Fixing TF2's Worst Weapons - Demoman
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- Опубликовано: 28 сен 2024
- With some minor exceptions, TF2 is a pretty balanced game. However it's certainly not perfect, which is easy to see when you consider how many weapons in a class's kit are downright not worth using. So what if we fixed that? In this video, I aimed to fix every bad (and underused) Demoman weapon in the game by giving them slight tweaks and complete reworks. Balance is definitely something that needs to be tested, but overall the changes aim to make the weapons more fun to use and more viable overall.
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Outro music by liledix4: • 🎵 Graze the Roof ︱ PvZ...
Gameplay with weapons that go below D on a tier list is hard. Quality of clips has suffered and I am apologetic.
In light of recent feedback, I am going to 1984 the Loose Cannon section of the video since I agree the changes were shoddy. I really hate doing stuff like this because the resulting discussion is usually worthwhile even if the suggestion is bad, but most of the feedback for this particular section of the video has been the same point that I can't help but agree with. So, since this video was more rushed than usual and because my mind has been changed on the Cannon, I'll cut its section out for the sake of getting actual feedback on the other weapons. (It'll take a few hours for the edit to show up so you'll still be able to see it for now)
I mean what? What Loose Cannon section?
GOOD. GOODY GOOD GOODERSON. GOOD SWAN. YOU GET YOUR BREADCRUMBS TODAY.
Dang, i literally just got here and shit's already gone down
what’s 1914ing something?
@@itscznben8728 fucking american
Glad to see you take feedback and listening to the community unlike the TF2 Dev team
Putting a harsh deploy speed penalty on a melee weapon that was designed as a last resort option seems inherently contradictory
Sounds like Valve.
Holster and deploy are different stats
Which is why it should have the holster delay, not the deploy delay: quick to pull out, once your done it takes longer to put it away and switch back to your primary or secondary
technically all melee weapons are "last resort" weapons, that's been their main purpose in FPS games for decades. I think the idea they were going for is it is a slower to deploy last resort option but in return it does much more damage.
@@minneelyyyy technically, you're very wrong. Engineer, Spy, Demoknight, and even to an extent Pyro all rely very heavily on their melee weapons.
Additionally, games like l4d2 have melee weapons being much stronger than ranged weapons in most situations.
I get what you're saying, but my point is that TF2 is not like most games, and has its own balance process.
i think this episode had much worse ideas than the Scout's
you said the second Loose Cannon idea would be more of a "crowd control weapon"... but Demo already has Sticky Bombs? the idea of having a 1 shot grenade launcher that demands skill is nice. your first suggestion was more interesting in my opinion
the Claymore is super janky. i don't think there should be a sword dedicated for hybrid knight. i think hybrid knight is supposed to feel clunky because you shouldn't have the toolkit of both Demoman and Demoknight without some drawback (in this case, deploy speed).
i honestly thing that loose cannon by itself is good for crowd control. u can time when it detonates and it pierces enemies.
i agree these ideas are worse than scouts.
you already lose stickybombs to play hybridknight so i think a sword specifically for hybridknight is fine. infact saying that hybridknight is supposed to feel clunky is a blatant lie since the chargin targe & eyelander predate the wee booties so hybridknight was added before full demoknight
Quick little issue with the pain train rework.
Although I am *VERY* inexperienced with the hammer editor, I do know that the specific way capping the intel, the point, or pushing the payload works is with a specific brush that will function no matter where you are, just as long as you’re touching it, so it would cause issues and need a LOT of reworks on a LOT of maps.
Valve could change the definition of what "touching it" really means, give it a new hitbox on the player that has the same size as the old one but can be bigger.
The console version of the RUclips app has made this video unwatchable. The Loose Cannon section was previously removed, but for some unknown reason, the audio from that section actually persists on the console version, but not the visuals. Great Blue starts talking about the Loose Cannon in the bottle section, and from that point forward, nothing he says matches what the video is showing. You can probably try it yourself if you have the app on Xbox (what I used), Switch, Playstation, or even an app on your TV, the glitch probably persists as they all use the same version.
