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Thoughts On Current Weapon
Grenade Launchers work entirely fine, though there is some room for refinement.
Current Version
Balance Changes
Grenades are no longer affected by random elements, like random position or tumbling speed
They will still tumble forward a small amount.
25% self-damage resistance to grenades while airborne now applies when the grenade does not damage an enemy...
...rather than when you're airborne.
This matches the Gunboat's logic.
Listed several attributes of interest
New Stats
Reasons For Changes
Yay, no more randomness on the weapon that demands direct accuracy to be effective! And making grenades have consistent logic with the Gunboats! Oh, and... a description too! Wahoo. (What's that? Pyro says "Mmphm~~ 😳"? Never talk to me again.)
Thoughts On Current Weapon
The Booties are not nearly as impactful to a hybrid knight as a shield is, though this is partly deserved since the power of the stickybomb launcher is more than the Grenade Launcher, especially when each are considered from being used solo. However, I think it's time that we start acknowledging that both forms of Demo that use the Booties are generally on the weaker end.
Current Version
Balance Changes
Speed bonus no longer requires a shield
Added shield charging grants a critical melee swing at the end of a charge
Added 25% knockback resistance
Added "When weapon is equipped"
New Stats
Reasons For Changes
These changes aren't that big of a difference for sticky hybrid, mostly just regaining the speed bonus he had for a week. Competitive players at the time were rash to judge (as usual) during the time and Valve similarly caved quickly even though it didn't radically break any balance. Moreover, the knockback resistance is particularly aimed at mitigating full knight's distinct weakness to any and all knockback sources, in addition to a few seconds taken off of the shield recharge time. As for the critical melee swing, see the shield changes below.
Thoughts On Current Weapon
The Iron Bomber is among the biggest offenses (if not the most) when it comes to being an unlock that plays no differently to stock. Though the idea is to have mostly stationary rollers and allow firing it at the ground to be more consistent, this strategy is rarely done since stickies were made specifically for that purpose. Rather, the remaining two stats of a faster detonation time and slightly reduced explosion radius is clearly favored in the positive direction and makes it just better than stock without changing anything about how you use it. Being as I value weapons being unique from each other, but also want to lean on the careful side when it comes to total reworks, I have two very different ways of taking this weapon.
IDEA #1 - Rework With New Stats
Current Version
Balance Changes
(All stats removed, save for little bounce and roll on grenades, and replaced with...)
Added deals mini-crits while blast jumping or at the end of a shield charge
Grenades with these mini-crits will have a team-colored trail effect behind them, like the Huntsman’s arrows.
Added +25% faster firing speed while blast jumping or shield charging
Added +25% self-damage taken from grenades
Added grenades have damage fall-off
Works like regular fall-off, where it will deal 100 damage up to 512 HU, and then begin lowering damage until 1024 HU.
Max fall-off will deal 80 damage.
Little bounce and roll is now a neutral stat.
New Stats
Reasons For Changes (Idea #1)
This new design works by taking the name literally. It encourages blast jumping with stickies or using a shield charge to get high damage and faster firing grenades while being slightly worse while grounded by increasing Demoman’s weakness to self-damage at close range and adds a small bit of damage fall-off for long range. In addition, since mini-crits are immune to fall-off, the aerial bombing won’t be affected by that downside. This should make it an interesting side-grade to stock!
IDEA #2 - Original-Style Simplification
Current Version
Balance Changes
Removed -15% explosion radius
Removed -30% fuse time on grenades
Little bounce and roll is now a neutral stat
New Stats
Reasons For Changes (Idea #2)
Being fair, these two stats rarely change anything, and removing them can work to make it officially Stock 2 with a minor change based on preference, just like how the Original is on Soldier. This ultimately is boring, but it's not unheard of.
