Fixing TF2's Worst Weapons - Demoman

Поділитися
Вставка
  • Опубліковано 27 гру 2024
  • With some minor exceptions, TF2 is a pretty balanced game. However it's certainly not perfect, which is easy to see when you consider how many weapons in a class's kit are downright not worth using. So what if we fixed that? In this video, I aimed to fix every bad (and underused) Demoman weapon in the game by giving them slight tweaks and complete reworks. Balance is definitely something that needs to be tested, but overall the changes aim to make the weapons more fun to use and more viable overall.
    Join the community!
    ~ Discord: / discord
    ~ Twitch: / greatblue
    ~ Patreon: / greatblue
    My other channels!
    ~ Extra TF2 stuff: / @bluesroost
    ~ More stuff with friends: / @chucklenuts
    Outro music by liledix4: • 🎵 Graze the Roof ︱ PvZ...
    Gameplay with weapons that go below D on a tier list is hard. Quality of clips has suffered and I am apologetic.

КОМЕНТАРІ • 1,3 тис.

  • @Great_Blue
    @Great_Blue  Рік тому +1127

    In light of recent feedback, I am going to 1984 the Loose Cannon section of the video since I agree the changes were shoddy. I really hate doing stuff like this because the resulting discussion is usually worthwhile even if the suggestion is bad, but most of the feedback for this particular section of the video has been the same point that I can't help but agree with. So, since this video was more rushed than usual and because my mind has been changed on the Cannon, I'll cut its section out for the sake of getting actual feedback on the other weapons. (It'll take a few hours for the edit to show up so you'll still be able to see it for now)
    I mean what? What Loose Cannon section?

    • @commanderdemonno9819
      @commanderdemonno9819 Рік тому +57

      GOOD. GOODY GOOD GOODERSON. GOOD SWAN. YOU GET YOUR BREADCRUMBS TODAY.

    • @memestealer6348
      @memestealer6348 Рік тому +31

      Dang, i literally just got here and shit's already gone down

    • @itscznben8728
      @itscznben8728 Рік тому +5

      what’s 1914ing something?

    • @VeilsideTofu
      @VeilsideTofu Рік тому

      @@itscznben8728 fucking american

    • @griffinbastion
      @griffinbastion Рік тому +14

      Glad to see you take feedback and listening to the community unlike the TF2 Dev team

  • @PnchBagTF2
    @PnchBagTF2 Рік тому +561

    If the pyro can set fire to the sniper's arrow, then engineer must repair the Demoman's Caber

    • @jcdenton2187
      @jcdenton2187 Рік тому +13

      That could be pretty cool

    • @Thispersonisreal
      @Thispersonisreal Рік тому +6

      that doesnt make sense, you dont even need a pyro to lit arrows, medieval mode has these torches, why would a mechanics based class help explosives based class?

    • @PnchBagTF2
      @PnchBagTF2 Рік тому +49

      @SuperTroll2003 And to repair Caber you have a resupply cabinet? Well at least it should recharge over time, or else this is just a silly weapon

    • @silliestbilly101
      @silliestbilly101 11 місяців тому +21

      @@Thispersonisreal bro unless you only play like 3 maps for the torches, you do need a pyro to light the arrows

  • @infiniteds9353
    @infiniteds9353 Рік тому +1870

    Caber rework idea:
    +1000% explosion damage
    +1000% ragdoll knockback
    Automatically plays demo voiceline during enemy's respawn.

    • @Polish-Phoenician
      @Polish-Phoenician Рік тому +125

      this is the best rework yet

    • @macenanoro826
      @macenanoro826 Рік тому +176

      And the knockback is straight at a 45 degree angle, and the ragdoll bounces off walls and ceilings.

    • @royalhydra9790
      @royalhydra9790 Рік тому +65

      But would it kill the user and the vitctim for double the ragdoll?

    • @infiniteds9353
      @infiniteds9353 Рік тому +87

      @@royalhydra9790 That's the point, yes

    • @thunderspark1536
      @thunderspark1536 Рік тому +36

      Plays the demo MEDICCCC sound specifically

  • @schar7162
    @schar7162 Рік тому +1710

    Putting a harsh deploy speed penalty on a melee weapon that was designed as a last resort option seems inherently contradictory

    • @Hi_Ping
      @Hi_Ping Рік тому +195

      Sounds like Valve.

    • @dexterity494
      @dexterity494 Рік тому +57

      Holster and deploy are different stats

    • @frank9966
      @frank9966 Рік тому +156

      Which is why it should have the holster delay, not the deploy delay: quick to pull out, once your done it takes longer to put it away and switch back to your primary or secondary

    • @minneelyyyy
      @minneelyyyy Рік тому +22

      technically all melee weapons are "last resort" weapons, that's been their main purpose in FPS games for decades. I think the idea they were going for is it is a slower to deploy last resort option but in return it does much more damage.

    • @dexterity494
      @dexterity494 Рік тому +69

      @@minneelyyyy technically, you're very wrong. Engineer, Spy, Demoknight, and even to an extent Pyro all rely very heavily on their melee weapons.
      Additionally, games like l4d2 have melee weapons being much stronger than ranged weapons in most situations.
      I get what you're saying, but my point is that TF2 is not like most games, and has its own balance process.

  • @purplehaze2358
    @purplehaze2358 Рік тому +1249

    The only reason the loch-n-load was nerfed to only deal additional damage to buildings is because of a now removed mechanic in the form of damage variation. Meaning, really, all you need to do to fix it is revert it back to a generalized damage bonus rather than a damage bonus that only applies to a very particular category of target - one which demo frankly already excels in and doesn't need hep with.

    • @nathangibson7523
      @nathangibson7523 Рік тому +7

      Well spoken

    • @VeilsideTofu
      @VeilsideTofu Рік тому +72

      no shit, everyone knows this at this point. What you dont know, is that this gun actually had a fix made to it, so RDS wouldnt roll high enough to kill light classes, and the damage buff got removed a couple months later regardless.

    • @TheMistermastermario
      @TheMistermastermario Рік тому +9

      I’m pretty sure the nerf happened because the Loch n Load was buffed to have a clip of 3 instead of 2 and there was a lot of complaining around this time about the LL combined with the Charge n Targe which also had afterburn immunity, and Valve decided this combo was too much, removing the afterburn immunity and changing out the damage bonus to only buildings.

    • @Gerdian185
      @Gerdian185 Рік тому +9

      ​@@TheMistermastermario the three pipe was post damage nerf

    • @thestratposter3515
      @thestratposter3515 Рік тому

      ...

  • @purplehaze2358
    @purplehaze2358 Рік тому +2130

    I feel like wanting to remove double donking from the loose cannon makes any take you have afterwards automatically invalid.

    • @aguy216
      @aguy216 Рік тому +189

      Based

    • @fortnitesexman
      @fortnitesexman Рік тому +23

      it can just feel a bit over the top sometimes tbh

    • @cyruscheng499
      @cyruscheng499 Рік тому +63

      People would revolt

    • @rockowlgamer631
      @rockowlgamer631 Рік тому +184

      @@fortnitesexman That's only because those who have used it long enough have figured out how the timing works properly, so skill based

    • @manwithaplan2001
      @manwithaplan2001 Рік тому +181

      Double donking is the FUN of the Loose Cannon, taking it away is like not being able to rocket jump with the wrangler

  • @The_voices_are_getting_louder_
    @The_voices_are_getting_louder_ Рік тому +443

    I just wish one day the caber could be refilled by ammo pick up, and also increase the base damage of the caber to always do 125 damage no matter ramp up or fall off

    • @swagubirk
      @swagubirk Рік тому +9

      omg actually i just realized how based that would be

    • @callumbreton8930
      @callumbreton8930 Рік тому +43

      If you did that Caberknight would become the greatest pick class in the game

    • @swagubirk
      @swagubirk Рік тому +24

      @@callumbreton8930 it deserves to be tbh

    • @SkollTheWerewolf
      @SkollTheWerewolf Рік тому +44

      @@callumbreton8930 To be fair, you're basically throwing yourself at the enemy, which if they allow you to get that far in the first place, they definitely deserve to have their medic caber'd

    • @mariustan9275
      @mariustan9275 Рік тому

      What if you basically make it "yes, you can one-shot light classes, but you WILL die". So if you swing you ALWAYS inflict enough self damage to kill yourself. Now it's a kamikaze dive-bomb into the enemy medic-combo.

  • @raphsere
    @raphsere Рік тому +373

    The reason why the Loch-n-Load is bad is that it has 3 grenades but only two tubes. If I used it, it would drive me to insanity.

    • @cheesepop7175
      @cheesepop7175 Рік тому +44

      also all the grenades are loaded into 1 single tube so idk what the second tube is for

    • @ABAgamer_
      @ABAgamer_ Рік тому +16

      bottl

    • @sirGuy1995
      @sirGuy1995 Рік тому +24

      I believe in iron bomber superemacy for this reason. 4 slots, 4 grenades... as it should be.

    • @The-jy3yq
      @The-jy3yq Рік тому +8

      @@sirGuy1995 *barrels don't move*
      *t h e a n i m a t i o n s d o n' t f i t a t a l l*

    • @Lorencio510
      @Lorencio510 6 місяців тому

      Valve does not update weapon model only texture for skins

  • @sneakbeak7919
    @sneakbeak7919 Рік тому +300

    As a Persian Persuader enthusiast, it’s never crossed my mind that the weapon could be weak. Gaining (effectively) instant charge on melee kill and not having to use the Tide Turner to do it has always been really fun for me, and I’d hate to see that go.