I can't wait to see your take on medic weapons in this series. the stock syringe gun and the blutsauger are severely outclassed by the crossbow, so I'd love to see how you can balance them.
Not even a shoutout to the Overdose god damn
@@daniellemurnett2534 weapon is so incredibly mediocre the poster( and like 70% of the player base forgot of it lmao
Bro he'd probably nerf the hell out of the Crossbow
@@ScorbunnyProductionsYT honestly, i wouldn't mind a crossbow nerf at all, maybe reduce the ammo count to about 12, so that every shot counts and you can't spam, plus no self-healing to make survivability harder
@@ScorbunnyProductionsYT he specifically states in the rules that he plans and buff bad weapons, not nerf good ones
What if, And hear me out, we made the caber a market gardener. If we do this, we will most likely have to lower the damage a bit to make this more consistent but instead we make it mini crit while airborne by explosions. So if we set it’s base damage to 105 on explosion, we can make it mini crit, doing 158 damage. Also, it should probably be able to crit in the first place cause the caber can’t do that with its explosion (for some reason). What do you think?
I don't think ANYONE asked for the loose cannon to be changed, or even buffed. We all love it exactly as it is, keep your filthy rework 2 away from it.
Also, a suggestion for the caber is to give it a very sizeable damage bonus if the demo is below 70 health or something (aka, ultimate suicide bomber)
good and real opinion
No "we" don't. I want a buff.
I love the Loose Cannon, whenever I play Demo it's what I use as my actual primary weapon (sticky spamming is for apes), but there's no getting around the fact that it is often decidedly underwhelming:
The incredibly low damage means that in a lot of cases you can directly hit an enemy and do about 30-50 damage at best, where you would be doing up to 100 damage with the other grenade launchers - 2 direct hits often isn't even enough to kill a Scout, whereas you'd obliterate everything shy of a Heavy, Battalion's Backup Soldier or overhealed classes using another grenade launcher.
The knockback often serves as a detriment instead of an upside, shunting enemy players out of your now drastically reduced range....
So reduced in fact that you're basically neutered with it against sentries (even mini sentries are a massive pain to destroy with it) or long-range players like Sniper.
Yeah, you can land a double-donk and hit for 120-150 damage if you time it perfectly, but unless you're a god-tier player that can be pretty rare, oftentimes your enemy can make their escape on low health. That's provided you're not killed in the extremely lengthy charge up time to prepare said perfect donk.
I use the Loose Cannon because it's a fun and engaging weapon. It is absolutely not an effective one though.
YES. I want to suicide bomb demo. So the idea is like the equalizer, it's damage increase th eless health you have and you cna suicide kill with it?
@@mariustan9275 I was more thinking the Shahanshah
@@Moss_Dude what about both. we just give it the equalizer effect and then add +25% damage from shahansha because why the fuck not lol
It's weird for me the forgotten random damage mechanic after the 2015 update, it was up to you how much damage you dealt to the enemy
Fun fact about the Scotsman's Skullcutter: it's legitimately Demo's best tank-busting option in Mann vs. Machine. No, seriously, even without crit-on-kill. Boosted-damage random crits are already enough to outclass the sluggish grenade and stickybomb launcher.
True for every class right? Melee is king for tank busting sans maybe the Engineer’s point-blank Widow Maker
sniper with cleaner's carbine/bushwacka is surprisingly effective and a heavy using steak sandvich/warrior's spirit also works quite well but is less common
@@DoABarrelRol1l doesn't Pyro deal double damage to the tank with their flamethrowers if they hit a sweet spot or smthn
@@azurabbit12 Yeah I recently saw a video on that actually- not sure if it counts as an exploit but I suppose pyro's pretty good with that then too.
Im not surprised by all the comments regarding the loose cannon lmao
“But because of how limiting charging itself is”
Solar light making an hour long video explaining everything charging can do: And I took that personally.
Oh wow something like Celeste's Dash as a Demoman weapon ability with the Persuader is just an interesting thought. I'd be down for that. Crazy movement tech would be pretty cool. Combine that with source movement tech you can make some crazy movement with that.
