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- @The Half-Zatoichi
- + Removed deploy speed penalty
- - Healing reworked: Gain a portion of base health on kill, from +50% at 50% and below to +25% at 100% and above
- The ability to build up more and more health with consecutive kills on demoknight for little trade-off when using full-time made it seem necessary dampen, with it's healing nerfed the more HP you have to make tanking a bit trickier. It was also given a benefit for Soldiers or normal Demomen that try to commit to using it.
- @The Sandman
- - Added: On death, your mark is removed
- A simple downside added to help alleviate some pressure on enemies from scouts that suicidally rush in to mark a target in the hopes their team will follow-up.
- @Third Degree
- + Removed firing speed penalty
- - Increased damage penalty to -20% (was -15%)
- The former combo of downsides was moreso a holdover of the older crit combo system. It's been simplified into a single damage downside to hold the weapon's effectiveness back
- @Shields
- + LEAP can be performed in mid-air to perform a short dash forward
- - Increased LEAP charge consumption to 60% (was 50%)
- Trying to expand the abilities of demoknight more, this dash should help a demoknight clear certain gaps or obstacles that don't require height and without spending a whole charge. The cost of the LEAP was upped slightly for this expansion however.
- @Ullapool Caber
- + Added: On-kill while detonated: recharges weapon
- - Removed: Weapon recharges over 60 seconds or when collecting ammo
- The ability to passively regain your caber was seen as ill-fitting for the weapon, rendering it with no real downside in most situations, especially for a normal demoman who isn't looking to engage in melee fights often. This version will now force the user to be a bit more active in defending themselves with their broken caber if they want to gain it back.
- @The Machina
- ~ Fixed penetration shots not counting through buildings
- The former version appeared to not properly check for players on penetrating a building.
- @Cloaking
- - User will still be visibly on fire when taking damage that has yet to ignite him in cloak
- The former version made it a tad too difficult to track a spy without perfect tracking, this should make him easier to follow.
- @Conniver's Kunai
- + Removed health from health packs penalty
- + Healing Reworked: Absorbs the health from your victim, 120 HP at maximum and up to 3x your max health in overheal
- ~ Maximum HP gained scales with your recovery rate (crit heals), from 33% within 10 seconds of taking damage up to 100% after 15 or more seconds
- - Backstabs reset your recovery rate
- - Removed Max Health gained on backstab
- - Reverted Max Health penalty
- The complexity of the former version and the expectation of managing max HP had made it a difficult weapon to judge the effectiveness of, and appeared to feel polarizing in a different way. This version intends to simplify the limitation on your ability to heal through using the spy's crit heals as a natural timer. This both prevents mass chain stabs from allowing the spy to tank tons of damage, but also gives aware enemies the chance to interrupt the spy's healing with some child damage.
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