    • @Adir-Yosef
      @Adir-Yosef Рік тому +31

      the thing is none of demo's swords (unless you count skullcutter) are weak
      we got the healer sword half zatoichi which is best on a tanky playstyle
      the eyelander which is pretty powerful into being a dominant option making the rest of the swords looking weak
      the Persian persuader being the weapon that allows you to charge much more at the cost of gimping you if you play hybrid knight
      and the sword of difficulty to type and to pronounce which is the best trimping tool demoknight has in his arsenal allowing you to go from one corner of the map to the other if you're good enough at using stairs that are effectively made of ice
      the only real problem is that the eyelander is very dominant which overshadows the other swords

    • @silverdededestruction2197
      @silverdededestruction2197 Рік тому +12

      @@Adir-Yosef Really the best way to fix this is to buff the other swords or nerf the eyelander, some other swords could use more to them like the half zatoichi should give a short speed buff, or the cladmear should give even better mouse turning speed. The Eyelander could also just have its total speed per head reduced.

    • @Adir-Yosef
      @Adir-Yosef Рік тому +5

      @@silverdededestruction2197 correct
      buff the other swords or nerf eyelander

    • @misterbadguy7325
      @misterbadguy7325 Рік тому +22

      Not to mention, the Persuader is meant to be a pure demoknight sword. It feels like sticking a damage vulnerability on that, though making it more generally usable, would make it a lot less workable in that role.

    • @mariustan9275
      @mariustan9275 Рік тому +2

      @@Adir-Yosef I think it's more interesting to buff the other swords instead of nerfing the eyelander, though I still think the eyelander needs a nerf. I remember in a balance server the eyelander still had the speed increase on heads, but increase shield recharge time, making you rely more on your base speed increase than having 2 sources of speed.

  • @slottize
    @slottize Рік тому +419

    Demoman does not need a second sword that punishes him for holding a sword.

    • @artifactU
      @artifactU 7 місяців тому +2

      third?

    • @lambsauce5312
      @lambsauce5312 7 місяців тому +1

      ​@@artifactUwell it's an axe but yeah

    • @artifactU
      @artifactU 7 місяців тому +1

      @@lambsauce5312 that doesnt matter

    • @DoubleSidedSpoon
      @DoubleSidedSpoon 2 місяці тому

      ​@@artifactU to me it does :(

  • @stuff9680
    @stuff9680 Рік тому +147

    Remember when the Persian Persuader used to give you health for every ammo box you picked up

    • @TJ-hg6op
      @TJ-hg6op Рік тому +23

      Based mechanic, would be more used probably

    • @cheesepop7175
      @cheesepop7175 Рік тому +3

      candy cane but better

    • @CityState_of_Valletta
      @CityState_of_Valletta Рік тому +13

      I like the current iteration a bit more- good for when you just watched a Solarlight video and want to mix some more charges in for when you miss the trimp. Also loud screaming fast man = fun; more charges per second is more better.
      Maybe another sister-weapon that’s basically just the old one like how Escape Plan got split.

    • @godfii
      @godfii Рік тому +2

      old persuader was goated in arena

  • @SolarLight
    @SolarLight Рік тому +241

    Sometimes I'm very glad that Valve doesn't directly take weapon rebalance ideas from the community.
    Persuader change #1 essentially took one of Full Demoknight's best multi-kill swords in the game (on top of a decent hybrid mobility weapon if you were willing to use melee more often) and gutted it in favor of... a minor speed boost while active? You reduced the refill on kill from 70% to 50, since you removed the ammo mechanic. This is a clear nerf, and that's ignoring the *actual downsides* you put on there. If you want a Hybrid Demoknight sword that grants better mobility and refill on kill, just equip the Claidheamh Mor with the Tide Turner. It's not like that weapon needs any changes either, it's already serving that role just fine. If you want a weapon that gives stock Demomen more mobility, this should be a new weapon.
    Remember the Tough Break change, which gutted the Claidheamh Mor? This Persuader change reminds me of that. How did you even come up with this?
    As for the second design, it would once again be better as a new weapon entirely, and I don't agree with removing a perfectly fine weapon from the game. In fact, that goes for pretty much all of your Demoknight changes besides the Caber and Skullcutter. If you want my honest feedback, I'd say you should present these ideas as original weapon designs, rather than rebalances. Especially since you tossed in a bunch of decent unlocks into a "bad weapons" video. Either for the sake of padding content, or because you don't have solid takes yourself.
    It's okay to not be good at something, I'm not putting you at fault for that. Just... don't be surprised when you inevitably get something wrong and get promptly criticized for it

    • @Bnvnu
      @Bnvnu Рік тому +10

      i agree, the persian persuader is currently okay, however it definitely rings wrong to me that the downside can be FULLY bypassed by equiping different tool (somewhat making it a "straight" upgrade), on top of reducing potential option by making them really crippling if you decide to go against them, they should be at least made manageable, but also affect you if you decide to go full demoknight, here's my proposition
      -Persian Persuader
      Reduced charge duration by 20% (1.5-->1.2, charge crits and mini-crits work the same way)
      primary/secondary ammo downside reduced by 30% (80%-->50%, stock ammo: 3-->8|5-->12)
      now you can possibly play hybrid with it, doesn't give you just upside if you decide to go full, on top of that it's more of a sidegrade then a nerf, you get to charge more often , get crit hits faster and be more reactive with slower turning shield. You get more option and it demarks itself from other weapon, i would see this as a positive

    • @FIVEBASKET
      @FIVEBASKET Рік тому +16

      The legend himself

    • @JacobGlassTunnelSnakesRule
      @JacobGlassTunnelSnakesRule Рік тому +8

      omg demoknight tf2

    • @VagueCastle649
      @VagueCastle649 Рік тому +17

      He's kind of mocking people for valid feedback he cites as "WOAH FUNNY DOPAMINE GUN" in the pinned comment.
      _Sigh..._
      Edit: He removed the pinned comment and replaced it with another.

    • @TJ-hg6op
      @TJ-hg6op Рік тому +6

      Panic Attack moment
      Added a fix to the panic attack that completely changed it into a new weapon, leaving the original cool idea into the dust.

  • @mattf967
    @mattf967 Рік тому +111

    I genuinely think the Loch-N-Load should have a blast radius increase since you only get the explosions on directs and thus should be rewarded for getting them

    • @ridgetmacaroni7015
      @ridgetmacaroni7015 Рік тому +1

      I think it does that already, I've gotten kills with it while hitting someone else plenty of times, they've always been standing right next to each other tho so I think it's small

  • @williammin8340
    @williammin8340 Рік тому +46

    Why is the Persian Persuader here? It's by far one of the best swords Demoknight can utilize. Like, if the Eyelander didn't exist as it is, it would be undeniably be the best.
    Being able to gain the benefit of full charge on kill of the tide turner while still keeping crit kills and stronger resistances of the other two shields and not needing to wait for a recharge by picking up ammo packs alleviates one of Demoknight's weaknesses: down time. If the player misses or even succeeds with their charge, they're essentially left needing to wait to play the game. This is usually balanced out by other bonuses, like health on kill, more charge duration, etc.. The Persian Persuader does the opposite. It's rewards on kill aren't as flashy as the other swords, but that's to compensate for its lower risk, allowing Demonkight to actually play the game against other classes outside of Medieval Mode.

    • @slottize
      @slottize Рік тому +8

      To draw out the video

    • @swagubirk
      @swagubirk Рік тому +3

      it wouldnt undeniably be the best, it would be a side grade.

    • @danielsurvivor1372
      @danielsurvivor1372 5 місяців тому +2

      Solar light, best Demoknight: That's where you're wrong bucko, KATANA is best Demoknight melee 🗿

    • @THTB_lol
      @THTB_lol 5 місяців тому

      @@danielsurvivor1372 odin existing

    • @Mister_RandomGuychannel
      @Mister_RandomGuychannel 3 місяці тому +1

      Ngl demoman has prolly the second best kit of items (except engineer) so he had to pick some stuff

  • @miguelmenezes6124
    @miguelmenezes6124 Рік тому +90

    Great blue: "So how do we let the caber be a instant delete button without allowing demos to repeatly dive and oneshot the enemy medic every life"
    The market gardener:

    • @Izunundara
      @Izunundara 9 місяців тому +8

      MG at least requires you to land your jump, the theoretical 1st swing caber just means "reach melee with a medic"
      Not that either are particularly fun but MG has at least an ankle high kerb labelled "barrier to entry"

    • @frozenflame34
      @frozenflame34 6 місяців тому +2

      Tbh I wish the caber was demo’s market gardener.