Not sure if I said this on the previous video but I am against and dislike changes that revolve around the preconception that the game needs to be competitively balanced and not casually balanced. The example you use for the caber "not being able to one shot people by flying through the air" . While I understand how this can be annoying to some, the fact of the matter is that it's not that big of a deal. In the past this required demo to constantly go back to spawn to refill and while I understand his sticky jumping mobility is incredible and on some maps he can do it quickly, it still takes him time to do it and isn't just freely jumping around, like a market gardening soldier per se, and one shotting most classes.
I think that the philosophy should stay casual and fun the way TF2 was meant to be played, and if that philosophy is removed TF2 will lose its charm. Which is also why I'm an advocate for random crits. It's a video game, who cares. It sucks sometimes but it always comes back around and it adds to the humour of the game. Games are supposed to be fun. Even the Loose cannon suffered from this a little bit.
i agree with everything you said except random crits, theyre unfair & unfun
Claidhemor or whatever you write it just needs the damage vulnerability removed. Not having random crits as demo is already enough of a pain, not to mention the holster/deploy penalty. Maybe even increase said penalty, so it isn't a straight upgrade to stock on Random Crits Disabled servers.
i dont think it should have the vulnerability removed, the 0.5 second longer charge is already good.
Love that you made this a series. I would suggest you link the original video in the description as you reference/tell people to watch it. Can't wait for the rest.
I personally think the persian persuader is fine how it is. It's perfect for a full demoknight loadout because if you're using the booties, it grants you almost limitless charge at no cost.
I will forever hate the Loch-n-Load. Why 3 pills in a 2 barrel gun!?
A third rework idea for the caber: have it do bleed damage after it explodes.
Honestly, most of these reworks either boarder on nerfs, break the balance completely, or they completely take away the identity of a weapon.
sorry for changing the topic but i have a concept for a heavy lunch iteam and i wanted to hear your opinion of it.
when eat it would do 3 things.
1)-heal the heavy for 50 hp or give 50 of overheal at full hp as well remove all debuffs heavy can have (burn bleed, milk, jarate,slowed,etc).
2)- give heavy both a immunity to ALMOST all deffufs as well around 20% resistant to bullet fire and explosion damage but like 25% damage vulnerability to melee atack.
3)force heavy to use only the miniguns.
im still not sure how long should last but the idea this been the oposite of the buffalo steak where the heavy become basically a sentry.
oh and btw the item start empty and you need to wait a moment before use it.
I thought it would be hilarious if, after you explode the caber, you could throw it as a projectile.
16:23 I really like that idea
but I think that -35% max overheal should be applied only while capturing intelligence and maybe while carrying the ball on Pass Time gamemode
I think the point of it is to prevent you from capping points/pushing carts as much as a scout with the health of a heavy thanks to a pocket.
Hey mate.
You might wanna change your timestamp.
Eh, I think the Persian Persuader is great as-is. It's my go-to Demoknight weapon because having access to charges whenever I need em with the consistency that the Persuader has means I think it fills a pretty solid niche. If I really want to go all-in and all-out, I have options to get in, lop some heads and continue to do so with the refilled charge, and then get out whenever I need to by stealing my enemy's ammo they drop on death. For not having all the other benefits (health, speed, damage, etc), I feel like the ability to use your charge WAY more frequently is the crux of that weapon and a really fun aspect of it. I'd hate to see the ammo drop go.
I'm not a huge fan of the first Persuader fix. It's been the "charges for days" option while the 'Mor has been about 'More Charge Time/Distance, so it does make sense for it to be tweaked into MORE of a mobility focused option...but I think you made it way better for hybrid knights. Honestly, I would be 100% IN FAVOR of your second option. That would make pure Demoknight a blast without hampering hybrid playstyles.
For the Quickiebomb Launcher, why not just give it a faster reload too instead of increased clip size? I mean, isn't it supposed to be the more "tacti-COOL" option of being able to snipe with stickies, so "having more at once" is different mechanic/style than "get ready for your next attack run faster".
