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+Launches you at a Forward-Upward Angle
+100% Longer charge time
+100% Charge speed
+50% Damage Vulnerability
+50% Damage vulnerability while charging
-100% Charge Damage
-100% Ability to think of good stats
Essentially this does no damage, but lets you flllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyy
and also you die easy
I know this idea sucks
Coukd work with extra turning control
20% melee resistance on wearer
20% projectile resistance on wearer
100% immunity to debuffs on wearer
50% longer charge regen
The Celtic Nut
Level X Shield
+/-) Charge is built with damage dealt
(350 damage needed to charge, maybe easier to build with hybrid-knights with hitting consistant pipes, but would also work with demoknights)
+) Gain increased resistance to all damage as charge is built. Empty charge meter starts off with low resistance.
(start off with a 15% resistance to all damage, 100% charge gains 50% total resistance)
+/-) 100% longer charge duration, with 50% slower charge movement
(you move half as fast while charging, but the effect lasts twice as long, which can be beneficial in some situations)
-) -25% health from all sources on wearer
-) No critical melee damage from charge
-) No debuff removal on charge
(these two stats can be hidden if you like?)
Alt-Fire: Charge towards your enemies. No melee critical strikes or debuffs are removed upon charging.
However, you can't give Valve your own stats to them when the weapon is accepted.
also, get some help, stats people.
1st: no u
2nd: We don't care, for me, I'm just doing this to see what people will come up with, just firing up their creative juices, there's no harm in that as far as I can see and it's fun reading what people think of. The creativity of this community sometimes just blows me away.
How dare u.
sowwi
yey
I like this one the best!
...a climber?
+ charging into a flat vertical wall lets you stick to it until you run out of charge meter or jump
+ wall charging drains meter 50% slower than default rate
+ can wall charge in all directions as long as it keeps the user on the wall
- 75% charge duration
- 50% longer recharge time
- 100% charge damage
It replaces the speedy and dangerous horizontal charge for a sneakier approach that allows them to move in ways no other class can. It provides a unique escape route, but denies the demoknight's key tool of the classic charge, so it pairs well with a grenade launcher.
Instead of using the sticky launcher for the trap, the player becomes the trap.
1- get chased
2- go through a doorway
3- charge and climb above the doorway
4- the enemies run through, and you rain grenades on them.
It's a key change to how the class can be played.
So, what do you all think?
I like this, it could work similarly to Lucio's wallride, but of course, add a stat that removes the demoman's charge scream because that makes tealth basically impossible.
After Charge: +30% Ammo
After Charge: +50% Faster Fire Rate For 4 Seconds
15% Damage Resistance
5% Slower Move Speed
30% Less Charge Duration