Difference between revisions of "User:Denied/Weapon balance ideas Scout"

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| item-description = Holds a 2-shot clip and reloads its entire clip at once.
 
| item-description = Holds a 2-shot clip and reloads its entire clip at once.
 
   | att-1-positive = Alt-Fire: Shoot both clips at once
 
   | att-1-positive = Alt-Fire: Shoot both clips at once
   | att-2-positive = Knockback on the shooter and enemy at close range on the first shoot
+
   | att-2-positive = Knockback on the wearer and enemy at close range on the first shoot
 
   | att-3-positive = +50% firing speed
 
   | att-3-positive = +50% firing speed
 
   | att-4-positive = +20% pellets per shot
 
   | att-4-positive = +20% pellets per shot
Line 36: Line 36:
 
* {{c|=|Changed:}} Now the knockback works the same way as Pyro's compression blast
 
* {{c|=|Changed:}} Now the knockback works the same way as Pyro's compression blast
 
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
 
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
** Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.<br>
+
** Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.
 
** 113 damage per shot at close range with a knockback and 113 damage in total when firing both clips at once without knockback.
 
** 113 damage per shot at close range with a knockback and 113 damage in total when firing both clips at once without knockback.
  
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| item-description = Holds a 2-shot clip and reloads its entire clip at once.
 
| item-description = Holds a 2-shot clip and reloads its entire clip at once.
 
   | att-1-positive = Alt-Fire: Shoot both clips at once
 
   | att-1-positive = Alt-Fire: Shoot both clips at once
   | att-2-positive = Knockback on the shooter and enemy at close range on the first shoot
+
   | att-2-positive = Knockback on the wearer and enemy at close range on the first shoot
 
   | att-3-positive = +50% firing speed
 
   | att-3-positive = +50% firing speed
 
   | att-4-negative = No knockback when firing both clips at once
 
   | att-4-negative = No knockback when firing both clips at once
Line 60: Line 60:
 
* {{c|=|Changed:}} Now the knockback works the same way as Pyro's compression blast
 
* {{c|=|Changed:}} Now the knockback works the same way as Pyro's compression blast
 
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
 
* {{c|=|Changed:}} Updated item attributes and description to better explain functionality of the weapon
** Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.<br>
+
** Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.
 
** 94.5 damage per shot at close range with a knockback and 94.5 damage in total when firing both clips at once without knockback.
 
** 94.5 damage per shot at close range with a knockback and 94.5 damage in total when firing both clips at once without knockback.
 
|}
 
|}
Line 125: Line 125:
 
   | att-1-positive = +50% firing speed
 
   | att-1-positive = +50% firing speed
 
   | att-2-positive = +25% reload time
 
   | att-2-positive = +25% reload time
   | att-3-positive = On Hit: Builds Hype
+
   | att-3-positive = On hit an enemy: Builds Hype
 
   | att-4-negative = Wearer is marked for death, causing all damage taken to be mini-crits, when performing extra air jumps
 
   | att-4-negative = Wearer is marked for death, causing all damage taken to be mini-crits, when performing extra air jumps
 
   | att-5-negative = -10% damage penalty
 
   | att-5-negative = -10% damage penalty
Line 146: Line 146:
 
   | att-1-positive = +50% firing speed
 
   | att-1-positive = +50% firing speed
 
   | att-2-positive = +25% reload time
 
   | att-2-positive = +25% reload time
   | att-3-positive = On Hit: Builds Hype
+
   | att-3-positive = On hit an enemy: Builds Hype
 
   | att-4-negative = Every extra air jump deals 10 damage to the wearer
 
   | att-4-negative = Every extra air jump deals 10 damage to the wearer
 
   | att-5-negative = -10% damage penalty
 
   | att-5-negative = -10% damage penalty
Line 170: Line 170:
 
| item-kind = Scattergun
 
| item-kind = Scattergun
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Hit: Builds Boost
+
   | att-1-positive = On hit an enemy: Builds Boost
 
