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-30% damage penalty
-No random crits
+/-Damaging enemies with this weapon fills a Drain meter
+/-Alt-Fire: Heal an ally based on the amount of Drain you have stored
Alt-fire: Take 25 health for a speed boost for 3 seconds
Damage increases based on UberCharge percentage, up to +100% (130 max damage)
You are marked for death while active, and for a short period after switching weapons
No random critical hits
while this wouldn't beat the utility of the ubersaw, it'd be pretty powerful in the right hands. the melee power is offset by the risk of taking more damage while it's active.
It cannot depend on current uber because main mechanic is already chosen.
Thus, suggesting making it like extra blood storage
Stores up to 260 blood units (starts with 0)
Whenever you would take damage equal or greater than your health remaining, try to compensate exceed damage from blood stored (at rate of 1:1)
While wieling this weapon:
On hit: receive blood units as much as damage dealt (stores max 200)
On miss: lose up to 65 blood stored
-2 health regen per second (if also blutsauger equipped, you lose health until you dont take damage long enough for regeneration to go back positive, up to +2)
100% slower switch-out speed
No random critiical hits
So it works like ubersaw, where merely hitting (optinally defenseless) foe will reward. Unlike ubersaw, this one rewards not with uber itself, but with survivability. Fits with kritzkrieg (where uber does not protect you at all) and in situations when you already score uber fast enough
Pro: on kill, increases max ubercharge by 10% (Max 300%)(NOTE if it reaches 100% it can be used despite the rest of the max uber)
Pro: +50 max health on wearer
Pro: +50% Damage resistance (Includes critical damage)
Con: On death, max ubercharge is depleted by 10% and all of the max uber is reduced to 100 (Max deplete being 50%)
Con: Cannot use the resupply locker.
Con: Mini crits when it would normally crit
even if it was possible, with it, stats would look really weid.
and without it, rest of stats look OP. Medic survives direct hit crocket? eazily. Overhealed medic survives full charged headshot? no problem
+On Hit : Heal 25% of damage dealt and charge Vial by 5%
+On Kill : Charge Vial by 10%
+Swing speed increases as Vial charges up to a maximum swing speed boost of 40% (8% Per 20% of Vial)
-20% Swing Speed
-10% Damage
-Crits are now Mini-Crits.