds.  This ability is only available when the Medic has their MG/Kreig out, preventing them from doing damage while taking advantage of it.  The ability cannot be used when an Uber is currently being performed.  This again promotes the Medic to heal people in order to gain this defensive bonus.
  • SYRINGE GUN / BLUTSAUGER - The Medic's primary weapon is rather inaccurate and difficult to aim.  Though similar to a Demoman's grenades in their lobbing, they do not enjoy the same explosive area of effect and instead are very precise hit-or-miss.  Because of this, I recommend the following changes: Change needles from 40+150=190 to 40+240=280.  Decrease the rate of fire on the Blutsauger from 10 syringes/sec to 6 syringes/sec, but increase the health leeched from 3HP/syringe to 7HP/syringe.  Change the SG/Blut crit so that instead of firing 15 x 30HP syringes for a total of 400HP damage, they fire 6 x 65HP syringes.  This allows the Medic to have a smaller window of damage that has, like other class crits, a higher chance to kill the enemy.
  • CRITICAL RATE CHANGE - The Medic's critical rate will increase when he gets assists the same way a non-Medic class player's will when they get kills.  For example, if a patient ups their critical rate from 5% to 15%, the Medic will also have a 15% critical chance during the same timespan.  Simply put, the Medic's crit rate becomes that of his patient ONLY if he was healing the patient during the increase.  i.e., if the Medic sees a patient critting and wants to leash onto that player to increase his own crit rate temporarily, this will not work, because the Medic was not healing the player while that player was earning an increase in critical rate.
  • GAME CHANGE - To increase the Medic's protection, he is given a defensive bonus of 15% while taking damage while simultaneously healing a patient.  This means, if 100 points of damage hit the Medic while he was healing, he'd only take 85 points of damage. (15% protective bonus)  The Medics would lose their automatic health regeneration ability for this bonus.
  • INSTANT DEATH - For each point of health the Medic heals, they gain the ability to instantly kill an enemy of their choosing.  Ok, ok, I'm just kidding on this one.  Wanted to see if you were still awake.
#  Aug 11, 2008 at 12:27 PM
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da10x 86530
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Wtf theres no ubersaw crits now?
when did this happen
#  Aug 11, 2008 at 12:30 PM
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im2cool4u 83771
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Specialty: Scout
Steam ID: im2cool4uroflolz
 
Deplete your OWN uber?

For an undefendable BLUTSUAGER thingy?

Naw.

Just make the SG have more damage, no falloff, etc.

Lower the ROF on the Blut.

The end.
#  Aug 11, 2008 at 12:33 PM
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da10x 86530
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no seriously these are real?
#  Aug 11, 2008 at 12:37 PM
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im2cool4u 83771
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Steam ID: im2cool4uroflolz
 
no.
#  Aug 11, 2008 at 12:37 PM
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da10x 86530
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oh ok
#  Aug 11, 2008 at 12:38 PM
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
DA10x, please read the post before jumping to those conclusions!  You're gonna make people think this is an official list (maybe I just worded it professionally?)

THESE ARE NOT OFFICIAL.  These are merely suggestions (personal) to balance the class.
#  Aug 11, 2008 at 12:40 PM
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BUICK 82538
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Specialty: Medic
Steam ID: smerbeck@hotmail.com
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Funniest GuyKing MedicLAN 08 BadgeSponsor
 
464 hours and I really can't complain that much. To be honest my biggest complaint/change needed is the one I posted in the what annoys you thread, and that's not even much:


"Only thing that bothers me in and out is the reload animation on the needle gun. Some of you may know what I mean. The clip goes in and you switch your weapons back to the healing ray. Later down the road you need it so save your ass so you whip it out and ruh-roh you've got 5 needles for some reason.


Oh you didn't wait the EXTRA 1.5 seconds after the animation finished for the needles to actually get loaded.


Sure you can always WAIT and WATCH the bottom right of the screen until you see the number appear but usually when you see a clip go into a gun and make the noise of it being put into place that's all you need, not to wait a second and a half more just for it to register.

I'm not saying make the actual time it takes to reload shorter either, but at least time up the animation right. In the middle of battle I want to put it away as soon as I can to do what I should be doing. So it's really disappointing reloading, thinking your good to go because of the animation, then realizing only when you need it later that you didn't wait that extra stupid amount of time for the clip to actually get loaded.

I've heard some other weapons have this problem but to a lesser extent too, like the scouts pistol."



I really don't want/need anything else, I'm in as much control of everything as I need to be as is right now. If wielding the Kritzkrieg gave me 50 bonus HP for "survivability" hell I wouldn't complain because it would be put to good use instead of ABUSED (LOL PYRO), but I don't see that happening nor is it really needed. Issues that I've come across (pyro air-blast, multi-uber nerf, so on) I've found my own little tips, tricks, and niches to get around. I love the fact that the nature of the class gives me room to do so.


I will say this though.. 2 years from now I'll be able to pick from 5 different healing beams. =] The thought of that as being a future change is fine enough.
#  Aug 11, 2008 at 12:41 PM
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da10x 86530
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Hmm, I read it and it didnt say anything about it not being official, sorry...
#  Aug 11, 2008 at 12:42 PM
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Aegis Kleais 87223
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Specialty: Medic
Steam ID: AegisKleais
 
Hey im2cool

What do you mean "Deplete your OWN uber?" ?

The suggestions I gave had to do with utilizing your ubercharge for more than just ubers (that help the patient out, and not the Medic)  Just a FYI, my mindset while writing this up was "Lets try to give the Medic more defensive abilities so that he can survive to heal rather than give him an offensive presence that would match him with true assault classes like Soldiers, Demos, etc."

I felt that the Ubercharge was a great "resource".  My abilities available to me depend on how much I've healed teammates.  If I am healing and all of a sudden I lose my patient, and the enemy comes after me, I can take a shot, and start using that Ubercharge while I haste a retreat.  I'll have to heal again to get it back up, but it's better than dying and starting at 0%.  In this way, it promotes a defensive nature, but gives the Ubercharge a second role to play, rather than just giving it away to patients who may squander it.

That was my mindset.   Just a sneak peek into the brain goo as to why I wrote what I did.  I kind of want the Medic to better be able to defend himself than he does now, and saw these as viable alternatives.

Oh, and BTW, I'm 320Hrs.
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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
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Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
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Grey Matter: STar - (168 snipings as sniper)
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I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
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Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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