   | att-2-positive = Run speed increased with Boost
 
   | att-2-positive = Run speed increased with Boost
 
   | att-3-negative = -34% clip size
 
   | att-3-negative = -34% clip size
Line 274: Line 274:
 
| item-level = 1
 
| item-level = 1
 
   | att-1-positive = +15% firing speed
 
   | att-1-positive = +15% firing speed
   | att-2-positive = On Hit: Gain up to +3/5 health on long and up to +5/7 health on short range
+
   | att-2-positive = On hit an enemy: Gain up to +3/5 health on long and up to +5/7 health on short range
 
   | att-3-negative = -50% deploy time
 
   | att-3-negative = -50% deploy time
 
   | att-4-negative = -50% holster time
 
   | att-4-negative = -50% holster time
Line 293: Line 293:
 
| item-level = 1
 
| item-level = 1
 
   | att-1-positive = +15% firing speed
 
   | att-1-positive = +15% firing speed
   | att-2-positive = On Hit: Gain up to +3/5 health on long and up to +5/7 health on short range
+
   | att-2-positive = On hit an enemy: Gain up to +3/5 health on long and up to +5/7 health on short range
 
   | att-3-negative = -25/50% damage penalty
 
   | att-3-negative = -25/50% damage penalty
 
   | att-4-negative = -25% clip size
 
   | att-4-negative = -25% clip size
Line 318: Line 318:
 
| item-kind = Cleaver
 
| item-kind = Cleaver
 
| item-level = 1
 
| item-level = 1
  | att-1-positive = On Hit: Bleed for 5 seconds
+
  | att-1-positive = On hit an enemy: Bleed for 5 seconds
 
  | att-2-positive = Long distance hits reduce recharge time
 
  | att-2-positive = Long distance hits reduce recharge time
 
}}
 
}}
Line 333: Line 333:
 
| item-kind = Cleaver
 
| item-kind = Cleaver
 
| item-level = 1
 
| item-level = 1
  | att-1-positive = On Hit: Bleed for 5 seconds
+
  | att-1-positive = On hit an enemy: Bleed for 5 seconds
 
  | att-2-positive = Long distance hits reduce recharge time
 
  | att-2-positive = Long distance hits reduce recharge time
 
  | att-3-positive = +15/20% damage bonus vs debuffed enemy
 
  | att-3-positive = +15/20% damage bonus vs debuffed enemy
Line 361: Line 361:
 
| item-kind = Lunch Box
 
| item-kind = Lunch Box
 
| item-level = 1
 
| item-level = 1
  | att-1-positive = On hit with any weapon: Builds Drink meter
+
  | att-1-positive = On hit an enemy with any weapon: Builds Drink meter
 
  | att-2-positive = When the Drink meter is full, drink to become invulnerable for 8 seconds
 
  | att-2-positive = When the Drink meter is full, drink to become invulnerable for 8 seconds
 
  | att-3-negative = Spawning and resupply do not affect the Drink meter
 
  | att-3-negative = Spawning and resupply do not affect the Drink meter
Line 370: Line 370:
 
* {{c|+|Changed:}} [Optional] Reduced slow effect after end of the effect from 5 to 2.5-3 sec.
 
* {{c|+|Changed:}} [Optional] Reduced slow effect after end of the effect from 5 to 2.5-3 sec.
 
* {{c|+|Changed:}} The slow effect now scales from 25% at low damage up to 50% after absorbing 250/300+ damage
 
* {{c|+|Changed:}} The slow effect now scales from 25% at low damage up to 50% after absorbing 250/300+ damage
* {{c|-|Added:}} On hit with any weapon: Builds Drink meter
+
* {{c|-|Added:}} On hit an enemy with any weapon: Builds Drink meter
 