Giving the Loch pierce is fucking genius. Having a solid counter to two very broken weapons would be oh so welcome.
I love your 2nd idea for the Loch n Load to have it actually function as a double barreled grenade launcher.
I feel giving the pain train the ability to boost your speed while holding the intelligence we're encouraging something kind of awful: Deliberately holding the intelligence hostage to maximize value out of the item. Which is basically the opposite of what we want with a tool that's supposed to help you complete objectives.
I think an interesting buff (rework?) for the longer range demoknight weapons would be to make one of them deal damage partially proportional to the range you hit them out. This would be akin to Marth's tipper, where he has a more damaging hitbox at the end of his weapon, to reward microspacing and timing, but a weaker swing at point blank. Not sure how balanced it would be, but you could always tune high and low damage numbers and the rate of change based on distance.
I think Persian persuader is fine as it is and probably the most balanced with half zaitochi but giving the Claid treatment yeah idk man but the the 2nd rework might be interesting to test out
3:50 "8 years ago" hit me hard
Finally a sequel thank you great blue
The way to fix the persian persuader is to return it to its pre-nerf state. The persian persuader used to have a double recharge rate and healed a bit with ammo pickups. It still wasnt ever the top tier sword they just nerfed it into the ground along with the rest of demoknight kit instead of dealing with the eyelander in the room.
Totally not a former demoknight main with a prof killsteak one still salty all these years later. It was a great sword for trimping alot and let you survive pyro afterburn with its heals. RIP my favorite subclass and weapon, you will always live on in my heart.
persian persuader still great
For me, the best way to balance the Loch-n-load is to completely remove the damage bonus and the clip size nerf.
Just make it uniform with the other launchers and rely on its projectile’s properties for the gimmick.
When you get to spy I have an idea that'll turn the red tape recorder into a building converter making those buildings fight for you...
the lock and loads directs are already insane enough I don't think it needs to be touched, it's ridiculous how easy it is to hit pipes with that thing.
Don't agree with the Loose Cannon change, just make the projectile hit box larger, because currently the enviromental hit box of the cannonballs does not match the projectile hit box at all. It's about a 50% size difference, so often your shots get blocked by railings, fences and corners, causing them to roll below you and hurt you.
I do believe some fuck up in the code switched the Loose Cannon Projectile Size with the one of the Iron Bomber, and that's how the whole debate with the bigger projectile size started.
Also, doesn't the +35% explosion radius change one just make you a discount soldier?
Persian Persuader: Allows Demoknight to charge upwards
My brain: “Hehe, Demoflight” 😂
Overall pretty good changes, but
-Caber doesn't need to recharge, it's intended to be a last resort. Having to charge it up in the first place probably wouldn't work well, either.
-The persuader doesn't need vertical charging, that'd be better suited for the claidheamh which is already defined as the one that makes charges more versatile
idea for the persian persuader
literally just remove the downside for your primary
instant hybrid knight
The L&L fix is something I really want to see. Your first option was pretty much how I envisioned it.
Aaaand you lost me with that outlandish idea to remove double donking.
Such heresy will not be tolerated.
3:50 oh boy there’s no value In getting direct pipes as demo cause you know name the last time you got a splash damage pipe kill. The projectile speed basically just gives you what pipes are already doing but better I’m not sure the loch n load needs extra damage as well
You might need to do a lot more editing than the Loose Cannon section because there's a good few points in the video where the voice-over is talking about one weapon, but the graphic shown is a completely different weapon.
My takes on the weapon concepts
Loch-n-load: The second rework was my honest opinion about what to do with it
Loose cannon: not every weapon needs to be competitively viable. It's REALLY fun and respectable, the only altering could be the self damage buff but even then meh. Leave it be, let the funny be funny (Your second rework is cool but is a new weapon, not a remade one, maybe the iron bomber rework but meh)
The caber: Either. Ideally second but if valve did anything I'd be happy
Persian Persuader: For the first rework I dislike vulnerabilities but I like the mobility concept. Id switch it out for loss of knock back resistance on charge and more push force taken. I don’t dislike the second rework but i have no idea.