Thoughts On Current Weapon
I like the Loch-N-Load as it stands today, with it being a different tool besides the Direct Hit to take down buildings, especially those from farther away. However, the projectile speed is a little jarring to get used to for those who use the other grenade launchers frequently, and Engineer doesn't need his hard counter to have a weapon that makes him an even harder counter. For these balance changes, I'll be more experimental.
Current Version
Balance Changes
Removed -25% explosion radius
Added On Hit: Instantly reload one grenade into the clip
Comes out of your reserve ammo.
Added +25% faster reload speed
Removed +25% faster projectile speed
Removed +20% damage vs buildings
Added cannot stop firing until clip is empty and cannot fire again until fully loaded
New Stats
Reasons For Changes
As the name implies, the Loch-N-Load is meant to reward players for accuracy, and that is what my redesign here is exactly for. By landing a direct hit, you’ll be able to refund your shot into your clip instantly (from your reserve) at the cost of only having three shots in the clip, no rollers, being unable to stop firing until you’re out of clip, and being unable to fire until you’re fully reloaded. This would allow experienced Demomans (Demomen?) to garner rewards for their accuracy, and be useful as a training tool for hitting those direct shots one after the other.
Thoughts On Current Weapon
The Loose Cannon is an incredible weapon that rewards either staying at the perfect distance or having great on-the-spot timing to hit targets closer than that distance. It just has one (or three) particular issue(s)...
Current Version
Balance Changes
Added 25% self-damage resistance when cannonball does not damage an enemy
For some odd reason, the Loose Cannon lacks any self-damage resistance, so I'm adding it here.
This will be a hidden stat since it's part of all grenade launchers now.
Double Donks no longer require to charge for at least 0.1 seconds to be performed
Removed knockback on direct hits
Extra projectile speed is now a hidden stat, as it's there to make the projectile move the same speed as stock.
Fuse time passage now listed as upsides.
Double Donk description edited to be a little more clear.
Now is "Level x Cannonball Launcher"
New Stats
Reasons For Changes
Let’s be fair: the knockback helps nobody. It’s annoying for the person fighting the Loose Cannon user, and for the user, double donks are made rather inconsistent. With it gone, it becomes better suited as being the skilled primary it was meant to be, especially since the self damage is now reduced properly to allow cannon jumps to be more viable.
Thoughts On Current Weapon
I'm not the first to admit that the stickybomb launcher is strong, overpowered even. Not only do stickies provide massive area denial when grouped together, but their direct combat via sticky spam is one of the strongest offenses a single class can output. Not only that, the stickybomb launcher has an unusually high clip size of eight. That's twice more than the Grenade Launcher and Rocket Launcher, while still letting Demo hold onto his Grenade Launcher! Really, this thing has it all for Demo outside of close range, but that's always going to be a core weakness of Demo. I think it's time it gets a firm tap on the shoulder and both address its overwhelming offensive capabilities and lack of counterplay potential.
Current Version
Balance Changes
Stickies no longer have random spread
Dying when detonating stickybombs will now detonate all stickies rather than destroying any that were not necessary to kill you
For some reason, in current TF2, the game will check before detonating stickies if you will die to them and will only detonate the # of stickies required to kill you, fizzling out the rest. This check has been removed.
25% self blast damage resistance when airborne now applies when they don't hit an enemy...
...rather than when you're airborne.
This matches the Gunboat's logic.
Is on a per stickybomb basis, so if you jump with Sticky A and Sticky B, but Sticky A's explosion hits an enemy, the resistance will apply to Sticky B's damage only.
Stickies that get airblasted or pushed by an explosion will have their arm time reset
Reduced clip size to 6 (from 8)
Stickies no longer have distance-based damage ramp-up
This maxes their damage out to 120 damage.
Damage fall-off is determined based on distance from the attacker upon detonation rather than projectile origin
This maintains their current behavior. This is here to make sure they don't benefit from the general change to projectiles (see General page) regarding their distance calculation. It'd be silly to let stickies placed at close range always lack fall-off even if they're detonated from far away.