    • @eh2587
      @eh2587 3 місяці тому +2

      Market gardener requires a lot of skill though

    • @mariustan9275
      @mariustan9275 Місяць тому

      @@Izunundara Then why don't we make it so it does the full explosion damage when mid air

    • @Aluminum.K
      @Aluminum.K 5 днів тому

      ​@@mariustan9275then you could just jump while doing melee. It'd have to be a full blast jump to work

  • @LowProfile0247
    @LowProfile0247 Рік тому +315

    Weapon balances in tf2 have always been a strange case to me. On one hand, some weapons are peak game design that reward mechanical skill or provide interesting alternative ways to play a class. But on the other hand,

    • @ucantavukiswalking
      @ucantavukiswalking Рік тому +29

      some people doesn't have mechanical skill like this blue goose

    • @champagnesupernova1839
      @champagnesupernova1839 Рік тому +8

      for the record i literally only just saw this comment

    • @thunderspark1536
      @thunderspark1536 Рік тому +8

      It's likely that there is little testing done for the weapons overall in different uses

    • @LowProfile0247
      @LowProfile0247 Рік тому

      @@champagnesupernova1839 No you stole it

    • @champagnesupernova1839
      @champagnesupernova1839 Рік тому +5

      @@LowProfile0247 uh, no. multiple people can come up with the same joke when it's something as obvious as this.

  • @acreativeusername5030
    @acreativeusername5030 Рік тому +146

    I think a good idea would be getting feedback from a couple of people that play the class you are reworking as their knowledge would provide good insight and could bring up points you might not have thought of

    • @swagubirk
      @swagubirk Рік тому

      tru

    • @commodorex
      @commodorex Рік тому +26

      Yeah, but you should bare in mind that people have a positivity bias, where they're less likely to address brokenly op things if it's overpowered-ness is in their favor, which is why I'd suggest getting people that play the same class, _and also_ the class that gets hard countered by it, so you can weigh their respective values for a fair common ground, to avoid echo-chambering or "Ah no the Iron Bomber's like totally underpowered lmao"

    • @mariustan9275
      @mariustan9275 Рік тому +2

      @@commodorex True.

  • @quiver5756
    @quiver5756 Рік тому +48

    13:30 It already exist in game, but not for Demo.
    The Samurai robots of MVM, while they seem to use a normal splendid screen, their shield is apparently a diferent weapon that allows those kind of vertical free movement charges.

    • @mariustan9275
      @mariustan9275 Рік тому +1

      So give it that stat so you can samurai demo across the map.

    • @force-a-nature6258
      @force-a-nature6258 Рік тому +1

      They don't use a different weapon.
      They have an attribute that allows them to jump automatically while another attribute gives them an extended charge and a damage bonus.

    • @StilvurBee
      @StilvurBee Рік тому +1

      they actually just have a lot of jump height and are restricted to charging in mid-air, they have an ai attribute that makes them randomly jump

    • @mariustan9275
      @mariustan9275 Рік тому

      @@StilvurBee I don't think its random considering they home in on players.

    • @StilvurBee
      @StilvurBee Рік тому +3

      @@mariustan9275 it might be on a timer, i've never messed with the attribute but i do know their charge recharges way faster than how often they actually charge in-game

  • @monkeyinapanzer
    @monkeyinapanzer Рік тому +93

    Making the Caber into a desperation weapon might work. Having it do the same or even reduced damage at full health in return for slowly ramping up damage bellow half might work. Demo can still potentially pull off some important moves with a caber in exchange for his own life, but a nearly dead demo running around with his melee out would be a pretty easy issue for pretty much every class to deal with.
    Sticky bomb jumping demons might be able to pull some shenanigans off with it, but setting up a situation in which said demo will be bellow half health after a jump and with enough damage taken the ramp up would be meaningful would be a big asked of that demo.

    • @johncronk8867
      @johncronk8867 Рік тому +9

      Dude, you just made a Demo Market Gardener.

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 Рік тому +1

      I like that idea.
      The Caber does X amount of damage, if Demoman's health is below X, it does +50% or something. Basically, if it's going to kill you, it does more damage.
      There's still the problem where you can just damage yourself by sticky jumping in to alakablooie the medic or an entire gang of fellas

    • @johncronk8867
      @johncronk8867 Рік тому +4

      @@aprinnyonbreak1290 I mean, if you can Rocket Jump into a Medic and Market Garden him, why should you be able to do it with the Caber? If you make part of the threshold the initial melee hit, it’ll one shot the Medic but not necessarily everyone around him.

    • @Waskomsause
      @Waskomsause Рік тому +1

      @@johncronk8867 Caber used to do that, it was nerfed because medics were basically useless if the demo decided to focus him with the caber. Making it a last resort weapon is a better idea.

  • @NonApplicable1983
    @NonApplicable1983 Рік тому +44

    I definitely want the Lock 'n Load to have only two shots.

    • @Dog-999i
      @Dog-999i Рік тому +9

      - Weapon has 2 barrels
      - Weapon has a clip size of 3
      Wtf Valve?

    • @Robin280497
      @Robin280497 Рік тому +7

      @@Dog-999i To be fair, it did originally only have a clip size of 2 and they didn't bother to update the model.
      That's also why the Grenade Launcher has 6 slots in the model despite having a clip of 4.
      Honestly, at this point I'd like the Iron Bomber model to be Stock to fit the 4 clip, rework the Loch-n-Load so it goes back to 2 clips and rework the Iron Bomber (now with the Stock model) to have a clip of 6.

    • @silverdededestruction2197
      @silverdededestruction2197 Рік тому +1

      just update the model to have three barrels, if you make it a two shot loch then it is going to suck against fighting sentries

    • @NonApplicable1983
      @NonApplicable1983 Рік тому +2

      @@silverdededestruction2197 Just slightly buff the damage again, then.

    • @silverdededestruction2197
      @silverdededestruction2197 Рік тому +1

      @@NonApplicable1983 they buff the damage against players then people are gonna complain about it being bullshit no skill braindead. I don't want to deal with that, I'll take needing more technical skill to fight than having to deal with enemies calling the loch and load a crutch if it ever gets a damage buff to compensate for returning it back to two pipes

  • @goldengolem4670
    @goldengolem4670 Рік тому +45

    Wouldn't the shotgun lock and load be completely busted on hybird knight? You can charge into someone's face with great mobility(with the wheel) and burst them down even if they aren't in your sword range.

    • @isenokami7810
      @isenokami7810 Рік тому +2

      Reminds me of a technique I tried and failed to make work: play hybrid knight, charge with your grenade launcher out, pipe your target down as you’re charging at them. Maybe that would work with this tweaked Loch and Load, because it really just doesn’t at the moment.

  • @shiverse9868
    @shiverse9868 Рік тому +87

    For when you get to sniper, i hope you can give some of his backpacks team synergy, such as the cozy camper acting as a lvl 1 dispenser heal to nearby teammates. Something to make the sniper more collaborative with medics and engineers is what the class really needs instead of being the “lone wolf” character he is now.

    • @pacifistminigun3987
      @pacifistminigun3987 Рік тому +21

      it's an odd idea, but i kinda like it. As long as the CC regen doesn't stack with other CC users

    • @zeehaye
      @zeehaye Рік тому +7

      Yes let’s have the class that’s countered by team coordination have more reason to play by his team and never be stabbed / ran at again I agree

    • @dragonfell5078
      @dragonfell5078 Рік тому +2

      This is why I like playing huntsman + jarate, pretty fun

    • @isenokami7810
      @isenokami7810 Рік тому +4

      On one hand, I kinda like it. On the other, a big reason why he’s such a lone wolf class is because he’s not meant to be near his team in the first place. Jarate throws a wrench into that logic, sure, but you can use Jarate without being with the team.
      The cozy camper is a good example for this effect. For starters, I doubt Great Blue will discuss it since I think it’s the most used of the backpacks; he still might, but I don’t see it as underrated or underpowered. That aside, though, let’s look at your tweak, making it a wearable lvl 1 dispenser. I honestly do like that, but again, sniper’s not really supposed to be in the thick of it where that would actually benefit his team. So the only teammates getting the buff are fellow snipers, assuming they didn’t pick different spots to snipe from. At its most useful, this would just make snipers harder to deal with, without helping the rest of his team that much.
      All that said, the other two backpacks, that absolutely do need reworks, have a lot more room to add team support, so long as you keep in mind that the sniper isn’t often with the team. For example, the Razorback, I just thought of this: though only stab attempts will stun the spy, any back attack will break the shield, BUT a broken shield gives the team wallhacks on that spy for a few seconds. Might be a bit much, spy has enough to deal with as it is, but it’s a starting point for a Razorback that isn’t completely invalidated by just shooting the sniper, and it helps the team by making it easier for them to take the spy out.

    • @SeisoYabai
      @SeisoYabai Рік тому +8

      @@isenokami7810 I feel fairly confident in saying that making the CC a mini-dispenser would encourage the team to come to the sniper, rather than the other way around. Any place you might put a dispenser is probably already a decent place for a sniper to peek from, no? So I feel the problem is less "sniper doesn't want this and his team won't really care," and more 'now Sniper can oneshot you AND keep his team alive!" which is just... obnoxious and kinda unfair. You'd need to change other things about Sniper for it to be reasonable, which maybe those changes would need to happen anyways for the health of the class, but we're only talking about weapon reworks here.

  • @mildorsplume354
    @mildorsplume354 Рік тому +7

    I don’t even like using The Loose Cannon but your own shitty design choices would just leave it as a worse Soldier Rocket Launcher with a single shot lol

  • @Dokurider
    @Dokurider Рік тому +29

    Why not have Double Donk also pierce resistances as well? It would still be underpowered, but combined with reduced self damage, it could at least see occasional serious usage.

    • @swagubirk
      @swagubirk Рік тому +2

      listen to this guy, he knows his shit

    • @Jacob_Frye1
      @Jacob_Frye1 11 місяців тому

      Unless I'm missing something, he didn't cover the loose cannon. Unless this is a re-upload or something.