The Claidheahm Mòr: I like the second rework but I don’t have any strong opinions. Also having a dedicated sword per niche seems icky. It'd be better to have specialisations and players decide on which based on their favourite encounters instead of "oh I'm going hybrid, gotta use the claid"
Scottish resistance: Sure but meh, why bother
Quickiebomb: I have no opinion nor right to cos I've never used it
Skullcutter: I agree with you but for now, no random crits on weapon
Pain train: Just throw the concept out. Brand new weapon, split it in two and give soldier a metal beam with a wooden spike that does whatever.
Tell me your opinions, I'm open to conversation about this.
i already forgot the rest but i 100% disagree with the pain train. its an amazing concept he brought up and i dont like yours.
So let me get this straight... you want a loose cannon with a 35% larger explosive radius... in exchange for 1 Cannonball and less splash damage... this design is horrible. if you made this similar to Team Fortress Classics RPG where it's one powerful shot but ONLY one shot to balance the power of understand. But fact of the matter is you're getting rid of 400 damage for nothing in exchange
Again if this was a one shot super gun than that makes more sense than a larger explosion size for some reason? and crowd control is something demo already does incredibly with stickies so you're just creating more problems than you're solving
Lock and load should have damage based on range / travel time . 100to150 for 1sec to 2.5 sec travel time .
Loch n Load: Have it Mini Crit either launched players, or while Launched.
Loose Cannon: Reduce the Clip to 1 but make it so Double Donks just plain crit instead of mini crit. That way its way worth it and not just a knockback spam tool.
Ali Babas Wee Booties: Undo the Meet your Match nerf, there’s no reason to limit weapon combos.
Base Jumper: Pressing Jump while Charging will Activate the Parachute and launch Demo into the air.
1:15 Loch-n-Load
4:01 Bottle
4:54 Ullapoll Caber
7:19 Persian Persuader
10:18 Claidheamh Mòr
12:28 Scottish Resistance
12:56 Quickiebomb Launcher
13:37 Scotsman's Skullcutter
15:01 Pain Train
Alright the Loose Cannon rework,not that cool. Let's make it better
We just gonna remove the double donk mechanic and in return,give the ability for a funny,really fast,ping Pong bomb. So it'll have 1 shot,it has a faster projectile speed,something like the rescue ranger. And add a 50% damage increase since you only got one shot after all.
Now the main fun comes with the 100% increased bounce,that means the thing will bounce twice as far as a pill would normally,it only explodes on enemies,on walls and other surfaces? It bounces till it hits something or explodes by itself
For downsides,make the explosion radius bigger than the direct hit but smaller than the air strike,to make spamming not as effective Also,it takes 3 seconds for a ball to explode and once you fire a cannon,you cannot fire anymore until the cannon ball is gone so hit those shots or you're dead.
This is a die or ride weapon. You either hit your shot or die. It's a weird hitscan,trickshot hybrid of either hitting your shots or doing funny trickshots with it.
For the caber i would say go whole hog! Make it do a guaranteed 1000 to both the enemy AND yourself! Have it as an “oh shit!” button lol. And while yes, you could still sticky jump into the backline and kill someone with it, realistically it wont actually do much for your team, because while you are making the enemy team have 1 less player, youre also giving YOUR team 1 less player, so besides doing it to troll, there is no real advantage to doing it. This way it just makes it a great panic button, with the philosophy “if im going to die, im going out on MY terms!”
I dunno, I think the Persuader is fine in it's current state, I honestly default to it from mid match and beyond unless I really think I can snowball hard in under 2 minutes.
It's the sword you want to always be in someone's face with because it has a higher overall DPS then others, especially when you capitalize on ammo + hit on charge.
And while denying your team metal is bad, being able to deny the enemy's can be a huge quiet utility.
