Question, if Flanker's base melee type is a BASEBALL BAT
Why would the PROJECTILE DEFLECTING MELEE be a sword?
"Should [Thing that would be beneficial] get implemented?"
I know for a fact I got a Strange Avenger drop one time
And without the explanation
The experimental weapon tried to be a different Silenced Pistol, but got removed since it barely functioned, this is intended to give it an actual use while keeping the main gimmick of shooting while disguised
Additionally, it doesn't try to have the same gimmick as the Silenced Pistol anymore
Because the name was taken from a Roblox gear, despite having no visual or gameplay relation otherwise
For some reason I can't ping Goat Fanatic but
Buildings would be dropped when the host dies, but when dropped they would have to redeploy as if you were hauling them and set them down, at which point it's just a free building kill if the enemy is paying attention
The reason for this is to stop teammates from effectively griefing by just kill binding after you give them something important like your teleporter
Teleporter entrances wouldn't have much of a use while grafted, but teleporter exits would, such as having a Flanker or another highly mobile class get behind enemy lines on Payload and act as a teleporter for you, you destroy your teleporter, and set up a non-grafted one (Or the Flanker just kill binds I guess), suddenly you have a teleport behind enemy lines for your team to take
And yes, you can upgrade dispensers and teleporters before grafting them onto teammates, it's just that once they're on, they're stuck how they were when grafted until the building is detonated or the host dies (If the host dies, the building has to go through the redeploy animation like usual)
Designed to let you dedicate a teammate for offense, defense, and support using your sentry, dispenser, and teleporter exit respectively
Wanna set up far away? Put your teleporter exit on a blast jumping Annihilator or Trooper, and if they make it out, you can be an absolute menace
Wanna min max your teammates? Put a dispenser on a Doctor, and a Sentry on their pocket
Would probably have a decently long cooldown between grafting buildings, but I was going off the World Champion's stats which don't list a cooldown anywhere
I'll give you one better
Ambassador
Afterimage
Your Eternal Reward
Spy Camera
Bargain-Bin Marksman, able to dish out 122 damage headshots if you use the Afterimage's cloak regen time to your advantage to redisguise more
@Willheiheam It was never included in any patch notes, but now it works more like the Mercy Kill's dash, except instead of just slowing you at the end of the dash like the Mercy Kill, it completely stops you in place if you're in the air
The Afterimage, on release, was a pretty good weapon honestly, it let you engage enemies better at the cost of not having the survivability of the Deadringer, cloak duration of the Cloak and Dagger, or the total distance while invisible that stock would give you, and you're less safe trying to get to your target compared to normal cloak
It's like how the cost of mediguns aren't typically negative stats, but rather the fact you aren't using a different one
The aspect that got gutted is also the only way this weapon was actually good; the jump dashes.
They used to give you enough forward speed to cross otherwise impossible jumps for Agent, such as jumping from the walk way over the medium health pack just before the 3rd point on Badwater, to the room with a small healthpack closer to the point, this was a consistent routh you could chase people down, you weren't subtle, but you could at least TRY for the stab
(you can technically make the jump on badwater still, but you have to jump off the catwalk railing onto where the lumber pile is, since otherwise you'll just hit your head on the wall and fall,)
Now, the Afterimage's dash barely has any distance to it, and halts ALL HORIZONTAL MOMENTUM WHEN IT ENDS MID-AIR, so you just have to get popped into the air and wait till you're grounded to actually do anything, and air strafing barely helps this.
And the worst part? You still have the massive particles showing every player in line of sight where you're going, so against hitscan classes it doesn't even work!
So what are we left with this thing? It's barely an escape tool, it can't cross Marksman sight lines effectively with the massive effect showing your exact location, and the duration isn't enough to get past even most doors without the Cloak Revolver, this thing is basically just relegated to carrying other weapons like the Wraith, or meme playstyles like the YER Ambassador combo
Now you might be thinking "Well it's still able to engage enemies at least, that's something" but it really can't, the dash range is so pitiful right now that simply cloaking to get behind enemy lines is a liability, because the trail effect doesn't even follow you, instead it just goes in whatever direction you were moving in, if you're grounded, it goes even further than you do, so your enemy is more likely to see your cloak effect coming from behind them before you're even in stabbing range, or if you try to pull of the ppreviously usable trick of dashing over someone's head to backstab them, congrats! You're out of escape tools and you're still decloaking by the time you're behind them if they didn't already see the trail
It used to be my favorite cloak at launch, but it's just borderline useless anymore, no cool escapes, worse at engaging enemies, just a weak dash distance and no cloak time
The biggest issue with the Foiler is that most of Trooper's secondary weapons are ALSO passive, meaning things like banners and boots are just a liability, the intent with this buff is to make all secondary weapons viable
Banners can be activated and charge faster
weapon swap speed so you can actually combo what few weapons you have left
And the boots at least grant a faster swing rate, letting you pick between more safely going in with your melee (Mantreads) or going in with better attack speed while vulnerable to airblast (Gunboats)
After all, you ARE sacrificing your mobility, crowd control, damage, and range for the vest, so I think this would work pretty well
Yeah this place does NOT seem good for your mental health, so I'd recommend taking a break
And here's the effect list
(Yes I know there's atypo in the Agent one's consumption bonus)
All of the stronger effects are later in the chocolate order, specifically so staying alive gets you rewarded with more impactful effects
Alright, so the last one was kinda rushed through since I had been staring at the website layout for like an hour by then, so here's a revised version (With your advice taken into account)
So a few things of note: for the really weird looking downsides,
The cooldown is to stop you from just spamming a target with the Overheal potion (We don't want another pre-nerf Wraith)
The faster overheal decay is to keep you from being able to just shoot healing at your feet whenever you're threatened (And you you can't be focussing on 2 teammates on opposite sides of Lakeside, since overhealing projectiles could lead to that)
As for Agility, it's basically the same, meant to be an escape for when you know that you can't survive a fight (Example: your patient is oblivious to an Agent or Marksman and gets dropped), but would also let you simple out-maneuver the enemy
I was considering making Strength for all weapon, but I felt that would step on the toes of the Blood Doctor a little too much, but when it's just for melee, it's still good as a self defense tool, and if you're taging along with an Anniknight, it might be terrifying
I think I've explained enough about the Overheal potion
The original version, least insane of the trio, and designed for when having a passive way to get out of a situation just doesn't cut it anymore
2nd version, focusing on the ability to throw potions to assist your team or get out of a sticky situation
This last one is kinda just complete insanity honestly