    • @30thCenturyFish
      @30thCenturyFish 10 місяців тому +1

      @@Jacob_Frye1 he removed it cause the changes sucked.

    • @30thCenturyFish
      @30thCenturyFish 10 місяців тому

      All the cannon needs is to fix that bug where my cannonball bounces off instead of going through sometimes. It is so annoying to lose a donk cause your cannonball went backward.

    • @Jacob_Frye1
      @Jacob_Frye1 10 місяців тому

      @30thCenturyFish Makes sense.

  • @UpgradedHumanCybernetics
    @UpgradedHumanCybernetics Рік тому +9

    The first loose cannon rework is alright, but the second one is awful. Half the reason people use the weapon is because of how amusing it is and removing the double donk removes its charm. Also the stats are just awful. 1 shot launcher with really ineffective benefits? No thanks.

  • @itsraventm
    @itsraventm Рік тому +15

    the lochnload being more like the soda popper would be an insanely fun and fitting change

  • @blocklirstuff
    @blocklirstuff Рік тому +17

    i think this episode had much worse ideas than the Scout's
    you said the second Loose Cannon idea would be more of a "crowd control weapon"... but Demo already has Sticky Bombs? the idea of having a 1 shot grenade launcher that demands skill is nice. your first suggestion was more interesting in my opinion
    the Claymore is super janky. i don't think there should be a sword dedicated for hybrid knight. i think hybrid knight is supposed to feel clunky because you shouldn't have the toolkit of both Demoman and Demoknight without some drawback (in this case, deploy speed).

    • @swagubirk
      @swagubirk Рік тому

      i honestly thing that loose cannon by itself is good for crowd control. u can time when it detonates and it pierces enemies.

    • @artifactU
      @artifactU 7 місяців тому +2

      i agree these ideas are worse than scouts.
      you already lose stickybombs to play hybridknight so i think a sword specifically for hybridknight is fine. infact saying that hybridknight is supposed to feel clunky is a blatant lie since the chargin targe & eyelander predate the wee booties so hybridknight was added before full demoknight

  • @Ravioactive09
    @Ravioactive09 Рік тому +4

    The console version of the UA-cam app has made this video unwatchable. The Loose Cannon section was previously removed, but for some unknown reason, the audio from that section actually persists on the console version, but not the visuals. Great Blue starts talking about the Loose Cannon in the bottle section, and from that point forward, nothing he says matches what the video is showing. You can probably try it yourself if you have the app on Xbox (what I used), Switch, Playstation, or even an app on your TV, the glitch probably persists as they all use the same version.

  • @Cincomma
    @Cincomma Рік тому +9

    Good video! I enjoyed your unique takes on all of the weapons and appreciate that you thought outside the box for most of them.
    Gonna jump on the Loose Cannon train here and say that I think your first change idea was going the right direction, but how I'd change it would be to reduce the fuse time of the cannonball on hit. This would make the timing on double donks far more lenient as the projectile would explode much faster on a successful first hit, and it'd change the weapon in a way that solely makes it more fun to use and more viable alongside stock. I'd also make it that the cannonball's *explosion* is what has all the knockback to still allow silly fall damage kills.
    Really liked this video! Keep up the good work!

  • @thewoodpeckers655
    @thewoodpeckers655 Рік тому +28

    Quick little issue with the pain train rework.
    Although I am *VERY* inexperienced with the hammer editor, I do know that the specific way capping the intel, the point, or pushing the payload works is with a specific brush that will function no matter where you are, just as long as you’re touching it, so it would cause issues and need a LOT of reworks on a LOT of maps.

    • @laz272727
      @laz272727 Рік тому

      Valve could change the definition of what "touching it" really means, give it a new hitbox on the player that has the same size as the old one but can be bigger.

  • @greenoftreeblackofblue6625
    @greenoftreeblackofblue6625 Рік тому +3

    Just because you don't use the Loose Cannon effectively doesn't mean it's bad. It means the way you use it is bad which is fine, but not a reason to completely change it to fit a playstyle you like which is effectively just the scorch shot for the demo. In that case you should legit just play Pyro instead.
    If this comes off passive aggressive it kinda is. Also the quickie bomb launcher is supposed to be a long range weapon and you're reducing it's purpose, who is charing a sticky bomb for mid range area for slightly higher damage? Just use the normal sticky bomb launcher. At that point it's only useful for traps. Which people do use it for but the Scottish res. While it may seem bad is still way better for traps.

  • @psychoslick2354
    @psychoslick2354 Рік тому +58

    I can't wait to see your take on medic weapons in this series. the stock syringe gun and the blutsauger are severely outclassed by the crossbow, so I'd love to see how you can balance them.

    • @daniellemurnett2534
      @daniellemurnett2534 Рік тому +12

      Not even a shoutout to the Overdose god damn

    • @leeroyjenkins4456
      @leeroyjenkins4456 Рік тому +23

      @@daniellemurnett2534 weapon is so incredibly mediocre the poster( and like 70% of the player base forgot of it lmao

    • @ScorbunnyProductionsYT
      @ScorbunnyProductionsYT Рік тому +1

      Bro he'd probably nerf the hell out of the Crossbow

    • @dabmasterars
      @dabmasterars Рік тому +5

      @@ScorbunnyProductionsYT honestly, i wouldn't mind a crossbow nerf at all, maybe reduce the ammo count to about 12, so that every shot counts and you can't spam, plus no self-healing to make survivability harder

    • @psychoslick2354
      @psychoslick2354 Рік тому +13

      @@ScorbunnyProductionsYT he specifically states in the rules that he plans and buff bad weapons, not nerf good ones

  • @Rob77niner
    @Rob77niner 5 місяців тому +4

    caber REAL fix
    - oneshot buildings
    - explosion is always fatal to the user

  • @SkyeBlueLily
    @SkyeBlueLily Рік тому +2

    alright, time to rank these suggestions:
    great proposals: (there are no changes that I'd even remotely consider great)
    good proposals: loch-n-load
    meh: pain train, quickiebomb launcher, scottish resistance, claidheamh mor
    bad proposals: stock melee, scotman's skullcutter ("oh but isn't just a direct buff?" good guess but actually no. this skullcutter exists in a random-crit-less world which is the far bigger change to this weapon.)
    trash proposals: ullapool caber (

  • @lucashill7612
    @lucashill7612 Рік тому +43

    Didn't do the series in order
    L+ratio+a literal heron+Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun"+consistently forgets to take schizophrenia meds at the same time to play MvM+cope+seethe+mald+less than 150k subs
    (I'm just kidding, I love all of your videos and wish you the best of luck in all of your future endeavors)(also please bring back x10 tier lists)

  • @Vilisnerson
    @Vilisnerson 19 днів тому +1

    I was terrified when i saw the claidheamh mor come up but i'm relieved the 0.5 charge extention remained untouched, removing that is what made the sword garbage to begin with

  • @andreivoicu8892
    @andreivoicu8892 Рік тому +5

    If you think about it, the pain train, as it is, is a straight upgrade in DeGroot keep

    • @mostlysure1077
      @mostlysure1077 Рік тому +2

      Ehhhhhhh, Techchnicallly, the Huntsthman arrows and crossbow shoths both count as bullet damage, so it's not completely uh especially a heteronormative change-uh.

  • @chaselowell4567
    @chaselowell4567 4 місяці тому +1

    3:50 oh boy there’s no value In getting direct pipes as demo cause you know name the last time you got a splash damage pipe kill. The projectile speed basically just gives you what pipes are already doing but better I’m not sure the loch n load needs extra damage as well

  • @haazmat
    @haazmat Рік тому +6

    Okay. From the title of the series I would NEVER expect to see fuckin' Loch-n-Load or Loose Cannon.

    • @artifactU
      @artifactU 7 місяців тому

      the loch isnt that good

  • @taureon_
    @taureon_ Рік тому +5

    hey great blue what kind of drugs did you take while thinking of the rebalance concepts in this video? i am very interested about that

  • @skyixyes3971
    @skyixyes3971 Рік тому +13

    Would the pain train change even be possible? I was under the impression that the size of capture points/briefcases was a map thing.

  • @swgclips03
    @swgclips03 11 місяців тому +1

    Loch and load idea;
    -50% clip size
    +25% damage bonus
    +15% faster fire rate
    -15% reload speed
    -15% splash area
    launched bombs explode on surface (bounce off of players)
    This basically makes it into a slightly better l4d2 grenade launcher.

  • @VestedUTuber
    @VestedUTuber Рік тому +44

    Here's my Loose Cannon fix recommendation: Give it the hitbox buff it was intended to have but was instead given to the Iron Bomber due to a mixup.

    • @transorm987
      @transorm987 Рік тому +3

      That's not true, that's a false rumour

    • @VestedUTuber
      @VestedUTuber Рік тому +1

      @@transorm987
      It definitely IS true. There was a thread two years ago showing a screenshot of the visualized hitboxes. I'll post a link in another comment, if you don't see it it means that UA-cam auto-marked it as spam.

