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+Teammates dont have to reload their gun (except weapons like huntsman, rifle, flaregun)
+infinite ammo
+25% firing speed
+1HP per second
+5 sec longer ubercharge
-no overheal
-you arent invincible (no stock medigun effect)
Medic is dispenser.
On ubercharge: cause mini-crits
Healing beam damage deals 35% more (mini-crits) when charged
Can deploy on enemies to deal damage (charges uber)
-50% charge duration
-20% healing speed
-50% overheal
+25% Overheal build rate.
+15% max Overheal on patient.
-10% Uber build rate.
-10% quicker Overheal drain rate
Ubercharge: Adds an "electricity effect" to user's weapons which adds a 30% damage increase. Impact from these weapons will inflict a slowness effect (similar to that of Natascha) based on the type of weapon.
+Ubercharge Builds faster on Damaged Buildings
+Ubercharge grants strong damage resistance barrier for Engineer Buildings (like a Wrangler shield)
-Ubercharge does not effect players
-10% Uber charge rate on Players.
I like this idea, although maybe make it so enemies merely get injured, not killed.
- Multiple Ubercharges.
- On Uber: Medic and his patient generate forcefields that reduce damage by 66% and eliminate knockback.
Sort of like a Vaccinator with slightly modified abilities.
-medic only smoke weed everyday
-can heal enemies
+enemies are smoking weed everyday
+perm taunt smoking weed everyday
Pros:
-When healing a class that is slower then a medic, they become as fast as the medic
-The Uber is instead a speed increase, making the medic and his patient as fast as a stock scout
-When healing someone it highlights you to your teammates (just like if you were to be carry intel etc)
Cons:
-You have no invulnerable Uber
-When healing someone, it also shows the enemy team your location as well
On uber: Patient deals 100% mini-crits and movement speed is increased for both
+20% Faster healing rate on patients when their health is below 75%
Patients weapons crit while they normally would mini-crit
75% Slower healing rate on over-healed patients