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Bleed damage
+10% damage to bleeding targets
+10% movement speed
Con's
-14% damage on wearer
-12% damage on attack "for this melee not the flamethrower and shotgun or flare gun"
-25% health
REASONS FOR STATS "Because the pyro already has enough melees and the pyro already had a buff for the pyro update and got some nerfs as well"
While weapon is active:
A single swing is able to hit multiple people
Every kill increases the weapons firing speed by 15% (max at 6)
-15% damage penalty
On burning enemy hit: extinguish them
+100% fire vulnerability on wearer
This reminds me sooo much of that scene in Resident Evil 7 with the shovel and the cop so let's make some stats based around that.
Special Ability:
Shogun's Dishonor:
Hitting enemies in the head does critical hits and this builds up a meter which you can go on a rampage!
(Maybe also a similar attack animation to how the backstab flips the knife around to, well, backstab, this weapon does a thrusting attack when you attack the head.)
Pros:
- Attacks to the head deal critical hits
- When the Shogun's Dishonor meter is full, activate it to get a 50% speed boost, an overheal, and mini crits.
Cons:
- 40% less damage on bodyshots (Shogun's Dishonor outrules this when activated)
- 30% movement speed when held (Shogun's Dishonor also outrules this when activated)
- Hitting bodyshots slows the player
- Hitting bodyshots causes bleeding
How this works:
Basically the Scorcher's Spade would be kind of a mix between the Kunai, the Phlog, the Half-Zatoichi, the Heatmaker, and the Boston's Basher. On paper sounds kind of complicated, but ingame might be an interesting gimic.
Simply you are only allowed to attack the head. If you hit the head, you are rewarded with crits. If you miss, you deal less damage, are slowed, and start bleeding. It requires skill as you HAVE to hit the head or the weapon is pretty much worthless and you have to be prepared to fight with it because you are slower when it's held.
Successfully using this weapon rewards the player with a short burst of movement speed, melee speed, overheal, and crits. It's also not like you just swing generally in the direction of their head: You have to hit them in the head.
Hard to master, but pretty good when used correctly. I'm pretty sure this is a bad statistic .-.
always take crits on wearer
does 0 damage
kill taunt
-
Recreation of the ResEvil7 shovel scene
-50% damage
applies bleed for 6 seconds
right-click: shove
Wow, I love these stats! These would be pretty sweet.
+15% attack speed
+attack and walking speed increases with each hit to a maximum of 30% (attack speed stacks with passive 15%)
-25% damage
-attack and walking speed buff drains very fast if holsterd
-15% damage vulnrability in hand
+/-) Deal percentage damage: damage dealt is based on 35% of target's health (remaining health, not maximum)
+) 50% faster holster speed (knock down the bulk of a target's health and finish off with other weapons)
-) No random critical hits
-) -75% health from healers (same as the back scratcher and would prevent op pocket pyros using this on the entire team)
The unique percentage damage on this weapon means that it is useful for cutting down all classes to the same size by dealing more damage to those with more health. However, it is useless to kill people with as the damage dealt eventually goes down to 0 with 35% damage of a target 1 health being closer to 0.
This weapon is soooo cool! I hope Valve someday uses this in-game. If not (and it probably won't be for millions of years into the far future), I hope someone like Karma Charger (great guy with a Youtube channel) makes a demonstration of this (maybe with these stats pls Karma?).
Overall, keep it up and hope you like my suggestion!
On kill: Completely restore your health
200% damage vulnerability while active
Honorbound: Sheathing this weapon without getting a kill does 100 damage to yourself(if you dont have enough health to take that dmage, it just leaves you at one point of health)
Slower draw and holster
Pretty much one-shots most enemies and restores you completely to boot, but with the slower draw speed, honorbound properties, and immense damage vulnerability, this is not as easy as it sounds.
25% faster firing speed
45% more range (thats a bit longer then Demo Swords, right?)
maybe an alt fire that does an AoE swipe that knocks enemies back
same damage as primary fire (which is a jab, for reference) but the primary fire animation can be cut short into this, giving itself its own combo sort of
secondary fire has a significantly slower fire rate then primary fire
this combined with pyro mobility tools could be fun but other then that its just another pyro melee, except its more like a weapon and less like a utility tool, which most good melee weapons are just that
also we have enough pyro melees, give a weapon like this to the heavy or something, that would be fun (as much as there would be no reason for it)