    • @VestedUTuber
      @VestedUTuber Рік тому

      @@transorm987 Ok, yeah, UA-cam auto-deleted the link. So I'll do this instead.
      Look up "iron bomber hitbox visualisation" on r/tf2. That's the title of the post, it shows a screenshot of a stock pill, a loose cannon cannonball, and an iron bomber pill with hitboxes shown. The hitbox for the iron bomber pill is massively oversized compared to the actual model, but is perfectly scaled for the loose cannon's cannonball. Meanwhile, both the stock pill and the cannonball have the same hitbox, which is scaled decently well for stock _and the iron bomber pill_ but is massively undersized for the cannonball.

    • @transorm987
      @transorm987 Рік тому +7

      @VestedUTuber I'm well aware. They weren't swapped though, it's another issue entirely. I should point out that further tests indicate that screenshot isn't entirely accurate

    • @man-made-man
      @man-made-man Рік тому +2

      ​@@transorm987 shounic has a video about this issue

  • @oldieal7032
    @oldieal7032 Рік тому +2

    The Loch-N-Load losing its damage bonus against players wasn't just to avoid the issue of damage spread. It was to stop the easy combo of hitting a player with a grenade for 120 damage, then charging at them and mini-critting for 88 damage for a total of 208 damage. This was an easy way of killing 8 of the 9 classes.
    A damage resistance penetration on the Loch-N-Load would be far too good. It's already excellent against Sentry Guns, but this change would allow it to two-shot a Wrangled Sentry, ignore a Soldier's Battalion's Backup charge, ignore a Medic's Vaccinator charge, etc. You shouldn't buff the Loch in this manner when it's the Wrangler that deserves the nerf.
    Another issue here is increasing the Loch-N-Load's firing rate. The Loch already fires every 0.6 seconds, which can make consecutive shots extremely difficult to avoid, especially when combined with the increased projectile speed and the low visibility of the projectile. If the Loch-N-Load had a 25% faster firing speed, it would fire every 0.45 seconds, which means 2.22 shots per second.
    The Loch is already capable of destroying a Sentry while an Engineer is actively repairing it. Your intended changes to the Loch would make it annihilate 8 of the 9 classes in half a second and Level 3 Wrangled Sentries.

    • @AliDoesntWork
      @AliDoesntWork Рік тому

      idk why you’re acting like shooting someone with a pipe then charging at them and mini critting them is a big deal when it would be faster to literally just shoot another pipe

  • @beniciovalina6544
    @beniciovalina6544 Рік тому +13

    It's weird for me the forgotten random damage mechanic after the 2015 update, it was up to you how much damage you dealt to the enemy

  • @Aibadenshi
    @Aibadenshi Рік тому +35

    Just make the caber does the 100 explosive damage again but with no extra damage from base melee hit.
    Give it 2 tier of Market Gardener effect base on the state of the weapon.
    When you still have the explosive charge. It's a mini crit.
    When you don't have the explosive charge. It's a full critical.
    So we can give the demo a Market Gardener.

    • @The-jy3yq
      @The-jy3yq Рік тому

      *be beep*
      WEEEEEEEEE
      *explosion*

  • @untilthenextfullmoon
    @untilthenextfullmoon Рік тому +200

    A big problem I have with your ideas is that a lot of the weapons aren't being fixed, they're being made into a new weapon

    • @HoggThing
      @HoggThing Рік тому +68

      unfortunately some weapons just don't work or serve a niche that simply isn't needed or is already done better, hence why some of these are functionally fine but just not used

    • @christiancinnabars1402
      @christiancinnabars1402 Рік тому +20

      *Gun Mettle/Meet your Match updates in a nutshell*

    • @Kmn483
      @Kmn483 Рік тому +34

      Unfortunately that's what has to be done for some of them. That's also what Valve does anyways though. Simple number tweaks isn't always an option, especially for the weakest or most unusual weapons.

    • @Brass319
      @Brass319 Рік тому +24

      and then of course there's the persuader, which was already fine to begin with and a not so rare pick among experienced demoknights. The ammo box thing means that when you walk over someone's corpse you get half your charge back. The whole reason for using the persuader is so that you simply do not run out of charge, not necessarily just for extra mobility. While I think the second concept is decent, the damage vulnerability makes it so that it takes one less melee swing to kill a full demoknight using it. Honestly, I feel like those stats might fit claid better since it already has the vuln and extra mobility on your charges.

    • @graygray4973
      @graygray4973 Рік тому +8

      I think the problem is that he aims to give all weapons equal usage. It's fine to have situational or loadout specific weapons like the Persian Persuader.

  • @DarkStar-nw8ee
    @DarkStar-nw8ee Місяць тому +1

    9:06 "Right now, charges are strictly horizontal with minimal turning radius" *plays clip of him pulling a 90° turn*
    Seriously, the Persian needing a buff is the weirdest thing I've heard today.

  • @Slye_Fox
    @Slye_Fox Рік тому +6

    A major issue with the Caber(which you addressed in your 1st rework idea) is that it is currently the ONLY weapon in the game where you have to visit a resupply locker to rearm.

  • @ABAgamer_
    @ABAgamer_ Рік тому +5

    The self-damage change is honestly the only thing I would do for the Loose Cannon, just to promote a more hybrid play style if you don’t have a Stickybomb Launcher.
    That, and probably a hitbox increase to match the cannonball, but even that is slightly minor.

  • @gglanouille3060
    @gglanouille3060 Рік тому +4

    The ullapool caber should get the same unique trait as the rainblower taunt -> dealing damages Split amongs all the players hit. Like let's say it does 65 melee damage + 150 explosion damage.
    If you hit 1 person it does 65 to the guy + 150. If there are 3 people in explosion range, you deal 65 + 50 to the guy hit and 50 explosive to the 2 others.
    You take 50% of the explosive damage taken by enemies (so 75 if there is one dude, 25 if there is 3, etc...).
    Do that, tweaks the explosion damage numbers, give a 45s cooldown on the explosion, and make the taunt throwing the grenade as an arc like the halloween bat spell allowing for ranged boom.
    Keep deploy + swing speed penality and no random crits.

    • @togeluga_the_cat
      @togeluga_the_cat Рік тому +1

      cool buff idea you got there
      but i would not want to loose the potential to become a nuke that can kill evrything with a crit

    • @gglanouille3060
      @gglanouille3060 Рік тому

      Hm if explosion is set to 200, it means that a Crit caber can OS 2 heavies. Or 4 medics. The best part is that you fully remove explosion falloff so enemies don't take random BS amount of damage because you didn't aimed at their feet, and the self-damage is making some more sense and is less punishing for Big plays with multiple players, and more punishing for solo picking medics. And it's less unfair to get focused down as Medic by those as you get some counterplay (being stack with your mates) and allow counter-counterplay (as demo has better use of it's other explosive weapons if all the enemies pack up to get ready for a caber charge).

    • @pacifistminigun3987
      @pacifistminigun3987 Рік тому

      good idea

  • @niewbieparadise8376
    @niewbieparadise8376 Рік тому +2

    100% against the 2nd Loose Cannon rework, it takes away what makes the weapon unique from Demo's arsenal and turns it into a bare bones weapon concept that focuses only on number and stat differences as opposed to unique game mechanics that change the way you aproach a class.

  • @samdaman2939
    @samdaman2939 Рік тому +6

    What if, And hear me out, we made the caber a market gardener. If we do this, we will most likely have to lower the damage a bit to make this more consistent but instead we make it mini crit while airborne by explosions. So if we set it’s base damage to 105 on explosion, we can make it mini crit, doing 158 damage. Also, it should probably be able to crit in the first place cause the caber can’t do that with its explosion (for some reason). What do you think?

  • @mrexists5400
    @mrexists5400 Рік тому +1

    7:04 so long as snipers can one shot at any range, caber should be fine to one shot snipers.

  • @schweppley1614
    @schweppley1614 Рік тому +6

    While I loved all of the changes you proposed (especially the airborne persuader that sounds AMAZING) I really disagreed with your philosophy on changing the loose cannon, your proposals were much too “This weapon needs a complete rework in order to match up with stock better” this is a really one sided look on the weapon, especially because the weapon isn’t even bad, it’s just too specialized into a gimmicky nature.
    I think if you wanted to change the loose cannon you would want to change it to be more consistent overall, double donks are by nature gimmicky and using the weapon can feel frustrating if you’re not used to it, even in my case where I use the loose cannon MUCH more than stock I can agree that there are way too many times where I’ll say to myself “Man that should’ve been a double donk” or “man I feel like I wouldve easily killed that guy using stock” but I definitely don’t think that the weapon needs a complete rework in order to specialize in a different aspect of the game, it’s fine where it is, and if you think it really needs a change, you should focus on just changing one small aspect of the weapon rather than completely reworking it.

    • @swagubirk
      @swagubirk Рік тому +1

      fr though, the persian persuader is also fine by the way, but i do love the rework. just make a new weapon like that instead of changing it

    • @calsalitra4689
      @calsalitra4689 Рік тому +1

      If the Loose Cannon could use any buffs, I would say it just needs a little more consistency. The projectile LOOKS huge, but it has the same hotbox as stock. I think making the hitbox bigger would be a good change, since the player is already precisely timing their shots, aiming a slower projectile, and sacrificing fire rate for damage. Making the hotbox the size of the projectile would be way too much, but shrinking the projectile and increasing the hitbox so they line up would make it a little more consistent and a little more intuitive.