* {{c|-|Added:}} Spawning and resupply do not affect the Drink meter
 
* {{c|-|Added:}} Spawning and resupply do not affect the Drink meter
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
Line 412: Line 412:
 
| item-kind = Lunch Box
 
| item-kind = Lunch Box
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On hit with any weapon: Builds Drink meter
+
   | att-1-positive = On hit an enemy with any weapon: Builds Drink meter
 
   | att-2-positive = When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
 
   | att-2-positive = When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
 
   | att-3-positive = Drink meter builds with damage done and/or time
 
   | att-3-positive = Drink meter builds with damage done and/or time
Line 419: Line 419:
 
}}
 
}}
 
Concept #1
 
Concept #1
* {{c|-|Added:}} On hit with any weapon: Builds Drink meter
+
* {{c|-|Added:}} On hit an enemy with any weapon: Builds Drink meter
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
Line 460: Line 460:
 
| item-kind = Non-Milk Substance
 
| item-kind = Non-Milk Substance
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On hit with any weapon: Builds Milk meter
+
   | att-1-positive = On hit an enemy with any weapon: Builds Milk meter
 
   | att-2-positive = When the Milk meter is full, throw a bottle of milk at your enemies
 
   | att-2-positive = When the Milk meter is full, throw a bottle of milk at your enemies
 
   | att-3-positive = Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
 
   | att-3-positive = Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
   | att-4-positive = Extinguishing yourself or teammates reduces cooldown by -50%
+
   | att-4-positive = Extinguishing yourself or a teammate reduces cooldown by -50%
 
   | att-5-negative = Spawning and resupply do not affect the Milk meter
 
   | att-5-negative = Spawning and resupply do not affect the Milk meter
 
}}
 
}}
 
Concept #1
 
Concept #1
* {{c|+|Changed:}} Extinguishing yourself or teammates reduces cooldown by -50%
+
* {{c|+|Changed:}} Extinguishing yourself or a teammate reduces cooldown by -50%
* {{c|-|Added:}} On hit with any weapon: Builds Milk meter
+
* {{c|-|Added:}} On hit an enemy with any weapon: Builds Milk meter
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
 
* {{c|-|Changed:}} Recharge time replaced with ~600 damage done
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
Line 485: Line 485:
 
   | att-2-positive = When the Milk meter is full, throw a bottle of milk at your enemies
 
   | att-2-positive = When the Milk meter is full, throw a bottle of milk at your enemies
 
   | att-3-positive = Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
 
   | att-3-positive = Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
   | att-4-positive = Extinguishing yourself or teammates reduces cooldown by -50%
+
   | att-4-positive = Extinguishing yourself or a teammate reduces cooldown by -50%
 
   | att-5-negative = Spawning and resupply do not affect the Milk meter
 
   | att-5-negative = Spawning and resupply do not affect the Milk meter
 
}}
 
}}
 
Concept #2
 
Concept #2
* {{c|+|Changed:}} Extinguishing yourself or teammates reduces cooldown by -50%
+
* {{c|+|Changed:}} Extinguishing yourself or a teammate reduces cooldown by -50%
 
* {{c|+|Added:}} Milk meter builds with damage done and/or time
 
* {{c|+|Added:}} Milk meter builds with damage done and/or time
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
 
* {{c|-|Changed:}} Spawning and resupply do not affect the Drink meter
Line 561: Line 561:
 
| item-kind = Bat
 
| item-kind = Bat
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Kill: A small health pack is dropped
+
   | att-1-positive = On kill an enemy: A small health pack is dropped
 
   | att-2-negative = +50, +75% or +100% debuff duration on wearer
 
   | att-2-negative = +50, +75% or +100% debuff duration on wearer
 
}}
 
}}
Line 575: Line 575:
 
| item-kind = Bat
 
| item-kind = Bat
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Kill: A small health pack is dropped
+
   | att-1-positive = On kill an enemy: A small health pack is dropped
 
   | att-2-negative = +50, +75% or +100% debuff duration on wearer
 
   | att-2-negative = +50, +75% or +100% debuff duration on wearer
 
   | att-3-negative = -20/30% firing speed
 
   | att-3-negative = -20/30% firing speed
Line 595: Line 595:
 
| item-kind = Bat
 
| item-kind = Bat
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Hit: Bleed for 5 seconds
+
   | att-1-positive = On hit an enemy: Bleed for 5 seconds
 
   | att-2-negative = On Miss: Hit yourself. Idiot.
 
   | att-2-negative = On Miss: Hit yourself. Idiot.
 
