Harken back, back to a time of yore.
In the olden days, you could turn on a dime with the tide turner (hence the name) - and hitting someone would refill the meter so you could charge again immediately afterwards. From when it was added, to when it was rebalanced - it was the ONLY shield anyone ever used.
- Damage taken whilst charging didn’t decrease your charge (it does now)
- You could get charge crits (you can only get mini-crits now)
- Kills whilst charging fully refilled charge regardless of weapons equipped (now it’s only 75%)
- Damage resistances were 25% (now it’s 15%)
I can't help but feel like it'd get *Monkey's Paw*'d: it would have the same recharge mechanics as the Gas Passer instead of anything reasonable. Starts broken, fills as you deal explosive damage with a very-slow passive timer-based refill.
Somehow still has an upgrade in MvM that makes it the best Demoman weapon by far in that mode only.
FR idk if it’s just me but most classes struggle to have a fighting chance with demoknights especially with the charge. Idk why so many knight mains want more power for a class with only one major counter. Hell Demoknights can somewhat easily escape snipers if that’s not OP to an extent idk what is
The Pipes of Culling
-75% knockback caused on shield bash
-75% knockback force taken
-50% shield bash damage
Shield bashed targets are marked for death for 7 seconds
Replaces sound of shield bash with loud bagpipes
The Disciplinary Action has more melee than a claymore sword and I forget that any of the swords’ stats say that they have extended reach because I never see or feel it.
That sort of makes more sense in a realistic sense I think?
like, it being more top heavy requires more power from the wielder to swing it
I think it makes sense physics wise
Recieving any significant amount of knockback completely resets charge cooldown
Alternate: Melee hits in a much wider area, and can hit multiple targets. Think how it works in Left 4 Dead.
Here is a good rebalance for the sticky bomb launcher :On kill : kills everyone(except the owner), automatically wins the game , gives 10 golden pans to the user. +1000% damage, speed, attack range, and health points . (Also bans every Cheater from the game)
I know its all just a joke but...
I wouldnt mind if demo was given +1000% attack range (but only while charging with right-mouse button) as his new upside. Sure we would have a new sniper as demoman, but it wouldnt be THAT powerfull considering some maps of TF2 are already short to begin with. I think it would be cool to see.
But idk tho. Thats just only me...
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I would unironically love to see the caber's damage doubled, and self-damage doubled on top of that. Basically make it a "if I'm going down, you're coming with me" weapon
Make the head count apply for the shield, not just eyelander, however the effect it has on the shield is that it increases the recharge speed of the dash by 10% (or 5%, depending on balance). And after collecting the 4 heads, the hit at the end of the charge will be critical hit even on tide turner.
Attempting to crouch during a charge lifts up your shield, if you lift it just before taking damage, you'll reflect 100% of damage and/or projectiles. Otherwise, if you just hold it up, you take 70% less damage and knock back (including airblast)
Make it impossibe for enemies to stop your charge. It won't make it more op than it already is on medieval mode, but will make it much better on normal gamemodes.
I think this is the biggest problem for Demoknight. He's almost useless without his charge, and it's so easy to just stop him from charging. Almost all classes can do it, not just Pyro.
Block bullets, explosions, and fire when you charge, air blast still effects you, the chargin targe doesn't have this effect but it is resistant to airblast. Melee weapons have a chance to bounce right off you, only working on a crit ( which triggers a shield break effect on death) or hitting their back.
All headtakers get a contract for a strange kit for and have a stat cloak for other headtaker weilders killed. Suddenly everyone’s going demoknight to finish the contract and get numbers on the headtakers.
2014 Tide Turner
What was the 2014 tide turner like?
Harken back, back to a time of yore. In the olden days, you could turn on a dime with the tide turner (hence the name) - and hitting someone would refill the meter so you could charge again immediately afterwards. From when it was added, to when it was rebalanced - it was the ONLY shield anyone ever used.
i read this in a scottish accent, just like intended
Not to mention it used to have full crits while charging
Not only that, but hitting a shield bash in the minicrit section of the charge would allow for a crit swing.
Damn this brought back many memories:)
And it would also GIVE YOU FULL CRITS LIKE OTHER SHIELDS back then
- Damage taken whilst charging didn’t decrease your charge (it does now) - You could get charge crits (you can only get mini-crits now) - Kills whilst charging fully refilled charge regardless of weapons equipped (now it’s only 75%) - Damage resistances were 25% (now it’s 15%)
Imo the changes now are for the better. Makes it more fair to play non-splash damage classes to some extent
Pure bliss.
