I’m sure NOBODY will comment about the fact that I’ve been sponsored by Raid Shadow Legends! :) Install Raid for Free ✅ IOS: clik.cc/l3eym ✅ ANDROID: clik.cc/YJUdv ✅ PC: clik.cc/eF1bD and get a special starter pack 💥 Available only for the next 30 days!
Toofty, you might want to relook at yourself and check your soul is still there, because you've just made a deal with the devil.(or an archdemon or fallen angel atleast they're kinda pathetic)
Additional stats suggestions for the Battered Ram: + Charging speed is faster than of any other shield; - With each hit charging speed and damage are decreased; - No turning control whatsoever, you can only charge in the straight line; Would love to see this weapon in the game. The "demo-train" play style sounds like a lot of fun.
My concern with the Hammered Head is that it wouldn't really see use with actual Demoknights if you can't use a shield with it. After all, then they'd just go with ranged weapons + it.
For the battering ram, it'd be cool if you only got resistances while charging. For the Boots, I think it'd be cool if they were procced via fall damage. So if you jumped from high and landed, you'd get a one type launch from the Boots that you could restore at supply, and you'd get launched proportional to the fall damage you took.
my concept for shield the ramming ram you turn left or right but while charging you are 25% faster and it charge lasts 50% longer also it recharges in same amount of time
You couldn't use the Dutch courage because the 2nd slot (shields 'n stickies) already use the right click, but you could make the 3rd mouse button (special attack/action) the activator
The problem with the hammer weapon is that it has negative synergy with demo knight because without the shield you wouldn’t even get the speed bonus from the booties making it impossible to go full demo knight with it. On the other hand, when using it with a normal demoman Loadout it would practically be a direct upgrade to stock as the shield downside doesn’t matter and the swing speed is irrelevant when you can just do way more damage at a way farther distance. To rework this I think maybe instead of no shield, you just get a massively shortened charge like a reverse claidmore, and increase the switch speed downside to match the range increase.
Here's an idea. A sheild that gives around 30% damage resistant for fire, explosion, and bullet damage, but, you can't charge with it. You'll be super tank y and hard to kill but less mobile. Maybe with the hammer head you could still use it. This weapon could also be a different armour piece instead of a sheild.
Give demoman a scythe. Each kill adds 10 extra damage to other players but makes your resistence to damage go down by 5% Mini crits from behind Kill from behind end in a special death blow. +20 hp when equipped +10bullet resistence -cannot equip booties -10% less fire resistant
I think a cooler idea for the rocket boots would be the downside of no charge, but instead of needing ammo for your boots to recharge they are on a timer that cam be increased by picking up ammo
Or they could be mantreads for demo, landing on someone causes an explosion that can relaunch him. Pairing it with a shield and garden will have a new sub-class of flying Scotsmen. Put it with a sticky jumper to jump into a group doing an ol' pub push to stuff a medic with Uber and garden a sniper or soldier who didn't expect you too be above him as he rocket jumps.
Could you IMAGINE the trimping you could do with the boots. You would ne able to almost pogo or start of your trimp higher so you gain more speed. Man that would be fun.
Battered Ram would bring, a lot of fun to the subclass, especially when it's a shield that cannot stop the player charge. Maybe this shield might also, have a 15% faster move speed, when you have this in your loadout.
TF2 Demoknight Weapon Ideas: *PART ONE* *I made these up* 1. Demoknight Melee: Small Camber >/This weapon has a slightly longer melee range, and holsters and deploys faster >20% Faster firerate >On-Hit: Bleed for 5 seconds 30% Damage bonus >100% Damage vs buildings >On-Hit: Knockback on enemies within hit
Maybe with the hammered head you can have it so that you hold LMB to initiate a swing and lift it over your head then after 1 second of charging up a swing, you finally slam a huge bonk on your opponent's noggin.
honestly, instead of not allowing you to use your shield, I think for the hammer, it would be better to decrease the shield's charging speed when equipped
the battering ram sounds cool but instead of no resistances it should have no crit swing after charge. Without the resistances you'd probly be dead on impact if you tried charging at people making it a pretty poor choice. However without the crit swing your relying on the dmg done by the charge and the base melee dmg to finish off people which can be dont but not as effecting as a quick crit swing would normally do. Basically your giving up the quick burst in dmg via crit for a more sturdy charge that can disrupt the enemy.
idea: “The Drunk Drifter” A demoknight shield that is a tire and wheel with a hole in the tire covered with tape. It either works like The Tide Turner, or a reskin for it.
