Team Fortress 2

Team Fortress 2

The Blood Knucks
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Showing 1-15 of 16 comments
MANDY Jul 30, 2020 @ 5:50am 
On hit: apply debuff for 6 seconds
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
Last edited by MANDY; Jul 30, 2020 @ 5:51am
76561198984019052 Jul 30, 2020 @ 6:40am 
Nice!
Old Nintendo 3DS Jul 30, 2020 @ 9:25am 
wow, i like that weapon apollo and delila
Last edited by Old Nintendo 3DS; Jul 30, 2020 @ 9:26am
Golden Squidward Jul 30, 2020 @ 2:10pm 
"Bloody Knuckle"
- 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.
Last edited by Golden Squidward; Jul 30, 2020 @ 2:11pm
BluRaptor Jul 30, 2020 @ 10:14pm 
That a cool weapon for maybe combat medic and would really help your teammates in a tight spot delila.
Last edited by BluRaptor; Jul 30, 2020 @ 10:15pm
DrIvanRadosivic Jul 31, 2020 @ 2:55am 
I think that primary should be kind of like the Crusaders crossbow as in

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.
Rubber Duckie Jul 31, 2020 @ 8:49am 
Originally posted by DrIvanRadosivic:
I think that primary should be kind of like the Crusaders crossbow as in

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.
As someone who primarily focuses on healing, I would love this.
The Hunter Jul 31, 2020 @ 10:12am 
+10% attack speed +10HP(passive) +5% run speed(not passive). -5% damage -5% ubercharge rate -10%overheal.
Last edited by The Hunter; Aug 9, 2020 @ 2:43am
Kreepy Karma Aug 2, 2020 @ 1:13am 
On Hit: +15% Ubercharge added

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
Last edited by Kreepy Karma; Aug 2, 2020 @ 1:17am
gamerhobp Aug 2, 2020 @ 10:12am 
+: On Hit: Bleed for 5 seconds
+: 15+ Melee Swing Speed
-: No Random Critical Hits

(Preforms UberSaw Kill taunt)
this thing looks like it causes pain by injection the moment you hit. So:

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
Sirpikmin9000 Aug 10, 2020 @ 12:51am 
really cool
DrIvanRadosivic Aug 10, 2020 @ 1:20am 
Originally posted by Amdusias:
Originally posted by DrIvanRadosivic:
I think that primary should be kind of like the Crusaders crossbow as in

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.
As someone who primarily focuses on healing, I would love this.

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?
whyWhywHywhYWHY Aug 11, 2020 @ 7:19am 
Hitting your teammates gives them for health per second for 10 seconds as well as cures them of any debuff effects.
10% more damage
10% Uber charge on hit (Hit on the enemy team specifically.)
Removes 25 health
meow Sep 2, 2020 @ 4:55pm 
[+] +30 max health on wearer
[+] On hit: Heal for 50% of damage dealt
[+] On hit: Gain 50% crit resistance for 3 seconds
[-] -20% damage penalty
[-] -20% slower swing speed
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