Changes:
Added Up to +35% damage done to players based on distance traveled
Removed +20% damage vs. buildings
Increased blast radius penalty to -70% from -25%
Reason: There's one thing people know the Loch-n-Load for, and that's range. It's trying to be this weird mish-mash of long range mixed with this random building damage stat is a bit odd and makes the weapon pretty meager in my opinion. This version would serve to have range by the #1 main idea, and would give Snipers another thing they have to consider when picking their sniping perch.
Changes:
Added +50% knockback resistance on wearer
The additional speed bonus no longer requires a shield equipped
Reasons: Full on Demoknight being the default preset to Demoknight is something I feel is a mistake, and the Booties reflect that. The Booties I would prefer have use to both Demoknights and Stickybomb Demos alike. Note, this change in particular is most subject to change.
Changes:
Overall knockback reduced, and knockback scales with damage dealt
Projectile speed is now a hidden stat
Changes:
Added Grenades are still able to land direct hits after colliding with a wall
Added -20% damage penalty
Changes Grenades have very little bounce and roll with grenades bounce on surfaces instead of rolling
Reason: Just like the third degree, this weapon is basically a complete rip off of Stock, so it's basically a new weapon now.
Changes:
Added +35% extra health from packs on wearer
Increased 30% explosive resistance to +35%
Increased shield bash damage to 65, from 50 (base shield change)
Decreased cooldown time to 6 seconds from 12 (base shield change)
Charging caps out at a Mini-crit melee strike (base shield change)
Decreased +50% fire resistance to +35%
Reason: An attempt to make Demoknight much less polarized of a class, giving more passive benefit and making the charge more plentiful, but comes at the cost of charge crits.
Changes:
Added +25% faster reload speed
Removed Able to destroy enemy sticky bombs
Reason: Slight buff while getting rid of an unnecessary stat.
Changes:
Changed +200% max primary ammo on wearer to Does not require ammo
Reason: Same as the Rocket Jumper
Changes:
Charging caps out at a Mini-crit melee strike
Removed +50% increase in charge recharge rate
All other base changes from the Targe carry over
Reason: See the Chargin’ Targe
Changes:
Increased damage from 65 to 75, this is the standard for all Demoman melees.
Reason: See reasoning for the Shovel
Changes:
All sword switch speed penalties reduced to 50% from 75%, applies to all sword based weapons + the Disciplinary Action
Heads no longer increase shield impact damage
Reason: Make Swords more versatile when used with Hybrid. Most swords are going to be balanced around Hybrid Knight rather than full on Demoknight. More specifically for this Eyelander change, a small nerf to level the playing field on Swords.
Changes:
Added On kill: gain a speed boost
Removed +25% charge gained on kill
Reason: Small buff that also gives some benefits to non demoknights
Changes:
Added a cooldown that’s 30 seconds long for the explosion hit. Must switch weapons to prepare the explosion again
Decreased deploy penalty to 30% from 100%
Fixed an issue with shield charge mini-crits not applying to the caber
Fixed numerous issues with the explosion not hitting.
Added a taunt kill
Reasons: Makes the caber worth using and makes it actually good at its core purpose, along with fixing a lot of the jank with it.