    • @schweppley1614
      @schweppley1614 Рік тому +2

      @@calsalitra4689 That was exactly what I was thinking when I commented, it doesn’t need a buff, and it especially doesn’t need a rework, but it could absolutely use a change to it’s overall consistency. How this would be done I’m not entirely sure, I think it’s knockback is perfectly justified, I don’t think that should be changed as knocking away an Ubered player is a huge draw of the weapon, but doing that can be inconsistent as well. It’s and a weird state, which is why I honestly think it shouldn’t be tweaked.

    • @30thCenturyFish
      @30thCenturyFish 10 місяців тому

      they just need to fix that glitch where the balls bounce off of enemies instead of going through.

  • @TylerGoatMan
    @TylerGoatMan Рік тому +1

    “But because of how limiting charging itself is”
    Solar light making an hour long video explaining everything charging can do: And I took that personally.

  • @3Qtrs_Zombie
    @3Qtrs_Zombie Рік тому +12

    At 7:53 I think the idea of giving stock melees the Gunslinger's "third successful hit in a row always crits" should instead be given to all melees. Then, whenever a melee weapon has "no random critical hits" it would instead have "no combo critical hits". Since random crits are most impactful on melee weapons, giving them a version of it if random crits are removed should keep that aspect of them.
    For other weapons, I don't think a major change would be necessary. Most often, when a weapon other than melee crits, it makes the interaction less fun, at least for the one who receives the crit. So simply removing random crits would ultimately be fine.

  • @MorbidMindedManiac
    @MorbidMindedManiac Рік тому +2

    One thing I’d add to your Pain Train idea: On top of the doubled capture range and movement speed while capturing for offense, if you’re playing defense, all of the effects apply when you’re blocking the objective (Standing on the point or near the cart), and you don’t need to be blocking someone actively trying to cap, just standing near the objective in general will count, but the damage vulnerability will also apply on top of you being a sitting duck on the objective, so now it actually has a use for defense

  • @Walumancer
    @Walumancer Рік тому +22

    Many of your major reworks would simply function better as new weapons ngl. Personally I do not believe in straying from the core design of a weapon like the Loose Cannon or Persuader, and would only suggest major reworks as a return to a weapon's previous better state.
    Most of your general reworks are much more palatable however, like the Loch.

  • @silversword404
    @silversword404 9 місяців тому +2

    I don’t like the first Persian persuader rework. It’s basically just a rework of the claidah mor

  • @krysys9703
    @krysys9703 Рік тому +3

    Agreeing with everyone in the comments that the Loose Cannon changes don't feel right. Everyone who uses the Loose Cannon loves how it functions, it has it's audience of people who use it and people who can use it effectively, therefore I don't think it would need any changes. Sure a buff for jumping would be nice but it doesn't feel warranted at all as well as a rework or a nerf.

  • @chtulufhtagn1344
    @chtulufhtagn1344 Рік тому +1

    The second Loose Cannon design is absolutely awful. It's like the Claidheamh Mòr's rework where it stopped having charge time but worse. Plus, the weapon itself isn't even that good- it's just a worse, more annoying rocket launcher with projectile dropoff.
    Edit: Wow, just watched far enough for the Persian Persuader rework. The weapon's honestly fine as it is, and I don't think it's in any way bad. Both options are either just better off as a different weapon or a flat out nerf. Plus- 20% damage vulnerability on a sword that once penalized you for running hybrid knight?

  • @Moss_Dude
    @Moss_Dude Рік тому +51

    I don't think ANYONE asked for the loose cannon to be changed, or even buffed. We all love it exactly as it is, keep your filthy rework 2 away from it.
    Also, a suggestion for the caber is to give it a very sizeable damage bonus if the demo is below 70 health or something (aka, ultimate suicide bomber)

    • @swagubirk
      @swagubirk Рік тому +7

      good and real opinion

    • @doubledee8677
      @doubledee8677 Рік тому +7

      No "we" don't. I want a buff.
      I love the Loose Cannon, whenever I play Demo it's what I use as my actual primary weapon (sticky spamming is for apes), but there's no getting around the fact that it is often decidedly underwhelming:
      The incredibly low damage means that in a lot of cases you can directly hit an enemy and do about 30-50 damage at best, where you would be doing up to 100 damage with the other grenade launchers - 2 direct hits often isn't even enough to kill a Scout, whereas you'd obliterate everything shy of a Heavy, Battalion's Backup Soldier or overhealed classes using another grenade launcher.
      The knockback often serves as a detriment instead of an upside, shunting enemy players out of your now drastically reduced range....
      So reduced in fact that you're basically neutered with it against sentries (even mini sentries are a massive pain to destroy with it) or long-range players like Sniper.
      Yeah, you can land a double-donk and hit for 120-150 damage if you time it perfectly, but unless you're a god-tier player that can be pretty rare, oftentimes your enemy can make their escape on low health. That's provided you're not killed in the extremely lengthy charge up time to prepare said perfect donk.
      I use the Loose Cannon because it's a fun and engaging weapon. It is absolutely not an effective one though.

    • @mariustan9275
      @mariustan9275 Рік тому +4

      YES. I want to suicide bomb demo. So the idea is like the equalizer, it's damage increase th eless health you have and you cna suicide kill with it?

    • @Moss_Dude
      @Moss_Dude Рік тому

      @@mariustan9275 I was more thinking the Shahanshah

    • @swagubirk
      @swagubirk Рік тому +2

      @@Moss_Dude what about both. we just give it the equalizer effect and then add +25% damage from shahansha because why the fuck not lol

  • @ChaseVaccaro-ge3gk
    @ChaseVaccaro-ge3gk 11 місяців тому +1

    I see the Church Of Donks is mad. Guys, you can still use it as a meme. And now folk like us can use it as a meme without sacrificing everything else. But no, "i want my donks", "this incredibly flawed item is perfect because i get dopamine", "opinion invaid", all till Blue up and deletes it. Were the changes a little meh? Yeah, but not because it rids your cheap dopamine. It's because the Cannon rewards accuracy. I personally would remove the Double Donk, and replace it with a similar mechanic to encourage accuracy. Consecutive direct hits do more damage, and have a slightly wider blast range, up to like 5, resetting if you miss, in exchange for a mild damage penalty with no direct shots.

  • @doublebubblr7311
    @doublebubblr7311 Рік тому +14

    As a caber knight main all you need to do is give it random crits, but I would love the regenerate

    • @rockowlgamer631
      @rockowlgamer631 Рік тому +2

      DO NOT give it rng, regenerate is good enough.

    • @bigguddikkus6146
      @bigguddikkus6146 Рік тому +4

      This. A random crit is all i need, the caber should be a mutual mutual assured destruction weapon for mad people.

  • @jojobod
    @jojobod Рік тому +2

    I gotta say the loose cannon change sucks. It basically just becomes a worse scorch shot. Literally there is no reason to make it a single shot weapon and it really hurts the idea, also the increased splash radius seems more harmful than helpful. Its just a worse weapon than what we already have my guy, i usually love your videos but this was a miss.

  • @somegalnamedseelpit3713
    @somegalnamedseelpit3713 Рік тому +6

    Fun fact about the Scotsman's Skullcutter: it's legitimately Demo's best tank-busting option in Mann vs. Machine. No, seriously, even without crit-on-kill. Boosted-damage random crits are already enough to outclass the sluggish grenade and stickybomb launcher.

    • @CityState_of_Valletta
      @CityState_of_Valletta Рік тому +1

      True for every class right? Melee is king for tank busting sans maybe the Engineer’s point-blank Widow Maker

    • @StilvurBee
      @StilvurBee Рік тому +2

      sniper with cleaner's carbine/bushwacka is surprisingly effective and a heavy using steak sandvich/warrior's spirit also works quite well but is less common

    • @azurabbit12
      @azurabbit12 Рік тому +3

      ​@@CityState_of_Valletta doesn't Pyro deal double damage to the tank with their flamethrowers if they hit a sweet spot or smthn

    • @CityState_of_Valletta
      @CityState_of_Valletta Рік тому +3

      @@azurabbit12 Yeah I recently saw a video on that actually- not sure if it counts as an exploit but I suppose pyro's pretty good with that then too.

  • @josueayala1249
    @josueayala1249 Рік тому +8

    You know, the more I play this game, the more I feel random crits are not nearly the problem so many people say it is. I think the only reason why people complain about random crits is because Valve's competitive mode sucked.

    • @Artician
      @Artician Рік тому +3

      I've never heard anyone besides you associate the dislike of random crits with valve's competitive mode lol.

  • @l9m241
    @l9m241 Рік тому +4

    Oh wow something like Celeste's Dash as a Demoman weapon ability with the Persuader is just an interesting thought. I'd be down for that. Crazy movement tech would be pretty cool. Combine that with source movement tech you can make some crazy movement with that.