Stickies are now affected by attacks while airborne
This will allow explosions to push them + reset their arm time (see above) and for melee attacks, bullets, syringes, etc to destroy them rather than having to wait until they're stuck to a surface to do so.
Increased the hitbox of stickies to match their model size
Currently, they're 4 HUs in size and are unreasonably difficult to destroy. Not any longer!
Added a lot more to the description
New Stats
Reasons For Changes
Random spread on stickies has been removed to let charged stickies actually have reasonable accuracy. Cool! Now for the nerfs. Though plentiful, they are anything but undeserved - stickies promote a really lame playstyle with sticky spam that is nigh impossible to counter and traps, though stationary, are also really oppressive and easy to replace after use. Here's what my nerfs address:
Having six stickies to work with rather than eight will force Demo to engage in his long reload weakness more often when spamming stickies and limit how many consecutive traps he can make quickly. Additionally, to really hammer down on sticky spam, I also made airborne stickies no longer immune to explosions, bullets, and the like, making counterplay by shooting them out of the air a possibility when you aren't a Pyro with airblast, which is further made easier by their hitboxes not being the tiniest thing known to man. On top of this, damage ramp-up is removed to prevent one-shots against light classes at close range (considering stickies already have 120 base damage, ramp-up on top of that is just plain excessive). Soldiers, Pyros, and other Demos are now also able to interact with stickies more meaningfully by letting them reset the arm times with explosions and airblast. Lastly, stickies now operate under the same rules as the Gunboats to make Demo's close range weakness further felt by making it so that simply jumping doesn't let you resist the damage you should take. This should keep Demo's power more level vs other classes and encourage more use of the Grenade Launcher by proxy.
Thoughts On Current Weapon
The shield of choice for the Demoman who wants the most defense out of their shield… though it hardly provides any stronger defense than the Splendid Screen. However, making that stronger is going to make Chargin' Targe users even more unbearable to kill - so these balance changes will have to take a different approach.
Current Version
Balance Changes
Getting charge refills during a shield charge will now properly add the charge to the next recharge rather than applying to the current charge (and subsequently getting removed)
Charge will no longer be cancelled if your movement speed gets reduced to or below a certain level
Turning control when charging is now consistent instead of varying based upon your connection level to the server
Shield bash hits and kills will now also trigger relevant stats on your given melee and primary
I.e. shield bash hits will give back 20% shield charge if you have the Persuader. Kills will give you Eyelander heads, Zatoichi health, Booties shield recharge, etc.
Reduced the recharge time to 10 seconds (from 12)
Added 25% knockback resistance
Added 25% general damage resistance...
...and removed the 30% explosive and 50% fire damage resistances.
No longer grants a melee crit at the end of the charge
Still maintains the full mini-crit duration.
Other Changes
Now is a stock item alongside the stock Stickybomb Launcher and can no longer be crafted or found via item drops.
All Chargin' Targes collected before this point will become Genuine, but otherwise remain fully intact and tradable if they were before.
Craft recipes that use it will now use either the Tide Turner or Splendid Screen.
Updated the charge description to be more detailed
Renamed the weapon to "Battle Shield" to better fit being stock
New Stats
Reasons For Changes
If there was one thing that I could name as a big annoyance to shield users (especially to full knights), it’s getting knocked around. This doubly applies to charging, where getting knocked about can completely ruin your approach. Knockback resistance would greatly improve the Chargin' Targe's uniqueness over the Splendid Screen and make the choice between the two not so one-sided. I also made the damage resistance more universal since, with the knockback resistance, the explosive classes and Pyro are no longer such high counters and it can be spread evenly as it should be. Additionally, the Booties cover the nerf of no melee crit by giving it right back, allowing Demoknight to remain as strong as he is now while maintaining the nerf for hybrid. Finally, as for the change to being a stock item... I think that speaks for itself considering how much the Chargin' Targe changes Demo, the fact there's two unlocks that base themselves off of it, and that it's relatively simple in function.