Here's a video idea: what if the Gunboats was a Demoman weapon instead? Had the Demoman won the War update contest, he would've been the one to receive the Gunboats instead of the Soldier. What would the meta look like today if that had happened?
The boots need to be restored to the original effects because it would make the Hammered Head more viable and because it's very stupid to deny the speed bonus to a Demo loadout which relies on their secondary instead of a shield.
Eyelander is cool, but unfun to fight against. Speed of scout, tank of heavy and consistent damage. I think a new cursed sword would be cool. increases damage by 15 for every head, but decreases health by 5 for every head.
For the battering ram, how about LESS damage but more reliable knockback, and charge just doesn't stop until you run out of charge or swing, bashing refills charge meter fully. Also no resistance so tide turner like control, but it doesn't give minicrits and you have plus 500% gravity so no trimping.(also no fall damage while charging or you would just crater.) This would allow you to charge like a madman, bashing and bashing and bashing and then when someone hits you you yeet out of there.(no trimping ik but you ARE still using an ability that gives you the fastest ground speed of all classes.) Also lets you demolish heavies who are overhealed, which is kind of a problem for demoknight since heavy can fill you with bullets before you reach him. Atleast its a problem for idk maybe im bad. Also longer charge yes i forgot, i think it should be way longer, like 66% longer charge, since im eliminating trimping AND resistance. STATS THINGY 20% less bash damage. Bash damage ramps up instantly(with other shields you do less bash damage if you hit them early) Full turning control Bash does not end until charge is depleted or you attack +100% charge on bash Does not grant critical or minicrit damage +500% gravity while charging No fall damage while chraging
the last idea wouldn't be too practical as i've tried jumping with the ulla pool cable before and hitting the ground with a melee weapon doesn't work too well
Hes already kind of OP in casual, if you have 3 dumb snipers that keep giving him heads, so someone whos faster than a scout and can tank 234 damage, and insta kill a heavy with 4 heads and thensplendid screen.
Would love a demo secondary or primary thats exploding throwing axes Hard to aim with, but explode on a timer or on demand after colliding with something or someone and sticking
What if we made the shield Actually work as a shield Instead of charging ahead like a madman you get slower but takes barely any damage but only damage coming towards you at the front
I will only comment on something i feel i know i can say without a doubt, and that is that i don't think anybody would use the flying scottsman, simply because blast jumping with the loose cannon and charging afterwards is more viable in most situations, leaves you open to more options because you still have a primary (that does considerable damage), and is less cumbersome than hitting the ground with your melee in order to blast jump.
What? I would so fucking use that, do you know how fucking hard Canon jumping is?! Also The Iron Bomber and Loose Canon jumps do a lot self damage for a class that is already at a great disadvantage being melee only.
@@emptyvending8964 i can cannon jump really easily, it's a lot easier than rocket jumping that's for sure, also shields give explosive resistance. besides the previous mentioned shield is already a guranteed crit gimmick... i don't think we need another one for demo.