  • @BlueMageBrilly
    @BlueMageBrilly Рік тому +1

    A definite strange one that I... don't really agree with some of the versions, but I respect your ideas anyway. Here's my thoughts on the changes, though:
    To start the Loch-N-Load being faster is exactly why it is such a pain to deal with as is; is it broken? No, but in a game with hit registration located across the country and it still having good splash damage, it's honestly better than Stock when it comes to dealing with Scouts and Heavies. You can actually land them on Scouts and kill Heavies before they mow you down; Stock is way better with groups and choke points of course, but that's fine. So the first suggested version is an out for me because giving that extra damage is already insanity as it is; most stuff is balanced around the idea that your enemies are at least a little hurt or using a weapon that reduces their health; such as the Sandman. Doing 100 flat damage on perfect hits still prevents you from giving a one shot on healthy Scouts with it, since they go down to 110, and upping the pill damage to 115 because of "Skill" seems ... a little bad for a guy who can already blast them away in most situations; it's why they removed the damage boost + the Random Damage thing in the first place, I think. The second version I'd actually go for, though, as it gives Demo a way to still deal with Engies and Scouts very effectively and gives a good counter for the damage reduction abilities that shut Demo down outside of melee range and the double-load makes way more sense than having 3 pills anyways.
    I'm completely taken back by you not having much input on secondary weapons until the end, because I figured you'd have at least one possible idea for the Scottish Resistance; the black sheep of sticky bomb launchers that only really sees play in MvM. I can't recall the last time I've even heard of someone using that weapon effectively, but I'm not as into the community stuff as I used to be. Either way, it's just a huge pain to use and giving it the power to mess with someone else's stickies is... an odd trade off, but ultimately too much of a way to just troll more than be effective. It's not any better at defense stuff compared to regular Stickys outside of weird choke points, but you get any map with more than one entrance and suddenly that goes out the door. It has its benefits, but they're weighed down heavily by having to look at stuff; if anything I'd make them be akin to land mines than stickies and do much less damage, but go off as soon as someone is in range... excluding Spies, of course. The shields are generally fine as is of course, but feels like you didn't take them too much in mind when coming up with other ideas. Particularly with the Caber; another black sheep of Demo's weapons.
    Genuinely, the idea of being one shot by someone that isn't Spy or Sniper, who are annoying in their own right but at least have rules, is annoying. Especially with how hit scan works and that Demo can just smack the ground to blow stuff up if he really wants to, the Caber's only major flaw to me is that it requires you to go back to spawn to reuse it. The idea of having to cause explosive damage to refill it or just having it on a timer, which you could probably add to be refilled faster with ammo packs or something, would fix its major flaw. It is a situational burst damage to pull out when you're in trouble, like all Melee weapons, /not/ a thing you should be aiming to actually one shot someone with... because he's is quite mobile when he wants to be.
    Charging to fly across the map or sticky jumping makes the idea of giving the Caber more damage just so... dangerous, especially if you combine it with just Stock pipes as the primary. He could charge or fly, blast someone with a 100 pipe, then smack them with the Caber. In both versions that would kill everyone that isn't a Heavy, excluding ones that are over healed completely. That's not fun. It's just annoying to play against, especially with how melee registers. I think the Caber being the big AoE melee, a thing that doesn't exist otherwise, is its charm and its only major draw backs are the self damage and the lack of recharge. The only thing I could agree with is making the "self damage" also be considered explosive damage for the Demo; essentially making it combo well with a shield that reduces the self damage. It'd also make a little sense; I mean, you're slapping them with an explosive and have a shield. Your hand is gonna be gone, but you can at least protect your one remaining eye with the shield.
    Now the changes to the Persuader are just... strange. Having vulnerability added to a sword that's all about being in someone's face kinda ... removes the point of getting in their face, doesn't it? The movement speed buff is also rather dorky when combined with the charge and movement speed being such a coveted stat is why the Eyelander needs work to get it going; getting those 4 heads is massive and sometimes difficult, but that's the take away. Plus the Persuader's whole thing is going from body to body faster than they can react; it is a different type of "advantage pusher", as a purple man would say, as the Eyelander and really handles groups well, even if they're spread out. That's the whole point of the weapon and it doesn't seem like you took the other types of weapons he has in mind for it. The jumping air thing seems more like it'd be a new type of shield or boots, rather than the sword. Probably the shield since it's part of the charge itself and the idea of being reliant on a sword for that seems silly.
    For the next sword, uh... That's... off. Demoman is a major spammer and can kill massive groups in seconds, especially if he's in their face even if he takes self damage. Getting charge off explosive kills would ruin the point as you'd be able to chase after people really quick after firing pipes from a safe distance; having rollers suddenly kill a Sniper, Scout, or Spy in the back suddenly recharging you would result in too much strange movement that wasn't predictable at all since you can't even see he has the sword or not. Keeping it locked on the melee kills keeps the Demo from abusing explosives for Charging movement in weird ways. The second one of reloading your weapon falls into the same issue; you see the Demo spam out his 4 pills, getting some bounce damage on you and you see him charge to kill an overconfident Spy, and suddenly he's shooting 4 more pills at you. Hardly any wait or notice that he would do so and having to reload is the only thing that keeps pills and sticky guns from being absolutely busted.
    The other melee weapons aren't all that bad for changes, though I'd keep their new buffs as something that only goes off when they're actually out, especially the Axe. The Pain Train is a bit of a neutral ground since the vulnerability is always there, but so is the positives; it's just not used much due to it not effecting most modes as you said, though the vulnerability is also negated by his shields in most cases. Which is fine, since that costs his sticky launcher, but still a thing to take into account.
    Overall I don't mind the ideas being put out there, but it does seem like you aren't weighing these changes with all the other weapons and possibilities in mind, which... is okay! It's a series about your own opinions and not everyone can play everything or keep everything in mind; that's for the Devs to do. I hope my giant wall of text doesn't come across as too negative or upsetting, as I am merely looking to give feedback on the ideas overall.

  • @CooISkeleton96
    @CooISkeleton96 5 місяців тому +3

    You really needed to add an easy way for demo man to take out engineer buildings, maybe add it to the caber?

  • @cheezkid2689
    @cheezkid2689 Рік тому +1

    Way to completely ruin the Loose Cannon. Turn it from a fun, unique weapon that actually does reward skillful play to a weapon that'd only ever be good in MvM when it's fully upgraded. A larger splash radius does not make up for the single-shot nature, not to mention that you actually (for some god-forsaken reason) thought NERFING the one aspect that this weapon has going for it was a good idea. Like, seriously, what were you thinking, taking the one upside this has and making it worse by reducing splash damage? It's probably one of the worst weapon redesigns that I've ever seen and would rival the Sandman and Caber nerfs in being unnecessarily harsh for no good reason.
    This was especially shocking after the minor changes you suggested, which I actually quite liked. Make it a bit easier to get double donks but also easier to fight by reducing knockback, and the reduced self damage would make it more useful for hybrid knight.

    • @AliDoesntWork
      @AliDoesntWork Рік тому +1

      youtuber comment forgets that pinned comment that was made 3 hours earlier saying he was cutting it out of the video exists

  • @finn4019
    @finn4019 Рік тому +3

    Why is being a black sheep of a weapon family bad? its unique, its fun, its not terrible.

  • @oshii3940
    @oshii3940 Рік тому +1

    Lol when I watch this on my ps5 the loose cannon section is still there audibly but the footage is on something else, when I watch it on my phone the loose cannon is gone completely

  • @ReboTheVaporeon
    @ReboTheVaporeon Рік тому +3

    I wouldn't call the Persian Persuader "bad" more than overshadowed by its brother the eyelander

  • @DaisyDuketh
    @DaisyDuketh Рік тому +1

    So let me get this straight... you want a loose cannon with a 35% larger explosive radius... in exchange for 1 Cannonball and less splash damage... this design is horrible. if you made this similar to Team Fortress Classics RPG where it's one powerful shot but ONLY one shot to balance the power of understand. But fact of the matter is you're getting rid of 400 damage for nothing in exchange
    Again if this was a one shot super gun than that makes more sense than a larger explosion size for some reason? and crowd control is something demo already does incredibly with stickies so you're just creating more problems than you're solving

  • @ChicDead26
    @ChicDead26 Рік тому +4

    Im not surprised by all the comments regarding the loose cannon lmao

  • @calsalitra4689
    @calsalitra4689 Рік тому +1

    So, my thoughts.
    I think the Loose Cannon rework is terrible. Despite what arguments people might use to argue in the Loose Cannons favor, the only reason anyone uses the Loose Cannon is D O P A M I N E. Double Donks are rewarding to land and feel amazing to do, and the suggested rework is just the Scorch Shot 2.0. All it rewards is spamming in your opponents general direction, a task that is already filled by the Sticky and Quickie. In terms of non-D O P A M I N E performance, it also makes the LC worse at stuffing Ubers and Cannon jumping, since the Current Loose Cannon can knockback and Double Donk multiple players at once and allow you to Cannon jump mid-air. Is it the best option? No, but it is one of the incredibly unique, fun to use weapons that make TF2 great. It doesn't deserve to be "fixed" into a less fun, less effective, less versatile spam tool.
    I also add an idea for the Pain Train. The stats would be as follows:
    +4 capture rate while active
    +30% movement speed while active and carrying the intelligence briefcase
    -15% movement speed while carrying the intelligence briefcase
    -1 capture rate
    Essentially, you capture more quickly while active, but can't defend the objective while you do it. The -1 capture rate also prevents you from stopping captures while inactive. I feel that this is an improvement to the current Pain Train and arguably better than the version provided in the video, since this forces the player to make active use of the Pain Train. You don't just throw it on and pretend it doesn't exist, you make an active decision by equipping it, and from then on have to make active decisions on when to pull it out.