Thoughts On Current Weapon
Remember when this thing had their stickies fizzle out after 2 seconds and had no damage bonuses to speak of? Those were some rough times for this weapon alright. Nowadays, the Quickie sees some rare use when you want to up the range of your sticky spam and don't care much about the spam duration or for assisting close range combat with its short arm time. Considering the changes I just made to all stickybomb launchers, this niche is a little more useful, though there are adjustments to be made.
Current Version
Balance Changes
Reduced damage penalty to -10% (from -15%)
Reduced clip size penalty to -34% (from -50%)
Still 4 shots due to stock change.
Changed a few stats to be more clear
New Stats
Reasons For Changes
These changes raise the damage a tiny bit while maintaining the 4 sticky clip. It's not much, but it'll undoubtedly help.
Thoughts On Current Weapon
The Scottish Resistance is not my preferred way to play Demoman, but that doesn’t mean it’s unbalanced. Though...
Current Version
Balance Changes
Added +25% faster reload speed
Added +34% clip size
Still 8 shots due to stock change.
Removed +50% max secondary ammo on wearer
Special detonation mechanism moved to a new description rather than an upside and cleaned up other stats.
Downside changed to be more clear
New Stats
Reasons For Changes
Faster reload speed would help make the utilization of 14 stickies faster, and is more handy than having more reserve ammo. Being as the arm time is now more significant when encountering other explosions or airblast, I think the buff is justified.
Thoughts On Current Weapon
The Splendid Screen is a very strong shield for any purpose, be it for a full knight or a hybrid. I believe it's relatively balanced, just in need of similar changes as with the Chargin' Targe.
Current Version
Balance Changes
Added -15% attack cooldown on other weapons on wearer
Added 15% knockback resistance
Added 15% general damage resistance...
...and removed the fire and explosive damage resistances
Increased shield charge recharge time to 12 seconds
No longer grants a melee crit at the end of the charge
Still maintains the full mini-crit duration.
Stats are now in comparison to the Chargin' Targe.
New Stats
Reasons For Changes
These changes aim to diversify the Splendid Screen more from the Chargin' Targe while keeping it at about the same power level for full knight (as the Booties revert the lack of full crits from shield charging), while again nerfing hybrid the same way as the Targe.
Thoughts On Current Weapon
The Sticky Jumper and the Rocket Jumper go hand-in-hand, so it’ll be getting the same changes.
Current Version
Balance Changes
Replaced +200% max primary ammo with “Does not require ammo”
Removed wearer cannot carry the intelligence briefcase or PASS Time JACK...
...and replaced it with -100% self-knockback while wearer is carrying the intel in Capture The Flag or the reactor core in Robot Destruction
This doesn't apply to any other gamemode than those two, meaning Special Delivery, Mannpower, Player Destruction, and PASS Time no longer have a penalty attached to them.
Only applies to the reactor core in Robot Destruction; grabbing robot cores will not inflict this penalty.
Random crits are disabled at default, thus "No random critical hits" is no longer necessary.
Slightly modified the description to better match the Rocket Jumper's.
New Stats
Reasons For Changes
The world is a better place with less Sticky Jumper stats! I don’t see why there to be an ammo limit to the jumper weapons when they don't do damage and are meant for training purposes. Additionally, though it makes sense to make the Jumper weapons not allow you to fly across the map with the intel in Capture The Flag, other modes—namely Player Destruction, Pass Time, Mannpower, and Special Delivery—shouldn't be affected by such a penalty. I have replaced the old penalty with one that only affects CTF (and the reactor core in Robot Destruction as it functions identically to CTF) and fixes the problem these objectives had with the Jumpers directly rather than disallowing Jumper users from doing the objective altogether.
Thoughts On Current Weapon
The Tide Turner is mostly designed for the hybrid lifestyle by allowing for full turning control without requiring boots. Considering the changes I just made to the Booties, it's time to turn the tides on that.