I quite like the idea of there being a Demoknight Shield that gives you complete invulnerability while charging making it a guarantee approach to get a head or an escape option without taking any damage but the downside would be it’s resistances would be on par or less than the Tide Turner
Okay, so I have one thing that I would change already - • The Hammered Head No way you could ever reason blocking shield use entirely is balanced at all. That’d make the weapon almost entirely counterintuitive, since it only receives buffs in combat, but entirely blocks the use of its most obvious companion. My solution? Just remove that - Shields can be equipped. However, my replacement isn’t too far off • No Shield Charge Yeah, okay, I lied. It is pretty much the same. But there is one big difference here - you still receive resistances. This way, it isn’t completely removing weapon options - because, come on, TF2 is all about wonky and ridiculous combos. Removing an entire family of weapons would be a sin.
so essentially everyone will pair it with the charge n' targe and probably go hybrid knight to allow for quicker fights (probably the iron bomber or stock more than others since the lock 'n load clip may be an issue and double donks require precise timings that may not be possible you you get swarmed
Just nerf the charge, like 50% slower charge. The charge is an insane and needed tool on the demoknight, removing it completely is an absolute mistake.
How about instead of no charge, you take more damage from melees, making other demoknights, boxer heavies and trollders the only thing that can really put you down. Like trying to stop a demoman who has 6+ heads with the eyelander. You need to focus him down to stuff the rampage, I only say this as a demoknight that uses the Zato with Tide so rushing people down and getting my health back to chain kills can be very annoying to fight against. Especially if the demoman can trimp away or to you.
How about this: (+) damage buff is equivalent to potential charge time. (+10% for every 1 seconds) (-) no actual charge Now, the shield charge still makes a difference without actually being used.
Demonstration man 14th century armored guy weapons in team defense fort the second, being a sequel of team defense fort 1, which is an entirely a mod of earthquake without the word “earth”.
For the battering ram: I think it should have highly increased knockback and no damage, and throw people away in random directions, and give more turning power. Just yeet into a group of people and toss them around.
@@ionlyusethisforrandomunlis5565 I was thinking it could be more of a support role weapon. "Ok guys i got battering, get ready to push on them" *charge* "They're disoriented, get them get them!"
Caber is a fun meme but then it come to demoknighting it's really underwhelming. It was fun for harassing snipers but after the nerf it just kinda works as a catch someone running to a health pack kinda thing. But if they gave demoman more knight weapons that would shake up what will be used and who or what can counter him. Like imagine a shield that stops all knock back (pyros, soldiers, FON scouts other demos) but you get little resistance from it so you can guarantee that you get in and start smacking the target but you need to be more careful with getting shot.
Raid is very low, but I still respect you taking the deal. It's life changing money, and I can respect taking the opportunity, even if I do despise the game itself
It's annoying, and actually a pretty bad game, but I heard they offer a lot of money if you talk about it in a video, so toofty probably hates the game, but wants the money. A man's gotta eat ya know
I find it a little weird that you can't use a shield with The Hammered Head. Okay, logically, it makes sense, but then it's not a Demoknight melee anymore, so I think it may have worked better in a weapon concepts for Demoman. But I *love* the boots concept. My only gripe with it is that it should probably be activated like a scout double jump instead of hitting the ground. I think it would be cool if it passively recharged, but you needed an ammo pack if you wanted to prevent about 100 self damage. When it comes to the Dutch Courage, I think it would be even cooler if it were a secondary, making a new subclass similar to Hybrid Knight. Here's how I would handle that. Dutch Courge: Demoman Secondary +Dealing damage to enemies (550 required) will charge up your ALE meter. You can drink your ALE when your meter is full, making you DRUNK for 12 seconds. +While DRUNK, your melee weapons gain mini crits +While DRUNK, you gain 25% movement speed +While DRUNK, you gain 50% Fire resistance +While DRUNK, you gain 30% Blast resistance +While DRUNK, you gain 75% knockback resistance from both airblasts and enemy damage. -While DRUNK, you are forced to hold out your melee.
I’m sure NOBODY will comment about the fact that I’ve been sponsored by Raid Shadow Legends! :)
Install Raid for Free ✅ IOS: clik.cc/l3eym ✅ ANDROID: clik.cc/YJUdv ✅ PC: clik.cc/eF1bD and get a special starter pack 💥 Available only for the next 30 days!
