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Debuff applied is based on last class healed
-25% damage penalty
20% slower firing speed
Debuffs from last class healed (color also changes based on debuff):
Scout (white) - Mad Milk
Soldier (red) - Marked-for-Death
Pyro (orange) - Afterburn
Demoman (green) - Increased mouse sensitivity to 7.50
Heavy (blue) - 50% slower movement speed
Engineer (grey) - +100% ammo per shot
Medic (pink) - -100% healing from all sources
Sniper (yellow) - Jarate
Spy (purple) - Restrict to melee
- No Random Crits
- On Alt. Fire: Medic performs a running punch, dealing a guaranteed critical hit. If the target is killed by the charge, they explode. 15 second recharge between uses.
On enemy hit: ouch.
on ally hit: heal 25HP(or 50HP, what is better)and a small 5HP regen effect for 5 seconds that can overheal.
alt fire could be Maniacal charge that does minicrits that give uber on hit or some such.
Alt-Fire: Charge towards your enemies and remove debuffs. Gain a mini-crit melee strike after impacting an enemy.
-15% slower firing speed
-20% damage penalty
-Charge removes 5% Ubercharge
-1 second decrease in charge duration
-100% decrease in charge impact damage
+: 15+ Melee Swing Speed
-: No Random Critical Hits
(Preforms UberSaw Kill taunt)
The Blood Knucks!
+On hit: Reduce victim's healing rate from medics and health packs by 75% for 7 seconds
+35% swingspeed
+25% draw speed
-30% Damage
-30% holster rate
The purpose of the Blood Knucks is not to make yourself a melee god or to build your uber in a last ditch effort, or even provide a defence against your foes: It's to make them regret trying to pick you. By ejecting your foes with MannCo brand aids, your foe will be taking around 40 damage of their health, and limit their ability to recover, meaning your enemy will have a hard time taking advantage of your sudden dissapearence. Full healthpacks it'll only heal around a small health packs level, the medigun will heal you a pitiful amount, and you still need to deal with that damage you took!
Now this sounds like free uber for your medic, but think of it like this: 7 seconds is alot depending on who you are.
If you blew up that medic, 7 seconds of reduced healing is more than enough for that scunt he was healing to pop a meatshot in your ass faster than a south park probe, and you cant just throw yourself at a health pack to try and live once you get hit. Whats more, unless he is right there, you will need to go and find our medic to take advantage of the debuff, meaning you're going to get at most 2-3 seconds of heal, which is barely a difference at that point.
Whats more, this extra swing speed means you might get a second shot at those delicious bones in his body, reapplying the effect and making him fragile as me ego.
the main downsides are that this thing both floats and hits like a butterfly, and is slow and uneducated as one too. If multiple people are after you, theres chance not even gaben crits can save your ass, and if you do make it out safely, that holster speed means surprise attack as you grab your healing juice just makes surprise tactics all the more dangerous
you would love what I would do for improving the medic, then.
core class change: Medic primaries and melees get alt fires that cause healing and 5% uber on heal.
Primaries get a alt fire that throws out medium med packs(Sandvich stats, 30 seconds cooldown that can be lowered with picking up health packs when your HP is full, cannot heal from picking up your med pack) while melees get alt fires with injector syringes that heal for 50HP that can overheal(a 125HP class at full HP gets 175HP with a 125HP class at 100HP gets 150HP, plus pressing R with melee active does a self heal with the syringe) plus a 15 second cooldown that gives you 15 seconds of 20% faster swing speed 20HP damage no random crits syringe shiv during those 15 seconds(stock syringe is the only one with the ability to get 5% uber on hit) plus both alt fires get extra effects.
Stock extra effects are 5HP regen for 5 seconds plus the syring ebeing a 5% uber on hit weapon.
Blutsauger and ubersaw are up to 20HP on hit for ranged and 20HP on hit for melee for 5 seconds.
Overdose and Solemn Vow are Disciplinary action buff for 5 seconds.
Crusaders Crossbow and Amputator need no extra effects, but Amputator can get "extra regen when active can overheal you to 30HP" and Bardic Healing alt fire that when full gives the AOE healing from the taunt for 8 secondsand you can use the primary and melee during those 8 seconds.
Vitasaw is "alt fire is using the organs for 15% uber now instead of later" and 15HP on hit that can overheal to 30HP since the Vitasaw lowers your HP to 140HP.
plus my idea for the Blood Knucks.
what do you think of this?
10% more damage
10% Uber charge on hit (Hit on the enemy team specifically.)
Removes 25 health
[+] On hit: Heal for 50% of damage dealt
[+] On hit: Gain 50% crit resistance for 3 seconds
[-] -20% damage penalty
[-] -20% slower swing speed