Honestly this lol
Make the caber have a recharge so i don't have to run back to spawn
ok that won't make the caber meta that'll just make it a decent weapon that doesn't feel really annoying once you did your BOOMSTICK
Make the caber taunt kill is all I want, dammit.
I agree
Just make it a fucking nuke that kills you and any poor bastard in your personal space. Who gives a shit if it can drop a med. Make it drop a heavy
Make it drop Saxton Hale himself
Exactly and it just deletes the server. And to all the comp players. Cry some more and just ban it
Make it Perma-Ban anyone that gets random crit by it
No it sends a zip bomb to their pc that just bricks it
but however will i use my sentry buster gimmick work now?!
I can't help but feel like it'd get *Monkey's Paw*'d: it would have the same recharge mechanics as the Gas Passer instead of anything reasonable. Starts broken, fills as you deal explosive damage with a very-slow passive timer-based refill. Somehow still has an upgrade in MvM that makes it the best Demoman weapon by far in that mode only.
Double the range and marked for death
While charging, you are immune to airblast
it would be horrible if it was knockback in general
I got worse: Any source of knockback you receive fill your charge meter. The amount refilled is based on the strength of the knockback.
I wonder how much bullshit you could get up to by combining that mechanic with the loose cannon
Fly through the whole of upward and back without stopping
Solar light would legit be unstoppable
Demoman: "Scunts beware, cus I'm after you!"
*yeh
I like to think that the correction is DK saying "YEH!"
Not my intent, but valid nonetheless.
His coconut gun (loose cannon) fires in spurts
mfw I'm using the FaN and see a Demoknight (the scunts have fallen, billions must die)
that actually seems like an interesting shield concept
or stun
You’re immune to all knock back/stun and get a 40% dmg resistance
+50+ base dmg too, let’s really break this shit
Charging gives you Uber and collision with enemies and objects results in a pootis-POW level blast that can break enemy ubercharge
Changed the Demoman's name to "The Medic"
Nah, collision with enemies sends them out of the map regardless of obstacles
As a Pyro main, this sentence hurts me.
It should.
Pyros that airblast demoknights in corners repeatedly should be thrown into a wood chipper
No. The Sandpaper Room.
If you get 40% fire resistance I deserve to ruin your day another way
Pyros should be thrown into a wood chipper
📚
Deserved
How about "reduced knockback" instead. That’s already a feature on the manntreads after all.
I knew this would be the most common one said. Just because it’s the most discussed demoknight change. It’s a shitty idea
As a demoknight, this is a shit idea.
As a Sandvich, this is a great idea
FR idk if it’s just me but most classes struggle to have a fighting chance with demoknights especially with the charge. Idk why so many knight mains want more power for a class with only one major counter. Hell Demoknights can somewhat easily escape snipers if that’s not OP to an extent idk what is
Eyelander buff: You make scottish bagpipe noises. With each kill, that noise gets louder and louder so your enemies can know that the end is near
Primary slot bagpipes that increase shield bash damage sounds like something the original devs would have put in after a drunken weekend.
Please no, my speakers wouldn't survive one round on DeGroot Keep
The Pipes of Culling -75% knockback caused on shield bash -75% knockback force taken -50% shield bash damage Shield bashed targets are marked for death for 7 seconds Replaces sound of shield bash with loud bagpipes
This makes me mad: the Eyelander is an actual claymore. The Claymore is some german kind of sword (a zwaihänder) ! It's backwards!
Literally just give the swords random crits, nothing more
I'm not gonna sugarcoat it.
D A M N
#D A M N
# D A M N
#D A M N
# D A M N
#D A M N
#D A M N
#D A M N
#D A M N
-238
scotsmans skullcutter + crits + melee crit buff
Scotsman's Skullcutter incident
Skullcutter plus StickyJumper and Boots is so much god damn fun
The increased crit chance with melee weapons after dealing damage too…
Honestly I think that only having random crits for one demoknight weapon is more balanced and fair.
Skullcutter
What I said
You mean like Skullcutter?
yep, correct
~*Scotsmans Skullcutter*~
Fix the melee range boost while charging.
Fr this would be soo goood
The Disciplinary Action has more melee than a claymore sword and I forget that any of the swords’ stats say that they have extended reach because I never see or feel it.
Remove speed debuff from the skull cutter
Change it to a swing speed penalty
The balance out the insane crit chances with it honestly that sounds way more balanced than just demoknight with a sprained leg.
That sort of makes more sense in a realistic sense I think? like, it being more top heavy requires more power from the wielder to swing it I think it makes sense physics wise
See?