  • @Snazzysnail15
    @Snazzysnail15 Рік тому +2

    I always saw the persuader as a sword for spamming charges, so I wish that it could somehow make shield bashing easier and you could weave it into combat more

    • @CityState_of_Valletta
      @CityState_of_Valletta Рік тому +2

      I do like charge spamming; PP is probably my favorite sword.
      Increasing the bash damage would be fun. Could even make the charge a bit faster to justify it-maybe even add a little knockback to the bashed personnel so you really feel like you just slammed some scout into the stratosphere.
      Could also buff the shield-charge crit window ti be longer so you can wombo combo medics more easily; the Double Donk of melees
      Might need some more nerfs to balance it as would be too good at that point.

  • @modlich_303
    @modlich_303 11 місяців тому +1

    what's the music at the end of the videos? Shazam isn't getting it

  • @frankyanish4833
    @frankyanish4833 Рік тому +3

    A third rework idea for the caber: have it do bleed damage after it explodes.

  • @jaxxons11
    @jaxxons11 Рік тому +2

    Why not just turn the Caber into an explosive-based Market Gardner?
    +Guaranteed crits while airborne
    +Crits generate an explosion around the demo.
    Remove the broken state entirely and make it so an explosion can only be generated by an airborne crit, that way you can't go nuclear with a Krieg Medic. Swap the deploy downside for a holster and it seems like it would fit well.
    What do I know though, I main a weapon that is canonically made of trash.

    • @swagubirk
      @swagubirk Рік тому

      mini-crits*

    • @jaxxons11
      @jaxxons11 Рік тому

      @@swagubirk Crits is what the MG gets so I just carried it over. You *could* make it do mini-crits and have the explosion make up the damage difference.

    • @swagubirk
      @swagubirk Рік тому

      @@jaxxons11 yeah cause the MG deals 65 damage, the caber can deal anywhere from like 115 on a direct, to 135. i think giving it crits would be a bit too good considering it does aoe damage.

    • @jaxxons11
      @jaxxons11 Рік тому

      @@swagubirk Fair enough, didn't think of that. At least you can see where I'm getting at though, even if you have to play with the damage. An MG that goes "boom".

  • @doomcoomer4675
    @doomcoomer4675 Рік тому +3

    Finally a sequel thank you great blue

  • @titustoast2879
    @titustoast2879 Рік тому +1

    The first loch n' load rework is a super good way to make it more viable compared to stock & the iron bomber while still maintaining the core concept that made it good in the first place. Stellar video

  • @GNew0
    @GNew0 Рік тому +15

    the loose cannon just need a slight demage buff, the fact that the double dong is hard if the fun of it, and remove it is just aweful, the weapon is really good at where it is today

    • @halogeorge1
      @halogeorge1 Рік тому +5

      Honestly agree
      I don't really see it needing real changes
      It's concept id very cool, Its rewarding and the knockback/Overload mechanics allow for some fun use cases
      Its a good sidegrade, as what non stock should be!

    • @MurdokEXTRA
      @MurdokEXTRA Рік тому +3

      Honestly if the problem was dps then why not just make the weapon faster? A bit faster projectiles and a bit shorter fuse would easily serve the same purpose hopefully without making the weapon op.

    • @swagubirk
      @swagubirk Рік тому +2

      i think its 100% fine tbh

  • @nhpkm1
    @nhpkm1 Рік тому +1

    In general I think demoman has too much sustaining firepower . I would like to see sticky clip size nerf ( would also add room for balance)
    Stock ->5 . Quicky -> 3+ mag load at (150% of first sticky load ) , resistance ->stays 8

  • @NoSoupForYouu
    @NoSoupForYouu Рік тому +9

    Not sure if I said this on the previous video but I am against and dislike changes that revolve around the preconception that the game needs to be competitively balanced and not casually balanced. The example you use for the caber "not being able to one shot people by flying through the air" . While I understand how this can be annoying to some, the fact of the matter is that it's not that big of a deal. In the past this required demo to constantly go back to spawn to refill and while I understand his sticky jumping mobility is incredible and on some maps he can do it quickly, it still takes him time to do it and isn't just freely jumping around, like a market gardening soldier per se, and one shotting most classes.
    I think that the philosophy should stay casual and fun the way TF2 was meant to be played, and if that philosophy is removed TF2 will lose its charm. Which is also why I'm an advocate for random crits. It's a video game, who cares. It sucks sometimes but it always comes back around and it adds to the humour of the game. Games are supposed to be fun. Even the Loose cannon suffered from this a little bit.

    • @artifactU
      @artifactU 7 місяців тому

      i agree with everything you said except random crits, theyre unfair & unfun

  • @pixelperfect1870
    @pixelperfect1870 Рік тому +2

    Ok, so in my opinion, I think the way these weapons are balanced is more central to competitive mode. Sure, the melee 3-hit-crit system may sound good, but if your hitting a class up close 2 times, the third one is going to kill anyways except for classes that you shouldn't be meleeing anyways. The other problem Im finding is that the craziness of some weapons is being kind of covered up, like the claymore's charge time increase, some people love doing larger trimps. (This was a lesser point, and I still agree with most of the changes, especially the pain train {you did awesome on that one [three layers in, but I digress]}) Anyways, awesome video, just some nitpicks and opinions that I had.

  • @communistpootisbirb
    @communistpootisbirb Рік тому +25

    The loose cannon needs no change.

    • @swagubirk
      @swagubirk Рік тому +1

      based

    • @TJ-hg6op
      @TJ-hg6op Рік тому

      Well, the reduced self damage would be nice.

    • @doubledee8677
      @doubledee8677 Рік тому +2

      Wrong. It might not need the changes offered here but it sure could do with some.

    • @louisgrissman4857
      @louisgrissman4857 Рік тому +1

      ​@@doubledee8677I feel like the projectile speed actually messes with how it's aimed. If they have the projectile speed lowered but the fuse time increased, it could go the same distance but be the same, reliable speed.

  • @thedizaster115
    @thedizaster115 Рік тому +2

    I think having the loose cannon work more like the Fighting Lion from Destiny 2 would be awesome. Having grenades that fire on click/hold and remote detonation on click release. It could not explode if it hits but knockback so it could still doubledonk. In exchange, you basically have to watch your target and stand there not attacking until your grenade either hits its mark or you detonate it so you can fire another

  • @BoyOHBoy123
    @BoyOHBoy123 Рік тому +3

    For the Eviction Notice you should replace the 'On Hit: Gain a speed boost & +15% faster move speed on wearer' stats with a 'On Hit: Bleed for 5 seconds' stat, and replace the 'Maximum health is drained while item is active' with a 'No random/triple hit critical hits' stat.

  • @marxarx827
    @marxarx827 Рік тому +1

    I Have an idea for the ullapool caber, sticky jumping does crits, but no random crits, kinda like the market gardener but explosive

  • @bastionunitb7388
    @bastionunitb7388 Рік тому +6

    The pain train should be given to pyro as well
    Change my mind

    • @swagubirk
      @swagubirk Рік тому +3

      actually kinda true

    • @artifactU
      @artifactU 7 місяців тому

      give it to every class tbh

  • @valleyard8674
    @valleyard8674 Рік тому +1

    Me, a non TF2 player watching the whole video
    "Indeed, makes sense to have most of these tweaks"

  • @champagnesupernova1839
    @champagnesupernova1839 Рік тому +70

    Weapon balance in TF2 has always been a strange case to me,

    • @LowProfile0247
      @LowProfile0247 Рік тому +10

      why did you say the exact same comment as me 30 mins ago

    • @fear_is_nearcz
      @fear_is_nearcz Рік тому +5

      @@LowProfile0247 why would he not????

    • @fear_is_nearcz
      @fear_is_nearcz Рік тому +5

      Weapon balance in TF2 has always been a strange case to me,

    • @CricetoFunni
      @CricetoFunni Рік тому +7

      ​​@@LowProfile0247 why did you say the exact same comment as me 30 mins ago

    • @pancakes8816
      @pancakes8816 Рік тому +5

      ​@@CricetoFunni why would he not????

  • @qcubic
    @qcubic Рік тому +1

    I'm a Loose Cannon Enjoyer and there are only 2 stats that need to be added to rework it:
    +) Self damage reduced by shield resistances
    +) Heal a small amount of health on kill, say, +15 hp

    • @FaptaA
      @FaptaA Рік тому

      Self damage reduced by shield seems pretty poggers and fun

    • @MurdokEXTRA
      @MurdokEXTRA Рік тому

      It actually works pretty well in the context of LC being a defensive gun.

  • @Lenin941FN
    @Lenin941FN Рік тому +3

    The 1st caber rework is fine. All we really wanted was a quicker deploy time and the ability to terrorize snipers again. No need to propose a 2nd rework. Sniper is already overpowered I think it's fine to let him get trolled by a few sticky jumping caber demos every now and then

    • @swagubirk
      @swagubirk Рік тому

      gigabased

    • @justsomemajor8923
      @justsomemajor8923 Рік тому

      I think the 2nd rework was more for fun than anything else but I do agree that the first change is an overall solid one

  • @ryanford1267
    @ryanford1267 Рік тому +2

    Awkward on that Loose Cannon "fix". I usually like your ideas but that was bad.

  • @blacklight683
    @blacklight683 Рік тому +3

    Weapon balance, Weapon balance have always seemed like a weird case to me from one hand....
    .... if you like how a Weapon look and not how it plays meming around with it but from the other hand balance.

  • @isenokami7810
    @isenokami7810 Рік тому

    Great Blue: “Pipes don’t take an incredibly long time to reload.”
    Me: spends half my Soldier and Demo time reloading explosives.