Changes:
Added +50% knockback resistance on wearer
The additional speed bonus no longer requires a shield equipped
Added Shield charges grant a critical melee strike at the end of a charge
Reasons: This will all make sense later, trust me.
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:
Changed +25% explosive and 50% fire resistance to +25% ranged damage and knockback resistance
Slightly increased turn control
Shield cooldown reduced to 10s from 12s (base shield change)
Charging caps out at a Mini-crit melee strike (base shield change)
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:
Changed +20% explosive and fire resistance to +15% ranged damage resistance
Added +25% melee attack speed on wearer
Charging caps out at a Mini-crit melee strike
Removed +50% increase in charge recharge rate
Reason: See the Chargin’ Targe
Changes:
Changed melee kills refill 75% charge to all kills 50% charge
Removed taking damage reduces charge time
Removed explosive and fire resistance
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
Added -15% damage penalty
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.Â
Changes:
Added On kill: gain a speed boost
Removed +25% charge gained on kill
Added -15% damage penalty
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.
Changes:
Removed -80% max primary and secondary ammo capacity on wearer
Added -15% damage penalty
Reason: Since all swords get a damage penalty, it didn't really make sense for this weapon to keep the downsides it had.