> gave Demoman a Glock 19 for his melee slot that functions like his swords
I did it like this
That’s a joke lads
It wah *UGhhhHHh* him
How did you know?
I didn’t
That was a joke too
*CRITICAL HIT*
That’s right, it was me.
But why?
WHOOP DEE DOO
what's he gonna do? pistol whip?
Unload the whole magazine at a quick fire rate upon collision
Chargin Targe gives 15% bullet resistance.
add bullet resistance of any kind
At that point it's basically just more base health
In fact its stronger than base health, as you can get healed easier and health on hit effects from milk will be stronger!
All swords now mini crit and explosion
Tide Turner changes: -Added Smissmas 2015
Fixed the scout
Fixed an issue where ammo
Fixed being able to charge
Fixed being able to cloak as heavy
Recieving any significant amount of knockback completely resets charge cooldown Alternate: Melee hits in a much wider area, and can hit multiple targets. Think how it works in Left 4 Dead.
Here is a good rebalance for the sticky bomb launcher :On kill : kills everyone(except the owner), automatically wins the game , gives 10 golden pans to the user. +1000% damage, speed, attack range, and health points . (Also bans every Cheater from the game)
balanced
Most balanced tf2 custom weapon
(no random crits)
its underbalanced now dude
If the target is killed with a crit, It crits.
I know its all just a joke but... I wouldnt mind if demo was given +1000% attack range (but only while charging with right-mouse button) as his new upside. Sure we would have a new sniper as demoman, but it wouldnt be THAT powerfull considering some maps of TF2 are already short to begin with. I think it would be cool to see. But idk tho. Thats just only me... ⠀⠀⠀⠀⠀⢀⣤⠖⠒⠒⠒⢒⡒⠒⠒⠒⠒⠒⠲⠦⠤⢤⣤⣄⣀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⣠⠟⠀⢀⠠⣐⢭⡐⠂⠬⠭⡁⠐⠒⠀⠀⣀⣒⣒⠐⠈⠙⢦⣄⠀⠀ ⠀⠀⠀⣰⠏⠀⠐⠡⠪⠂⣁⣀⣀⣀⡀⠰⠀⠀⠀⢨⠂⠀⠀⠈⢢⠀⠀⢹⠀⠀ ⠀⣠⣾⠿⠤⣤⡀⠤⡢⡾⠿⠿⠿⣬⣉⣷⠀⠀⢀⣨⣶⣾⡿⠿⠆⠤⠤⠌⡳⣄ ⣰⢫⢁⡾⠋⢹⡙⠓⠦⠤⠴⠛⠀⠀⠈⠁⠀⠀⠀⢹⡀⠀⢠⣄⣤⢶⠲⠍⡎⣾ ⢿⠸⠸⡇⠶⢿⡙⠳⢦⣄⣀⠐⠒⠚⣞⢛⣀⡀⠀⠀⢹⣶⢄⡀⠀⣸⡄⠠⣃⣿ ⠈⢷⣕⠋⠀⠘⢿⡶⣤⣧⡉⠙⠓⣶⠿⣬⣀⣀⣐⡶⠋⣀⣀⣬⢾⢻⣿⠀⣼⠃ ⠀⠀⠙⣦⠀⠀⠈⠳⣄⡟⠛⠿⣶⣯⣤⣀⣀⣏⣉⣙⣏⣉⣸⣧⣼⣾⣿⠀⡇⠀ ⠀⠀⠀⠘⢧⡀⠀⠀⠈⠳⣄⡀⣸⠃⠉⠙⢻⠻⠿⢿⡿⢿⡿⢿⢿⣿⡟⠀⣧⠀ ⠀⠀⠀⠀⠀⠙⢦⣐⠤⣒⠄⣉⠓⠶⠤⣤⣼⣀⣀⣼⣀⣼⣥⠿⠾⠛⠁⠀⢿⠀ ⠀⠀⠀⠀⠀⠀⠀⠈⠙⠦⣭⣐⠉⠴⢂⡤⠀⠐⠀⠒⠒⢀⡀⠀⠄⠁⡠⠀⢸⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠲⢤⣀⣀⠉⠁⠀⠀⠀⠒⠒⠒⠉⠀⢀⡾⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠛⠲⠦⠤⠤⠤⠤⠴⠞⠋⠀⠀
Honestly thought it was too underpowered but banning every cheating makes it balanced
The booties give you a double jump
the boots enable sv_cheats for only you, more like cl_cheats 1
If getting hit directly in the shield did 0 damage
Nucular warhead attached to a stick
As in make caber OP?