I think you should watch the movie RoboCroc(2013)
The Croods
Toofty, you might want to relook at yourself and check your soul is still there, because you've just made a deal with the devil.(or an archdemon or fallen angel atleast they're kinda pathetic)
more like raid shadow maggots
GAY shadow legends
"You cannot use a shield with this weapon"
>equips sticky jumper
Imagine seeing 3 clumpes uo snipers, then going, WHAM
Thats why im saying it should have a horrible weapon switch speed
I was gonna say that.. it doesn't seem like a Demoknight weapon if it's unable to be used with shields?
R.I.P Scottsman's skullcutter
Imagine the random crits
0:20 **cries in caber**
Additional stats suggestions for the Battered Ram:
+ Charging speed is faster than of any other shield;
- With each hit charging speed and damage are decreased;
- No turning control whatsoever, you can only charge in the straight line;
Would love to see this weapon in the game. The "demo-train" play style sounds like a lot of fun.
My concern with the Hammered Head is that it wouldn't really see use with actual Demoknights if you can't use a shield with it. After all, then they'd just go with ranged weapons + it.
For the battering ram, it'd be cool if you only got resistances while charging.
For the Boots, I think it'd be cool if they were procced via fall damage. So if you jumped from high and landed, you'd get a one type launch from the Boots that you could restore at supply, and you'd get launched proportional to the fall damage you took.
my concept for shield
the ramming ram
you turn left or right but while charging you are 25% faster and it charge lasts 50% longer also it recharges in same amount of time
You couldn't use the Dutch courage because the 2nd slot (shields 'n stickies) already use the right click, but
you could make the 3rd mouse button (special attack/action) the activator
4:56
Solarlight : *even more heavy breathing*
The problem with the hammer weapon is that it has negative synergy with demo knight because without the shield you wouldn’t even get the speed bonus from the booties making it impossible to go full demo knight with it. On the other hand, when using it with a normal demoman Loadout it would practically be a direct upgrade to stock as the shield downside doesn’t matter and the swing speed is irrelevant when you can just do way more damage at a way farther distance. To rework this I think maybe instead of no shield, you just get a massively shortened charge like a reverse claidmore, and increase the switch speed downside to match the range increase.
The fact that the hammered head doesn't allow a shield means that sticky jumping demo-hammer? Will be yet another subclass
Here's an idea. A sheild that gives around 30% damage resistant for fire, explosion, and bullet damage, but, you can't charge with it. You'll be super tank y and hard to kill but less mobile. Maybe with the hammer head you could still use it. This weapon could also be a different armour piece instead of a sheild.
Give demoman a scythe.
Each kill adds 10 extra damage to other players but makes your resistence to damage go down by 5%
Mini crits from behind
Kill from behind end in a special death blow.
+20 hp when equipped
+10bullet resistence
-cannot equip booties
-10% less fire resistant
I think a cooler idea for the rocket boots would be the downside of no charge, but instead of needing ammo for your boots to recharge they are on a timer that cam be increased by picking up ammo
For the Flying Scotsman, maybe when taking fall damage they activate and grant you a much higher blast jump?
Or they could be mantreads for demo, landing on someone causes an explosion that can relaunch him. Pairing it with a shield and garden will have a new sub-class of flying Scotsmen. Put it with a sticky jumper to jump into a group doing an ol' pub push to stuff a medic with Uber and garden a sniper or soldier who didn't expect you too be above him as he rocket jumps.
Weapon idea : stick
Literally a large stick
- longer melee range
- slower holster and deploy time
- has random crits
For concept number 1: remove bonus knockback. Launching your enemies far away and being a melee-only class do NOT go hand-in-hand.
The double claymore sounds like an awesome reskin for the ullapool caber
Imagine all 3 item slots could be used for demo knight tf2 weapons it would be stupid but funny to see a demoman with nothing but melee weapons
Flying Scotsman+The Hammered Head= You gave demo an alternate play-style that could be similar to market gardening
Background music is mayday for part 1.
