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Eh. Even if you made the demo completely immobile rather than a slower movespeed, it'd still be OP. Also, I'd prefer not to have demoknights replace medics. If a team won't use a medic, even despite their usefulness and how much they might actually need an uber, that's their fault.
If it prevents enemies from passing as well, then who's to say defenders won't just all go demo with this shield and clog up a passage that is the only means of getting to the objective?
Nonetheless, a unique idea for a demoman's shield.. but it's rather like the MvM medic shield which, while OP, was rather needed there where hordes of enemies and projectiles alike bored down on you. In standard players versus players, such an ability would be rediculous.
Also, natural counter is a wrangler, if you feel engineers would be demolished.
Or just to have a pyro buddy.
Or just to have teammates.
Very good stats!Add one more thing
When crouch walking demo speed is 70% reducted but you gain: Health Regen (2 per second)
+40% Bullet resistance
+20% Blast Damage Res
-30% Resistance to melee
When you activate the special attack : +70% resistance from being pushed off by pyro/explosives/force-a-nature etc.
The special square may be broken by a pyro with a homewrecker
I have a bunch of complaints. First off: Scout's Bonk! already fulfills this EXACT purpose:
-Makes user invulnerable for a short time
-Prevents user from attacking
-Timer determines when the abilitiy can be used
-Useful for distracting enemies and sentries
Also, these stats would mean no charging. WTF? A shield that doesn't let the Demoknight charge?
It's a cool idea, but ultimately, I think it would conflict with Scout's Bonk! and seriously reduce the Demoman's capabilities. With no charge, his only real weapon left would be the 'nade launcher, and he can't even fire it when actually using this shield's primary ability.
Your suggested use for defensive purposes in chokepoints or against sentries are sound, but that conflicts with the Heavy. Heavy was MADE for holding chokes and eating sentry fire.
Finally, the Demoman already posseses a MUCH better way to kill sentries - the weapon this shield would replace: the sticky launcher. I have never, NOT ONCE, encountered a sentry I couldn't kill with three stickies. Not even once.
To wrap it all up, this shield would become a weak novelty item. It's worse than the weapon it replaces, it doesn't synergise with the Demoman's melee capabilities, and competes - unsuccesfully - with both Scouts (distracting sentries) and Heavies (holding chokes).
...What?
Just highlight it using your mouse, then copy and paste it into the comment box :3