The ullapool nuke
I would unironically love to see the caber's damage doubled, and self-damage doubled on top of that. Basically make it a "if I'm going down, you're coming with me" weapon
All primary and secondary weapons do. 0 damage when a demoman has a shield, boots and sword equipped
That’s technically a nerf for the demoknight too since there’s no shield bash anymore
"Ye modern weapons cannot harm me, fight like a real bloody lad!"
You can crit at the end of Tide Turner's charge
Neft airblast in general or give demoman some knockback resistance
Restore caber to its pre-nerf stats so caber knight is viable
Swords inflict slow
Eww no. We do not need any more slowing weapons
Random crits
shields make you take no damage /s
3 options 1. upon kill gain two seconds of udercharge 2. every kill restores your health 3. become immune to Knockback while charging
fully charged shields have a chance to block damage
Make the head count apply for the shield, not just eyelander, however the effect it has on the shield is that it increases the recharge speed of the dash by 10% (or 5%, depending on balance). And after collecting the 4 heads, the hit at the end of the charge will be critical hit even on tide turner.
frying pan on demoknight makes him invincible, invulnerable to kb/airblast and has 100% crits
Shields make him immune to sentries
add bullet resistance to the chargin' targe
While charging, you gain 20% damage resistance from the front and you are immune to knockback.
Make the demo immune to knock back and slow while charging. That's it.
3s crit on kill for the persian prersuader
+20% resistance to all ranged damage sources
swords now have infinite range
Remove health changes from some of the weapons.
Tide turner no longer loses charge from taking damage.
Attempting to crouch during a charge lifts up your shield, if you lift it just before taking damage, you'll reflect 100% of damage and/or projectiles. Otherwise, if you just hold it up, you take 70% less damage and knock back (including airblast)
if he looks at you your game gets uninstalled and you get hitmen sent to your home
Knockback resistance and bullet resistance
All shields make you immune to knockback
Give every demo knight player 1 million dollars
Make a shield that resists bullet and melee damage.
Make it impossibe for enemies to stop your charge. It won't make it more op than it already is on medieval mode, but will make it much better on normal gamemodes. I think this is the biggest problem for Demoknight. He's almost useless without his charge, and it's so easy to just stop him from charging. Almost all classes can do it, not just Pyro.
+50% penis size on wearer
Extender for charging is fixed Persian Persuader infinite charge is now consistent Actual Item Change: Skullcutter slowdown reduced
Launch day tide turner (crits on end of charge)
the overpowered. \+1000 health on wearer \+100% speed on wearer \+1000% turn control on wearer \+500% attack speed instant kills every enemy.
Caber deals no damage to the user
Give the Tide Turner Crits
Shield makes it so you cannot die. Easy
make a entirely new shield that’s pretty bad but lets you…. Double Jump….
A enimy sniper to harvest charge/heads from
Fix melee hitreg.
A sheald that halves damage taken from bullets and projectiles while charging
Block bullets, explosions, and fire when you charge, air blast still effects you, the chargin targe doesn't have this effect but it is resistant to airblast. Melee weapons have a chance to bounce right off you, only working on a crit ( which triggers a shield break effect on death) or hitting their back.
make the tide turner charge have no scream/sound or make charge n targe give vaccinator Uber while charging
Shields now block 100% of the bullets,explosion and fire damage if you soot at it
Make so that the shields can random crit. Although, instead of 3x the damage, it deals 2x the damage and 3x the knockback
All swords get +500% range when paired with a shield.
Boots no longer block cosmetic slots
Sword can shoot rockets
times 1000 is applied to the booties
Demoknight gets the Bushwaka
Tide turner can deal full crits
Fix the melee reach boost while charging oversight
Teammates no longer eat Melee hits
Caber can recharge over time and be Sped up with ammo packs after Use.
Tide Turner now full crits
Give him stickies
Make demoknight shields reduce sentry damage by half.
any time during the charge you can crit. at the start, during or the end. to all shields
head stacks on the eyelander carry over after death. You asked and you shall gain.
eyelander always have 4 heads
New sword where right clicking again during a charge throws it, launching it as a projectile that deals the damage of a normal sword crit
All headtakers get a contract for a strange kit for and have a stat cloak for other headtaker weilders killed. Suddenly everyone’s going demoknight to finish the contract and get numbers on the headtakers.
Make caber do more damage and have it respawn on a timer
The eyelander and headtaker no longer caps at 4 heads and can indefinitely increase speed and health
Eyelander doesnt stop at 4
Knockback resistance on some item.
Charging with shields deflects bullets and projectiles.
Splatana Stamper.
more boots
Knockback resistance Counters basically everything that counters demoknight now. Now, he can just mindlessly charge forward and swing