Could you IMAGINE the trimping you could do with the boots. You would ne able to almost pogo or start of your trimp higher so you gain more speed. Man that would be fun.
Accepting Raid sponsorship:
+50% money
-50% respect
No random critical hits
Battered Ram would bring, a lot of fun to the subclass, especially when it's a shield that cannot stop the player charge. Maybe this shield might also, have a 15% faster move speed, when you have this in your loadout.
TF2 Demoknight Weapon Ideas: *PART ONE*
*I made these up*
1. Demoknight Melee: Small Camber
>/This weapon has a slightly longer melee range, and holsters and deploys faster
>20% Faster firerate
>On-Hit: Bleed for 5 seconds
30% Damage bonus
>100% Damage vs buildings
>On-Hit: Knockback on enemies within hit
Maybe with the hammered head you can have it so that you hold LMB to initiate a swing and lift it over your head then after 1 second of charging up a swing, you finally slam a huge bonk on your opponent's noggin.
For the hammer remove 20% speed only when you are holding it for more balance because 100 damage seems op
Those maniacs finally got to Toofty...
I know I’m a bit late but if you hold down your charge button you won’t stop if you shield bash someone. (Solarlight)
honestly, instead of not allowing you to use your shield, I think for the hammer, it would be better to decrease the shield's charging speed when equipped
the battering ram sounds cool but instead of no resistances it should have no crit swing after charge. Without the resistances you'd probly be dead on impact if you tried charging at people making it a pretty poor choice. However without the crit swing your relying on the dmg done by the charge and the base melee dmg to finish off people which can be dont but not as effecting as a quick crit swing would normally do. Basically your giving up the quick burst in dmg via crit for a more sturdy charge that can disrupt the enemy.
Yes hes a subclass, but at this point I consider demoknight, hybrid knight and demo man 3 different classes
So basically the hammer does what your primary weapons already do, cool
idea: “The Drunk Drifter”
A demoknight shield that is a tire and wheel with a hole in the tire covered with tape.
It either works like The Tide Turner, or a reskin for it.
Here's a video idea: what if the Gunboats was a Demoman weapon instead? Had the Demoman won the War update contest, he would've been the one to receive the Gunboats instead of the Soldier. What would the meta look like today if that had happened?
Karma charger: allow me to introduce myself
The boots need to be restored to the original effects because it would make the Hammered Head more viable and because it's very stupid to deny the speed bonus to a Demo loadout which relies on their secondary instead of a shield.
Eyelander is cool, but unfun to fight against. Speed of scout, tank of heavy and consistent damage. I think a new cursed sword would be cool. increases damage by 15 for every head, but decreases health by 5 for every head.
You could name The Flying Scotsman "The Boom Boots" or "The Irish Igniter"
For the battering ram, how about LESS damage but more reliable knockback, and charge just doesn't stop until you run out of charge or swing, bashing refills charge meter fully. Also no resistance so tide turner like control, but it doesn't give minicrits and you have plus 500% gravity so no trimping.(also no fall damage while charging or you would just crater.) This would allow you to charge like a madman, bashing and bashing and bashing and then when someone hits you you yeet out of there.(no trimping ik but you ARE still using an ability that gives you the fastest ground speed of all classes.) Also lets you demolish heavies who are overhealed, which is kind of a problem for demoknight since heavy can fill you with bullets before you reach him. Atleast its a problem for idk maybe im bad. Also longer charge yes i forgot, i think it should be way longer, like 66% longer charge, since im eliminating trimping AND resistance.
STATS THINGY
20% less bash damage.