Ok so this a bit of a weird idea, but bear with me here. How about the first hit with the bottle when its not shattered will always do a minicrit
Imagine if the loch n load grenades exploded on impact with anything rather than just players. No more breaking grenades, just boom. Grenade jumps easier, corner plays, and still requires skill to get the kills. Combine that with a flat 20% damage bonus and only two shots. You could have an interesting option on your hands
The Loose Cannon change is yikes
I think they should make the Half-Zatoichi not have its downsides applied if you deploy it while explosive jumping and or at low health
i'd take the first option of the caber and just add a "on fall damage the Caber detonates"
Personally, I view the Loch and Load as a Direct Hit version for Demoman.
I'd make the Loch and Load have extra 15% damage, but having 2 shots. However, grenades won't shatter on contact, but they immediately explode, kind of like a mortar.
I hard disagree with the persian persuader change suggestions. It has its nice dash-in dash-out playstyle that is different from all the other swords and imo very fun. The problem I see with it now, is that the -80% reserve ammo penalty is extremely harsh, making it basically impossible to hybridize. Reduce the penalty to 50% and it suddenly becomes much more viable as a hypermobility tool.
Anti crit propaganda
The caber in my opinion should be faster to pull out like the panic attack and have a faster firing speed.
It should scale up in damage (visually represented by a meter) depending on how much damage you’ve taken from enemies to further emphasize how it’s meant to be a last resort to bring someone down with you.
At full charge it’s a guaranteed crit. If you heal, the meter stays where it is.
That way you can’t spam people with its op damage. And can’t wound yourself to get the damage boost. Meter only fills from enemy damage
As an added feature, you can’t equip the caber with a shield
When you think about it though, demo can already two shot all of the classes in the game at base health except heavy at mid to closerange, WITHOUT hurting himself. The caber would be a 1 shot that would ALSO hurt you. So was the old caber really that bad?
Here’s another Caber rework idea: the Caber now recharges, but it also has a “use” count. The use count goes down every time you hit an enemy with the caber, and once it hits 0, the caber can no longer recharge, forcing you to recharge it via resupply locker. To buff it further we could make it do more damage the fewer uses you have, incentivizing you to use it more often, or you could regain uses via large ammo boxes, promoting situational awareness.
Really not a fan of the persuader ideas. To me the persuader as a mobility focused sword is not as important as the flavor identity of
1. The true demo knight sword
2. The constant charge sword
While the ammo reduction is punishing and you could change that to something that punishes hybrid less, I think it’s important that the persuader still feels like a good fighting sword. It’s kind of the berserker sword of TF2, you keep fighting as long as you can get a kill, charging constantly.
Just spitballing but maybe i think you could either
1. Something like enemies dropping health or healing so you can keep fighting (would likely need a zatoichi change)
2. Gain movement speed on kill kind of like the big earner
The “wacky” option is to make it THE charge sword.
Reduce the damage normally but increase the damage post-charge, so that you can even threaten tankier classes
Wasn’t a huge fan of he idea for the Loose Cannon at first
HOWEVER
my favorite part of the weapon was the silly knock back anyway and making the knock back more accessible is a good idea. I still think the charge and jumps can stay, especially now since it’s less of a one shot kill on a well placed donk.
Summary: He’s a brave man, and he is right.
One potential change for the skull cutter could be to just give it a crit on kill effect like kgb. It would probably have to have shorter duration, and maybe only apply to the axe itself and not demos other weapons(?) but it would still lean into it being a damage oriented melee and allow for some insane wipes
Gets one kill and steamrolls the enemy team
I miss the old Persuader that turned ammo pickups into health pickups. Forced you to go full Demoknight, in a non-snowballing way.
Have to disagree with the Persian Persuader pitch, only because the ammo box mechanic can be used to prolong a charge, and that's far too fun to remove.
4:04 You put the audio for loose cannon in the bottle section by accident. I have no idea why noone else mentioned it.
