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+Demoman is no longer drunk
-You can no longer make excuses of you being drunk so you can hide the fact that you cant aim pipes.
+Taunt drinking the bottle grants crits for 5 seconds with refillable meter
-cannot be used while meter is empty
-trade 5% speed for 15 health
Demoman's grenades with crits can oneshot every class in the game except Heavy with overheal, while single crit sticky deals 180+ AoE damage. Giving Demoman a way to get crits is a really bad idea. It's also left unexplained how the meter exactly works.
It was stated that effect is tied to a refillable meter, so that's kinda obvious.
That doesn't really sound that much disadvantageus.
- (+) Increases movement speed by +20%.
- (+) Increases charge duration by 0.5.
- (-) Increases fire damage taken by 15%.
- (-) Decreases damage done by 15%.
(-) No random critical hits.
40% faster swing speed
Increased melee range
50% damage penalty
No random crits
A good melee to use when you really don't want to be in melee range. Use it to dislodge yourself and perform tricky aerial manuveurs without using up your stickies.
Taunting with this weapon heals you for 25 health per charge
All charges are consumed upon taunting, regardless of how much you actually need to heal
25% less health from health packs
30% damage penalty
30% slower firing speed
Slower holster
No random crits
Doesn't break
A utility melee that allows you to sacrifice immediate healing and melee damage for the ability to essentially have a personal lunchbox.
Too underpowered, has to break.
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-100% damage penalty