Bash damage ramps up instantly(with other shields you do less bash damage if you hit them early)
Full turning control
Bash does not end until charge is depleted or you attack
+100% charge on bash
Does not grant critical or minicrit damage
+500% gravity while charging
No fall damage while chraging
I like when you killed the fish scout as demoknight, he just said "fuck"
in the end of first weapon
the last idea wouldn't be too practical as i've tried jumping with the ulla pool cable before and hitting the ground with a melee weapon doesn't work too well
demoknight tf2
YOO HOLY SHIT KUBI MUSIC??? IM HAVING A NOSTALGIA TRIP
Flying scottsman+sticky jumper+caber
Hes already kind of OP in casual, if you have 3 dumb snipers that keep giving him heads, so someone whos faster than a scout and can tank 234 damage, and insta kill a heavy with 4 heads and thensplendid screen.
When they got cross-promotion with Skyrim all we got was a helmet and not a new Demoknight weapon
Oh god oh fuck the boots and hammer together
Would love a demo secondary or primary thats exploding throwing axes
Hard to aim with, but explode on a timer or on demand after colliding with something or someone and sticking
What if we made the shield
Actually work as a shield
Instead of charging ahead like a madman you get slower but takes barely any damage but only damage coming towards you at the front
4:50 hmm, where have I heard that before?
Totally not familiar to the actual flying scotsman locomotive.
There should definitely be a weapon or an item in the game called The Flying Scotsman
3 conceps for demoknight, the hammered head: wat
ppl would be op by combining concept 1 and concept 2 thats why you cant use any shields using concept 2
Hammered Head on last Degroot Keep.
that "i thought it was really cool, leave me alone" near the end was cute x3
Your youtube channel...... just why.
Time stamp 2:20 to skip the sponsor ad.
The buff banner type weapon would have a animation of instead of a horn it’s just drinking some brewing scrumpy
Brewed*
Thought the boots would buff explosives to improve caberknight
Because heavy weapons concept explodes i do something similar -toofty 2020
Toofty I just wanna ask are you gonna make the ten stages of a demoknight?????
Damn I’m angry raid is still going strong
(No shade toofty)
Guys ever wonder what tf2 would look like if we got an update every 3 months or 2 months
TOOFTY DID YOU SWEAR
The hammer would be better for stock than demoknight but also the downsides are much worse than the upsides.
2:20 if you want to skio the raid shadow legends add
What if Demoman could equip...Mantreads?
I will only comment on something i feel i know i can say without a doubt, and that is that i don't think anybody would use the flying scottsman, simply because blast jumping with the loose cannon and charging afterwards is more viable in most situations, leaves you open to more options because you still have a primary (that does considerable damage), and is less cumbersome than hitting the ground with your melee in order to blast jump.
What? I would so fucking use that, do you know how fucking hard Canon jumping is?! Also The Iron Bomber and Loose Canon jumps do a lot self damage for a class that is already at a great disadvantage being melee only.
@@emptyvending8964 i can cannon jump really easily, it's a lot easier than rocket jumping that's for sure, also shields give explosive resistance. besides the previous mentioned shield is already a guranteed crit gimmick... i don't think we need another one for demo.
>demoknight
>can't use shield
So...not a demoknight...
does anyone know the song at 0:00 and 7:40?
I've heard the songs in 2 annoying ads I just wanna know where its from
Pfft who needs Raid: Shadow Legends when ya got Red: Shadow Maggots?
RED: SHADOW MAGGOTS
THAT’S GOOD!
scout....SCOOOUUUT!!!
@@f.b.iagent3971 Im Heavy!
Yes
sounds like a hallow knight thing
I quite like the idea of there being a Demoknight Shield that gives you complete invulnerability while charging making it a guarantee approach to get a head or an escape option without taking any damage but the downside would be it’s resistances would be on par or less than the Tide Turner
Do you own pc 2?
tide turner + mantreads?
Why do I see you on every tf2 video?