For the Persian Persuader I've long since advocated for a change to just adjust its downsides from -80% primary & secondary spare ammo -> -75% primary spare ammo. If you have ammo for your secondary at all then you're not using the weapon for its entire gimmick in the first place and it's fucking dumb to carry a nerf for effectively no benefit and whoever thought the spare ammo should be reduced to not even 1 full mag for the grenade launcher is just a total asshole. A loadout of the booties + stickies + persuader wouldn't be any more powerful than just running all stock or full demoknight. It also wouldn't be THAT bad to actually run a grenade launcher with it since you can actually refill your mag without needing to pick up 4 medium boxes or 1 medium + 1 max. Your ideas for it are great too though.
For the Claid... well the first suggestion is great, I already run the Claid sometimes because I've always forsaken stickies and loved the hybrid knight playstyle. The second suggestion though... That could never work. I don't mean that it would be bad, but that it sounds almost as broken as day 1 Tide Turner was (if you don't know, look up a video and you'll understand real quick lmao). Hybrid Knight has always been at its most powerful when the only downtime they had was when they needed to heal (which is why Persuader & Zatoichi were so busted with Tide Turner till they all got nerfed into the ground), and this would be eliminating almost all downtime for a good player running the Tide Turner or Splendid Screen.
Demoman has no banned weapons in comp, yet is still the most powerful class in comp. You don’t need good weapons to be broken OP…
I think the caber should lean hard into the meme status and do 125 damage for one hit and send anything not killed by it flying really far, in exange it will always instakill the demo using it
i dont think you should change the skullcutter, just that in this version of tf2 without random crits, the skullcutter would still be able to randomly crit in spite of everything
If you're going to buff quickie you have to remove the projectile deletion stat
I really have to respect the fact that you ended the video with a tauntkill so casually
Pain Train: You have 198hp max overheal and 169 effective hp while capping W/OH W/O OH you have 149 hp.
Idk why but for the Pain Train I used to think it was or used to be a demo/soldier version of the Basher and feel like it would be an interesting thing to see, especially for demoknight
For the caber rework 1, what if it you take double knock back while holding it or maybe even just equipped, that way just rocket jumping is much harder and far easier to punish, and in general classes now can punish demos who try to just rush straight forward
hear me out, every third hit with the skullcutter is a crit, and crits affect buildings.
I really like this series, please make more!!!
I would say that Demoman doesn’t have any bad weapons. Even the worst weapon (The Caber) can one hit kill a heavy + medic combo when paired with the Splendid Screen.
kid named base jumper
The loch and load is designed as a crutch weapon. Giving it extra damage is absolutely retarded and that's why they removed that stat in the first place. It's not like a rocket launcher, where most of time you're relying on splash damage. The grenade launcher already rewards direct hits, so havinga weapon that makes them EASIER to hit is stupidly overpowered which is why the loch and load was overpowered and overused before it's nerf.
I’m curious how a grenade launcher that explodes on impact instead of shattering like the loch & load would do
Your loose cannon idea is the worst thing I've ever heard
botle rework, taunt(drink) heals you for 10 health, its will be like taunt on medigun
just add a permanent 20% more damage taken to demo with how many weapons had that penalty
14:30 why not a gimmick?
Like the Spy's backstab bonus having a Demo insta kill someone on the back or execute runing medics sounds funny to me
Or just make it reduce Damage from the front, making it a VERY good rushing weapon, but vulnerable as people will focus on this menace as soon as they see it or just get outplay.
As you see this gimmicm will depen HEAVILY on Player skill and not so much raw stats.
What's the problem with adding the "Can random crit" stat to the Skullcutter? I know you want only the stocks to crit, but none of the swords are supposed to crit either, and yet here the Skullcutter is, breaking the rules.
