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slows you down
-25 Health
-15% slower attack speed
+50% knock back
holsters and draws slower, and has a longer reach, similar to the Eyelander
Does not collect heads
No random critical hits
It should have something about being blungogeing (sorry)
-50 health
+15% damage
On charge: Marked for death
On hit: Lower enemy Resistances for 3 seconds
No random critical hits
+75% damage
+200% less knockback taken
-50% movement speed upon equipped
-50% swing rate
No ammo for primary or secondary
+35% charge regen time
On hit: Stuns enemy for 2 seconds
+30% damage bonus
Collecting heads increases (only) your attack speed
On miss: Hit yourself (like boston basher)
-25% movement speed
-60% slower attack speed
Has a long range so it holsters and draws slower (like eyelander)
kinda matches the weapon tbh, and it's kinda balanced
+ On Hit: Next successful hit grants 15% damage bonus that can stack up to 60%
- 20% Damage Penalty
- All Damage bonus is lost on a failed attack swing
This weapon has a long melee range and an increased holster and deploy time.
I feel like this makes this weapons unique without having the obvious bleed stat. It's kinda like an eyelander variant, but it doesn't require kills.
+20% damage bonus
+This weapon has a longer melee range
-15% increased deploy time
-15% increased holster time
-15% slower movement speed when deployed
+50% Knockback resistance from all sources (including airblast)
+25% Damage against buildings
+25% Charge on melee kills
Critical hits sends enemies flying (Increased knockback)
This weapon has a long melee range and an increased holster and deploy time
-0.5 Seconds less charge
25% Slower attack speed
-50% Crit damage
No random crits
+15 max hp on wearer
35% more damage ( about 88 damage)
30% slower swing speed
reach slightly longer than eyelander
slows user by 12.5% while in loadout
hitting either terrain or an enemy (only below the waist on players) causes a small shockwave doing around 15 damage around it (does not apply to user) and knocking enemies away from the user (the enemy hit by the actual attack will be knocked back much further)
On miss: Hit yourself and bleed for 4% of your max health per tick for 5 ticks.
+14% max health
This weapon has a special attack usable with the Special Attack button (same as Medic's shield in MvM). When used, this weapon swings in a wide radius horizontally rather than vertically, hitting all enemies in range in a cone in front of the player. This attack is an additional 5% slower than the Standard Attack speed, for -30% attack speed.
On hit: Enemies bleed for 8% of their max health per tick for 5 ticks.
On miss: Hit yourself and bleed for 8% of your max health per tick for 5 ticks.
While active: -8% movement speed.
+15% knockback resistance
-25% melee attack speed.
-20%/15% weapon draw/holster speed.
Cannot be crit boosted.
Same range as the swords.
My idea for this would be a glass-cannon sort of play-style.
It specializes in what Demoman does best: AoE damage.
You can either play it safe and attack enemies with the standard attack while having some boosted health to supplement you, or you can risk a special attack to deal greater damage to multiple enemies at once. Miss either attack and you'll feel the repercussions. Balanced out for a more avoidable but deadlier Demoknight. Highly encourages surprise attacks.
25% less firing speed
Can you guys try keeping it simple?