Soaring scottsman + caber for BIG JUMP
Uhhh that sounds a little broken
You could have named the boots The Soarin' Scotsman
Azerith true, big missed opportunity
Nah: en.wikipedia.org/wiki/LNER_Class_A3_4472_Flying_Scotsman
And the hammer hammered hangover
The High, Flying Scotsmann
The Dynamite rollers
Ok ok hear me out
Glock
give demo an rc-xd
nick jr mmm
At that point just go all out and give him a Negev from CS:GO
Yes wait no give it to engi
@@SOMEONE-pr8qp Engi needs a revolver. :(
UnlawfulWaffle nooooo that’s spies weapon
Imagine a sword where, upon hitting an enemy mid-flight, does the same amount of damage the market gardener does, crazy right?
that'd be soooooo crazy
valve please
just give demo a market gardener
Could change the caber to do that, it would give people a reason to use it.
Leal Benson That’s what the Old Caber did. Then Volvo nerfed it.
@@decimation9780 oh i forgot lol
demoknight tf2 am i right guys haha
hahahaha yeah!
mhm, demoknight tf2
Demoknight tf2 indeed
haha yeyeye demomenihte
Omg
Dutch courage + stickybomb + hammered head meta.
Instead of removing random crits.
*LET'S GIVE ALL WEAPONS RANDOM CRITS*
All or None
DIO!!!!!!!
It’s all or nothing
No.
Only crits
“Can hit multiple enemies”
tf2 broken melee system: *yeaah... no*
Just turn it into an explosion with the hammer striking the ground and kicking up dust.
Well you would be more likely to hit one guy if you could hit multiple
You generate a 48×48 HU box in front of the Demo when you press special fire. Any entity in the box gets hit.
@@demi-femme4821 you will never be a real woman
Okay, so I have one thing that I would change already -
• The Hammered Head
No way you could ever reason blocking shield use entirely is balanced at all. That’d make the weapon almost entirely counterintuitive, since it only receives buffs in combat, but entirely blocks the use of its most obvious companion. My solution? Just remove that - Shields can be equipped. However, my replacement isn’t too far off
• No Shield Charge
Yeah, okay, I lied. It is pretty much the same. But there is one big difference here - you still receive resistances. This way, it isn’t completely removing weapon options - because, come on, TF2 is all about wonky and ridiculous combos. Removing an entire family of weapons would be a sin.
so essentially everyone will pair it with the charge n' targe and probably go hybrid knight to allow for quicker fights (probably the iron bomber or stock more than others since the lock 'n load clip may be an issue and double donks require precise timings that may not be possible you you get swarmed
Just nerf the charge, like 50% slower charge. The charge is an insane and needed tool on the demoknight, removing it completely is an absolute mistake.
How about instead of no charge, you take more damage from melees, making other demoknights, boxer heavies and trollders the only thing that can really put you down. Like trying to stop a demoman who has 6+ heads with the eyelander. You need to focus him down to stuff the rampage, I only say this as a demoknight that uses the Zato with Tide so rushing people down and getting my health back to chain kills can be very annoying to fight against. Especially if the demoman can trimp away or to you.
How about this:
(+) damage buff is equivalent to potential charge time. (+10% for every 1 seconds)
(-) no actual charge
Now, the shield charge still makes a difference without actually being used.
what about the sticky jumper?
"Very long range, can hit multiple targets, can 2-shot 200 health classes." Dude, you just described the grenade launcher...
demoknight weapons in team tower defence twice
Demonstration man 14th century armored guy weapons in team defense fort the second, being a sequel of team defense fort 1, which is an entirely a mod of earthquake without the word “earth”.
I think he should have a full shield that grants extra resistances but with little to no charge since all of his shields right now are bucklers
Full shield would look weird
the charge n targe?
@@owohub9378 yeah but like a with a bad charge
For the battering ram: I think it should have highly increased knockback and no damage, and throw people away in random directions, and give more turning power. Just yeet into a group of people and toss them around.
but being a melee-only class and launching your enemies far away is kinda a bad combo
@@ionlyusethisforrandomunlis5565 I was thinking it could be more of a support role weapon.
"Ok guys i got battering, get ready to push on them"
*charge*
"They're disoriented, get them get them!"