Current Version
Balance Changes
Removed damage taken when charging reduces remaining charge time
Grenade and shield charge kills will now refill 25% of the charge meter
Added 10% knockback resistance
Added 10% general damage resistance...
...and removed fire and explosive damage resistances
Melee kills will now only refill 50% of the charge meter
Stats are now in comparison to the Chargin' Targe.
New Stats
Reasons For Changes
Considering that it already has low resistances compared to the other shields and no critical melee hits at the end of the charge, it doesn’t need that final downside that reduces charge time for getting hit, especially since it can ruin getting the timing for the mini-crit at the end of the charge for both the enemy and the Demoman using it. Past that, I evened out the melee kills refilling charge with other kills and make the damage resistance a global 10% with some added knockback resistance for the same reasons as the Targe. With the Booties now being responsible for granting the full critical melee swing, this should hopefull now make the Tide Turner in-line with the other Demoman shields!
Thoughts On Current Weapon
I’m quite glad we’re (mostly) back to the best version of this sword. However, even this design is not perfect, requiring the user to have a shield to ever see any upsides, in addition to being one of the worst swords to use for full knight. I'm of the opinion that it's best if all forms of Demoman should at least be able to use most, if not every melee and have some use to get out of it, so let's make that the case for this one.
Current Version
Balance Changes
Added first stickybomb placed since detonation deals no damage to user
For Scottish Resistance users, they will need to lay down another stickybomb after detonation in order to benefit from this upside, regardless of how many stickybombs remain after detonation.
All kills will now restore 25% more shield charge than before
Including melee kills, which are 50% now.
Charge duration increase now applies on wearer instead of while active
Removed 15% damage vulnerability when active...
...and replaced it with a 15% damage vulnerability when inactive
Having it deployed will avoid the penalty but not having it out will make you take 15% more damage.
Random crits are disabled, thus “No random critical hits” is no longer needed
This sword is now put in a holster on the Demoman's model when inactive to show that they have it equipped
Now is "When weapon is equipped" since all stats are passive
New Stats
Reasons For Changes
These changes all are to boost the effectiveness this sword has overall, though particularly more aimed towards full knight by essentially removing the downside and doubling the charge regain upside for them, and giving a Demo with a stickybomb launcher instead a use through taking no damage from their first stickybomb per detonation.
Thoughts On Current Weapon
The Eyelander is one of the most iconic TF2 weapons by now. The premise is simple: the more sword kills you get, the stronger you become, but you start out with less health. A fun premise, but it has three critical flaws - 1.) Getting enough kills means you no longer have a downside, resulting in the Eyelander being by far the best choice for Demoknight. 2.) Heads that are easily gained with a full knight loadout can leak into other loadouts since you keep your heads between loadout switches. 3.) If you are unable to get the heads to snowball the effects, it becomes such a major detriment by reducing your max health all the time. Let's solve all that.
Current Version
Balance Changes
Shield bash damage now reaches its max with 4 heads (from 5)
Removed -25 max health on wearer
Eyelander heads are now removed upon changing weapons in spawn
Heads no longer increase max health
Kills will still refill 15 health.
Added +20% shield recharge time
Can no longer steal heads from killstreak weapons or other weapons that store kills (i.e. Air Strike) that aren't the Eyelander or reskins of it
Random crits are disabled, thus “No random critical hits” is no longer needed
Head-collecting and its bonuses are now listed upsides
Weapon-Specifc Changes
Added a new description to the Eyelander from the WAR! comic
New Stats
Reasons For Changes
By taking away the decreasing and increasing of your max health, the Eyelander now isn't immediately the king of all swords while still feeling strong. The change to also make loadout switches drain heads makes it so that you can't just farm the heads with Demoknight and swap loadouts to have all the benefits with much less of the risk. Finally, I removed the head-stealing from killstreak weapons and other kill-storing weapons (besides another Eyelander) to make it so that those weapons aren't such hinderances to use when the enemy has a Eyelander user.
