Team Fortress 2

Team Fortress 2

Winter Warmth
Stats
I think the stats should be:
+ 25% faster movement speed
+ 25% max health
- 45% damage resistance to fire
When activated: Regenerates all health to nearby teammates (and you).
Blocks healing.

If you have another idea just post it down in the comments
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Hello
(E) = just if equipped
Pros:
After activation, allies gets instant 20 health points and 10 sec. of regenaration
+20% more health
+25% knockback resistance (Airblasts, Force-a-Natures, Rockets et cetera)
(E)Regenerates 5 health points per second to you

Cons:
(E)-10% slower movement (The whole backpack n stuff slows down)
-10% dmg resistance
The activation holds you at one point (maybe an animation for it, like the fresh brewed victory taunt?)
Medics heal -50% slower and Kits give you -50% less health back

The charge meter gets higher through you getting healed (too difficult?)

P.S. Hot Chocolate is delicious!
Epik 30 ian. 2015 la 8:22 
When Equipted +5 regen and 10% more health and when using the item all allies weps catch enemies on fire but user cant switch from the wep for that time.... idk seems cool
S-2K 30 ian. 2015 la 17:05 
+ 100% HP restoration
+ Cures all debuffs
+ Can be drank as if you were eating a sandvich (Rage or anything is not needed)
-Cant recharge
-Only has 1 use
=However, it CAN be refilled at an locker.
+25 Speed
+35 Health
+5 Fire Resistance
-Weapon Slot
-Disables Ubercharge
-No Team Effects
===============EFFECTS=====================
+Drinking Noise
+Steam From Cup
+Useable In The "Fresh Brewd Victory" Taunt
Pros

It's like a Sandvich
-Heals 100% of max health
-Can be thrown onto allies (Heals them 75% of their max health)

Cons

Dissapears on ground
No banner
Blocks healing
Passive Buff: Less afterburn duration and Regenaration while on fire

Activated Buff: All nearby allies and you gain ignite to all weapons, weapons the already ignite natuarlly mini-crit instead

Bar gains slowly through damage done, and quickly while on fire.
Pros:
On activation: Healing buff to all teamates near you
On ativation: +20% speed
Cons:
On activation: Only you will deal less damage
-30% less fire resistance
Gains bar charge through assited kills
Belloche 28 iul. 2015 la 11:40 
Pros:
+15% Fire resistance
Meter is filled by damage dealt. When you drink the hot chocolate (blowing a trumpet or conch) health is restored 25% and players within the radius get +34% fire resistance and get +7 health a second.
Postat inițial de =TCC= DO$H:
I think the stats should be:
+ 25% faster movement speed
+ 25% max health
- 45% damage resistance to fire
When activated: Regenerates all health to nearby teammates (and you).
Blocks healing.

If you have another idea just post it down in the comments
you forgot one thing






















no random critz
Ruby 12 mai 2016 la 9:27 
Winter Warmth / The Cozy Call to Arms / The Warm Welcome / The Alpines' Pick-me-up
Level -- Hot Cocoa

Provides a buff that causes:
+ 15% damage resistance
+ Ammo regeneration for 10 seconds
- 20% slower movement speed on wearer

Buff doubles on closest team mate.
Rage increases through ammo collected, and can stack to three cups.
Buff: Provides a consistant health gain of +25 hp/sec that also disables all damage over time effects such as bleed or fire to you and everyone in range for 10 seconds (this buff has twice the range of other buffs)

Meter charges with health restored: reaches 100% at 400 damage healed (medics give 20% of a point per single damage, or, quite simply, 1% for every 5 damage healed, plus overheal doesn't count)

gain damage resist based on health (at 100% health or more (200+): -10% resist, at 51%-99% health (101-199): +20% resist, at 1%-50% (1-100): +40% resist)

also as a side note, I think that it would be hilarious if the 'horn' that he played on activation was just a really loud obnoxious slurping noise followd by an 'ahh'.
Ruby 19 mai 2016 la 17:55 
Postat inițial de LittleBigB:
Buff: Provides a consistant health gain of +25 hp/sec that also disables all damage over time effects such as bleed or fire to you and everyone in range for 10 seconds (this buff has twice the range of other buffs)

Meter charges with health restored: reaches 100% at 400 damage healed (medics give 20% of a point per single damage, or, quite simply, 1% for every 5 damage healed, plus overheal doesn't count)

gain damage resist based on health (at 100% health or more (200+): -10% resist, at 51%-99% health (101-199): +20% resist, at 1%-50% (1-100): +40% resist)

also as a side note, I think that it would be hilarious if the 'horn' that he played on activation was just a really loud obnoxious slurping noise followd by an 'ahh'.

All of my no. The regeneration and damage resist is way too high, and is way too easy to charge. This just won't work. Ever.
Editat ultima dată de Ruby; 19 mai 2016 la 17:56
Paper 5 nov. 2016 la 23:53 
+Requires only 480 damage dealt to fill charge.

While under the effects;
Yourself and all nearby teammates constantly have max ammo and +30% reload speed on all weapons.
Editat ultima dată de Paper; 5 nov. 2016 la 23:55
Ruby 6 nov. 2016 la 6:18 
Postat inițial de Papɛя:
+Requires only 480 damage dealt to fill charge.

While under the effects;
Yourself and all nearby teammates constantly have max ammo and +30% reload speed on all weapons.

Simple and fair, props to you!
Editat ultima dată de Ruby; 6 nov. 2016 la 6:22
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