Black Reindhart
It’d be good for disrupting ubers atleast
that would still be overpowered
The problem with the flying scothsman is that we already kinda have it. Loose cannon
and the caber
Uh oh, looks like toofty got consumed by raid shadow legends too 😅
Kroko Mez stfu he was just sponsoring a game ( a trash game but still a game ) so let him be
@@Syco600 E
sellout
@@kv_6975 A
@@a.person1805 Sports
Me: sees dynamite boots in thumbnail
Also me: heck yeah
“Raid shadow legends”
*Yeah right*
*...*
*Oh, they’re pretty cool then*
No, raid is not cool.
@@PcPilot82 E
toofty has finally made it
raid sponsor time bois !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
R A I D:S H A D O W L E G E N D
oh fuck no
@@phylaxinator7040 RAID: ADVERTISING LEGENDS
I think that the ram would make the claidwhatever kinda useless.
And the flying scotsman would be using the caber mobility options but better
Caber is a fun meme but then it come to demoknighting it's really underwhelming. It was fun for harassing snipers but after the nerf it just kinda works as a catch someone running to a health pack kinda thing. But if they gave demoman more knight weapons that would shake up what will be used and who or what can counter him. Like imagine a shield that stops all knock back (pyros, soldiers, FON scouts other demos) but you get little resistance from it so you can guarantee that you get in and start smacking the target but you need to be more careful with getting shot.
I mean part of what makes the claighdemor good is using it with the Tide Turner
3:19
ItsZynca has found: The Phlogistinator
The entire enemy team: welp.
Happy you got sponsored even by raid tbh, you deserve more
Thanks dude!
Raid is very low, but I still respect you taking the deal. It's life changing money, and I can respect taking the opportunity, even if I do despise the game itself
@@Toofty E
Honestly, make The Flying Scotsman like the old Atomizer:
-Grants an extra mid-air jump
-Extra jump deals self-damage
What about the “Celtic’s crusher” for the hammer? And “keg’o’courage” for the keg?
6:47 if you want to skip the raid shadow legends ad
E
Wait, the second weapon is actually not a demo knight weapon. It's practically the opposite.
Alt name for the Flying Scotsman: A Killer’s Heels
"this video is sponsored by r-"
10>> 10>> 10>> 10>> 10>> 10>>
It's annoying, and actually a pretty bad game, but I heard they offer a lot of money if you talk about it in a video, so toofty probably hates the game, but wants the money. A man's gotta eat ya know
@@drippyf3 yeah, i think the money they offer is around the 4 digits?
Forget the Battered Ram... Make it the front plate and cattle guard of a Steam© engine, and call it The Pain Train.
Wait, we already have a Pain Train? And it's just a stick with a nail in it? Well rename that thing then. And give it some better stats while you're at it...
Imagine running the flying Scotsman with the caber and a sticky launcher.
BIG JUMP
hammered head + flying scotsman + sticky jumper = stupid probably op mobility & dmg
I find it a little weird that you can't use a shield with The Hammered Head. Okay, logically, it makes sense, but then it's not a Demoknight melee anymore, so I think it may have worked better in a weapon concepts for Demoman.
But I *love* the boots concept. My only gripe with it is that it should probably be activated like a scout double jump instead of hitting the ground. I think it would be cool if it passively recharged, but you needed an ammo pack if you wanted to prevent about 100 self damage.
When it comes to the Dutch Courage, I think it would be even cooler if it were a secondary, making a new subclass similar to Hybrid Knight. Here's how I would handle that.
Dutch Courge: Demoman Secondary
+Dealing damage to enemies (550 required) will charge up your ALE meter. You can drink your ALE when your meter is full, making you DRUNK for 12 seconds.
+While DRUNK, your melee weapons gain mini crits
+While DRUNK, you gain 25% movement speed
+While DRUNK, you gain 50% Fire resistance
+While DRUNK, you gain 30% Blast resistance
+While DRUNK, you gain 75% knockback resistance from both airblasts and enemy damage.
-While DRUNK, you are forced to hold out your melee.