Thoughts On Current Weapon
The Persian Persuader being for the Demoman who wants to charge extremely often is a cool design, and it works well. However, its downsides and upsides make it limited to only a full knight loadout, which is less than desirable. Here’s what I’ve got.
Current Version
Balance Changes
All ammo boxes will now also act as a small health kit in addition to their other benefits
On Kill: Instantly refill clip of primary and secondary
Does not come out of reserve.
Reduced both ammo penalties to -50%
Random crits are disabled, thus “No random critical hits” is no longer needed
Sword/golf club is now put in a holster on the Demoman's model when inactive to show that they have it equipped
Added "When weapon is equipped" since some stats are passive
Nessie's Nine Iron is now a Persian Persuader reskin instead of the Eyelander
Balance Changes
Nessie's Nine Iron is now a Persian Persuader reskin instead of the Eyelander, as the Eyelander already has an Australium, Festive, and HHH's Headtaker for reskins
New Stats
Reasons For Changes
Outside of giving a general buff via ammo kits giving a small bit of health (since this sword isn't Demoknight's best cup of tea), I also made the Persian Persuader now be a viable choice to use with other loadouts by offering free clip refills on kills in trade for having half the normal ammo in reserve. Neat!
Thoughts On Current Weapon
The Scotsman's Skullcutter is... kinda bad. Its main upside is pretty tiny compared to other Demoman melees, yet the downside is pretty large and is one of the few to still affect Demoknight. The only aspect that keeps this weapon in play is the fact it is able to roll for random crits... which are being removed. So yeah, this thing's gonna need to get buffed.
Current Version
Balance Changes
Removed slower move speed on wearer
Added On Critical Kill: Gain a speed boost for 3 seconds
Activates whenever you get a kill with a mini-crit or critical hit.
Removed "When weapon is active" since all stats now only apply to the weapon itself
New Stats
Reasons For Changes
Considering that the Skullcutter is a pretty poor choice all around even with random crits, I decided that it was time for it to axe (haha) the downside. Not only do most Demoman melees not have their downsides apply to Demoknight, but it already has downsides baked in on other forms of Demo with the generic sword stat that makes them slow to deploy and holster. This, in addition to a mostly Demoknight buff via the critical kill speed bonus, will greatly help this weapon on its journey to a random crit-free environment.
Thoughts On Current Weapon
As the only Demoman melee with unique stats that isn’t a sword (besides the Pain Train), you’d think that the Ullapool Caber would be useful for the Demoman who doesn’t do hybrid and just wants to use their melee for the sake of a melee. Evidently from the 100% slower deploy, this is definitely not the case. In addition, the strange damage falloff makes the explosion damage rather random, sometimes failing to kill a light class or not depending on circumstances beyond your control.
Current Version
Balance Changes
Explosion no longer has damage fall-off, and always deals base damage
Reduced slower deploy to -50% (from -100%)
Refreshing the explosion is now done with a “CABER” meter that recharges in 30 seconds or with a resupply cabinet
Added On Miss: Aye, hit yeh’self!
Reduced base damage of explosion to 70 (from 75)
Listed hidden damage penalty stat
Random crits are disabled, thus “No random critical hits” is no longer needed
Taunt now kills if an enemy is in front of you and your Caber is ready to be used! However, missing the taunt will kill yourself due to the On Miss stat!
Explosion in description is now listed as an upside, and edited the remaining description to be spaced a little better
New Stats
Reasons For Changes
With this new design, the caber now pulls out in a more reasonable amount of time and can be useful for finishing off foes or making that one cocky Scout history, dealing a consistent 55 damage on hit and 70 explosion damage for a total of 125 combined. I also added the hit yourself mechanic; the caber is one of the few melees that I feel makes good use of the stat, adding a bit of risk by requiring you to hit the enemy first try, otherwise risk hitting yourself and wasting the explosion, plus it makes caber jumps more available.