Let the player set the detonation time in the current method (hold down M2 and watch bar increase/decrease) and then keep that time between shots. This would make it far more reliable and time efficient to hit double donks without removing the skill required, and reward players able to keep at a specific distance from the enemy. Give a decrease in self damage and you now have the mobile demos choice which rewards positioning and timing.
oh my poor poor scottish resistance look what they have done to you
generally don't like the no random crits idea, it's not balanced the way it is sure but i find it suits the whacky style tf2 goes for
weapon opinions now
1. loch-n-load exploding on surfaces would make it a lot more interesting to use ( maybe "shattered" shots have a damage penalty? )
2. i still feel persian persuader should have ammo recharge, maybe it's decreased with boots and has a recharge penalty to account for the potential recharge speed it could bring? along with charge on kill of course ( 30% maybe? or just 10% on hit ) i don't think it hogging resources is an issue, you drop medium ammo kits upon death anyway
the vertical charge idea is bad imo, if there are no slopes, verticality isn't needed i would think
3. claymore idea of filling ammo. and charge is cool, but i'd make it fill 50% of your clip rather than all of it, getting a melee kill then pulling out a full launcher could clean house and it wouldn't be fun, but 2 shots can't kill medium-health classes being healed, heavies, or level 3 buildings making it a bit more balanced
4. skullcutter having knock back resistance is a hinderence than an upside, surfing damage is massive for retreats and this would suck if you're doing full demoknight with this
5. i don't think an overheal penalty would help much, the damage penalty is enough, it could be 20% or more if you remove it, but i think 15% is fine as is
the weapons not listed fine as is!
5:55-6:10 excuse me, WTF was that Scout's ragdoll?
That tauntkill at the end thoooo
i still have problems with your "absolutely no nerfs"
sometimes things are just fundamentally unbalanced due to their stats, concept, or both
there are weapons that just need nerfs, and theres nothing that can really be done to avoid that, often demanded nerfs like reducing the Ubersaw from 25% to 20% and the variety of suggested nerfs for the CC arent asked for because people hate the weapon, theyre asked for because theres never going to be a way to realistically have Medic's weapons all feel balanced without making the *entirety* of medic unbalanced
i also have a major problem with how you handled the Loose Cannon and Scottish Resistance
a majority of your complains with them are that they dont fit into a restrictive view of "what demoman should be" as apposed to any actual flaw with the weapon
this design philosophy goes against TF2 as a whole, from release to modern day, and leads to flat out worse weapons as a result
there are flaws with the weapons, but the entire identity of the Scottish Resistance being a preemptive setup weapon isnt one of them
Ngl I clicked this just to hear how someone who isn't Scot pronounces Claidheamh Mor, gave me a good laugh that you didn't even try and still got closer than most people by just calling it a Claymore.
35% larger explosion radius does NOT make up for reloading 4 times more often
what if the caber did mid damage but a ton of knockback, letting you push enemies out of your self-damage range?
These "fixes" are the reasons why we don't have community-driven updates. It's fucking garbage
Caber rework idea:
+1000% explosion damage
+1000% ragdoll knockback
Automatically plays demo voiceline during enemy's respawn.
this is the best rework yet
And the knockback is straight at a 45 degree angle, and the ragdoll bounces off walls and ceilings.
But would it kill the user and the vitctim for double the ragdoll?
@@royalhydra9790 That's the point, yes
Plays the demo MEDICCCC sound specifically
If the pyro can set fire to the sniper's arrow, then engineer must repair the Demoman's Caber
That could be pretty cool
that doesnt make sense, you dont even need a pyro to lit arrows, medieval mode has these torches, why would a mechanics based class help explosives based class?
@SuperTroll2003 And to repair Caber you have a resupply cabinet? Well at least it should recharge over time, or else this is just a silly weapon
@@Thispersonisreal bro unless you only play like 3 maps for the torches, you do need a pyro to light the arrows
I just wish one day the caber could be refilled by ammo pick up, and also increase the base damage of the caber to always do 125 damage no matter ramp up or fall off
omg actually i just realized how based that would be
If you did that Caberknight would become the greatest pick class in the game
@@callumbreton8930 it deserves to be tbh
@@callumbreton8930 To be fair, you're basically throwing yourself at the enemy, which if they allow you to get that far in the first place, they definitely deserve to have their medic caber'd
What if you basically make it "yes, you can one-shot light classes, but you WILL die". So if you swing you ALWAYS inflict enough self damage to kill yourself. Now it's a kamikaze dive-bomb into the enemy medic-combo.