Team Fortress 2

Team Fortress 2

(Executioner's Set) Soul catcher
My ideas for stats, and possibly your's!
My ideas:

+On kill: Will take the enemy's soul
+The more soul's you have the more damage all you weapon deal
+On kill: Will consume the enemy's health (Killing a Heavy will give you 300 health, killing a Scout will give you he's speed ect. Ect.)
+25 Max health (You can only get the max health by killing other players)
-75 starting health (Works as -100 when you think about the +25 max health)
-Can't pick up health packs
-Healing capinets can only heal you to your starting health
-When an enemy that you have the soul of hurts you of 25 health, they will get there soul back
(Giving them slight Overheal)

I know this is a stupid idea but...

Your ideas:




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Showing 1-15 of 16 comments
+50% More Damage
+On Kill give's you 2 Second's Speed and Crit's
-No Random Crits
-More Damage from Fire
Pimp Skeletor 3 Jun, 2015 @ 4:33pm 
If Demo:
Pros:
20% Crit Resistance
+15% damage

Cons:
+5% Explosive damage vulnerability
20% slower attack speed

If Pyro:
Pros:
+1 Capture Rate on Wearer
20% Crit Resistance
5% faster weapon switch speed

Cons:
20% slower attack speed
5% slower movement speed while active
Last edited by Pimp Skeletor; 3 Jun, 2015 @ 4:43pm
Funky (Banned) 12 Jun, 2015 @ 9:23am 
Originally posted by Brosoldier:
If Demo:
Pros:
20% Crit Resistance
+15% damage

Cons:
+5% Explosive damage vulnerability
20% slower attack speed

If Pyro:
Pros:
+1 Capture Rate on Wearer
20% Crit Resistance
5% faster weapon switch speed

Cons:
20% slower attack speed
5% slower movement speed while active
Nice!
In Dog We Thrust 13 Jun, 2015 @ 12:14pm 
Demo:
+On kill : Takes speed (soul) of class killed (does not overlap)
+With each new soul : + 10% damage added (up to 3 souls)
Cons
+10% damage taken from fire
+10% Taken from explosives
Pyro :
+On kill : Takes speed (soul) of class killed (does not overlap)
+With each new soul : + 10% damage added (up to 3 souls)
Cons
+20% damage taken from melee
+10% Taken from explosives
nehnehpok 25 Jul, 2015 @ 8:33am 
killing another class would grant you there upsides:
medic to get regeneration,
scout for speed,
pyro for flames,
heavy for health,
soldier for bigger explosion radius,
sniper for his piss,
engineer for increased damage to buildings,
spy for slight invisibility,
other demomen for, just killing him
Can only have 1 upside at a time.
nehnehpok 25 Jul, 2015 @ 8:34am 
kill a sniper for his urine
kaa 24 Aug, 2015 @ 4:43pm 
Pro's:
Each soul taken increases damage by 10. Up to 4 souls taken.
After soul is taken 4 seconds -30% damage taken.
Crit damage taken as normal damage.
Crit's are a one hit kill.
Increased range.
Con's:
- 20% swing speed
+30% damage from mele attacks while active.
Looses overheal when using this weapon.
Blocks 50% healing when active.
-10 health per swing.


gordon freerf 23 Sep, 2015 @ 6:42pm 
On kill: Take soul
+5% move speed per soul (max +50%)
Full health on kill
-10% starting move speed
Weapon has short melee range
Last edited by gordon freerf; 23 Sep, 2015 @ 6:43pm
Phoenix 28 Sep, 2015 @ 11:09pm 
Originally posted by Sniperknight:
On kill: Take soul
+5% move speed per soul (max +50%)
Full health on kill
-10% starting move speed
Weapon has short melee range
What this weapon would be if it heals full on kill is another zatochi that would be harder to deal with.
BubblySonic7 15 Oct, 2016 @ 1:53pm 
+on hit: steal 20 health
+on kill: gives oponent longer respawn time
-20% swing speed
-15% damage
-no critical hits
-if full health already does no damage
Cossack 8 Dec, 2016 @ 10:31am 
on a kill you get a soul (upside) of that class all stack up to 5 times
scout+5% faster move speed
soldier+5%explosion resist
same for demoman 5 kills for demo and soldier=50% explosion resist
medic 1 hp regen every sec
heavy+10%max hp
sniper 5% head shot dam resist
spy 5% faster swing speed
engineer +5% sentry damage resist
-50 max hp(can be changed if needed
-10% slower move speed
+10% more damage taken
10% slower swing speed
76561198118221460 22 Oct, 2017 @ 8:57am 
-50% Health
+15% Damage
Guardian Counter: Ever Kill adds a Gaurdian, which will allow you to take a hit without taking away damage, Only goes up to Five. Once 5 Are Reached, Using Alt Click will fake your death the next hit and will make you become Invisable and Swinging your axe will reviel yourself and deal Critical Damage, However you will become marked for death apon Killing an enemy.
{True Darkian} 5 Nov, 2017 @ 6:54am 
Reskin for the Eyelander.
bleats 23 Aug, 2018 @ 1:33pm 
This weapon has a large melee range and deploys and holsters slower
+shield bashes ignite players
+minicrits burning players
+Attacks pierce damage resistance effects and bonuses on burning players

-20% swing speed penalty
-10% damage to non-burning players (58 damage)
-no fire immunity on wearer

basically functions as sort of pre-rework axtinguisher for pyro, and itd make demoknight a good bit more interesting
Enchilada Munchies 27 Nov, 2019 @ 12:31am 
My suggested stats on this weapon:

+On kill: Your next target will be immediately killed on hit
+20% faster melee swing speed
+35% increase in damage resistance to all damage sources on wearer (shield required)
-/+ This weapon has a large melee range and has a slow holster and deploy speed
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