Talk:Medic - TF2 (5e Class)

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As the class is written, how can the ubercharge meter be filled (10) before 5th level? With only 4 charges from level 1-2 and 6 charges from level 3-4, there isn't enough to fill the meter before needing to take a long rest to refill. The long rest then also empties the ubercharge meter. —The preceding unsigned comment was added by Alaundreos Crunkleaf (talkcontribs) . Please sign your posts.

You're right, it's not actually possible. There's obvious design problems even before the ubercharge, like the syringe gun's damage not being listed anywhere, among other things. If you wish for it to be fixed, be the change you want to see and edit the page with your ideas and you could make it work.
P.S. Please don't forget to sign your posts by clicking the little sign swirly thing in the editor (Signature icon.png). vladulenta (talk) 07:57, 16 January 2025 (UTC)
I believe that both issues pointed out on this conversation are now fixed. Thank you for pointing it out. Anastacio (talk) 14:50, 21 January 2025 (UTC)

Minor Proposed Changes[edit]

I have a few problems with this class. So about the syringe gun, I think some more changes are needed to complete it. According to a TF2 website I visited, the syringe gun (in game) has a fire rate of 10 per second. However, the only thing changed here was the loading feature to be replaced by the reload(40) feature (and this goes for all syringe guns too, so basically the ammo was just increased which is the main problem). This doesn't account for multiple syringes consumed per second. I think that instead of basing the syringe gun on the light crossbow, it should just be made from scratch (but for now lets keep the light crossbow template until this issue is fixed completely). My proposed changes are: You consume 10 syringes per attack, and each syringe deals 1 piercing damage. I'm not sure about how to dish out the damage (separate attack rolls for each one? Roll a D10? Just keep the d8 damage but consume 10 ammo?), but it should also matter that the damage (the amount of syringes you hit them with) is affected whether you have proficiency with the weapon or not (go try to kill people with the syringe gun on TF2: it's not easy. What I mean here is that the battle medic should be able to use the weapon better than the vanilla medic by increasing the damage die to 1d10). Also, ammunition should also be considered as well (cost of creating ammo, weight, buying cost, etc).

Another problem is that you can't get proficiency with the weapon in the class, so to solve that I propose giving proficiency with the syringe gun to the battle medic subclass (this is because it is a back-up defense tool to keep attackers away, and is often not used by regular medics). Speaking of subclasses, in the summary table you can click on the 'subclass' feature but there is no redirect. The feature isn't even written or mentioned after that until you get to the bottom of the page. This can be easily fixed though, so I will go ahead and add the feature right next to the octoberfest feature listed at 3rd lvl. If anybody sees this, let me know your thoughts. Thanks! Showgun (talk) 17:28, 28 March 2025 (UTC)

You are more than welcome to add whatever you want to the class, I don't think anyone has tried to really fix it or get it up to snuff yet. But the medic does have proficiency in the syringe gun since it is a modified light crossbow, which is a simple ranged weapons, and the class does get proficiency with simple weapons. I'd recommend not taking away its weapon proficiencies, it might seem more realistic but it would make the class much less fun to play. --vladulenta (talk) 09:19, 29 March 2025 (UTC)