}}
 
}}
Line 609: Line 609:
 
| item-kind = Bat
 
| item-kind = Bat
 
| item-level = 1
 
| item-level = 1
   | att-1-positive = On Hit: Bleed for 5 seconds
+
   | att-1-positive = On hit an enemy: Bleed for 5 seconds
 
   | att-2-negative = On Miss: Hit yourself. Idiot.
 
   | att-2-negative = On Miss: Hit yourself. Idiot.
 
}}
 
}}
Line 662: Line 662:
 
| item-level = 1
 
| item-level = 1
 
   | att-1-positive = Crits whenever it would normally mini-crit
 
   | att-1-positive = Crits whenever it would normally mini-crit
   | att-2-positive = On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits
+
   | att-2-positive = On hit an enemy: One enemy at a time is marked for death, causing all damage taken to be mini-crits
 
   | att-3-negative = When the marked enemy dies, the wearer is marked for death, causing all damage taken to be mini-crits for 3/5 seconds
 
   | att-3-negative = When the marked enemy dies, the wearer is marked for death, causing all damage taken to be mini-crits for 3/5 seconds
 
   | att-4-negative = -75% damage penalty
 
   | att-4-negative = -75% damage penalty
Line 677: Line 677:
 
| item-level = 1
 
| item-level = 1
 
   | att-1-positive = Crits whenever it would normally mini-crit
 
   | att-1-positive = Crits whenever it would normally mini-crit
   | att-2-positive = On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits
+
   | att-2-positive = On hit an enemy: One enemy at a time is marked for death, causing all damage taken to be mini-crits
 
   | att-3-negative = When the marked enemy dies, +10/15% damage vulnerability on wearer for 3/5 seconds
 
   | att-3-negative = When the marked enemy dies, +10/15% damage vulnerability on wearer for 3/5 seconds
 
   | att-4-negative = -75% damage penalty
 
   | att-4-negative = -75% damage penalty

Revision as of 19:00, 16 January 2020

Weapon balance ideas for the Scout

Some stats are based on After Breakfast's suggestions and suggestions from the community.

In my thought random crits would be disabled on official servers; same as random bullet spread (bloom).

Also any descriptions were removed to make more space for important informations, like attributes and descriptions that are explaining functionality of the weapon.

Primary

Scattergun

  • No changes.

Force-A-Nature

Backpack Force-A-Nature.png
 Force-A-Nature 
Level 1 Scattergun
Alt-Fire: Shoot both clips at once
Knockback on the wearer and enemy at close range on the first shoot
+50% firing speed
+20% pellets per shot
No knockback when firing both clips at once
-10% damage penalty and -50 damage penalty when firing both clips at once
-66% clip size
 
Holds a 2-shot clip and reloads its entire clip at once.

Concept #1

  • Pictogram plus.png Removed: (Hidden) Unused ammo in a clip disappears on reload.
  • Pictogram plus.png Added: Alt-Fire: Shoot both clips at once
  • Pictogram minus.png Added: -50 damage penalty when when firing both clips at once
  • Pictogram comment.png Changed: Now the knockback works the same way as Pyro's compression blast
  • Pictogram comment.png Changed: Updated item attributes and description to better explain functionality of the weapon
    • Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.
    • 113 damage per shot at close range with a knockback and 113 damage in total when firing both clips at once without knockback.
Backpack Force-A-Nature.png
 Force-A-Nature 
Level 1 Scattergun
Alt-Fire: Shoot both clips at once
Knockback on the wearer and enemy at close range on the first shoot
+50% firing speed
No knockback when firing both clips at once
-10% damage penalty and -50 damage penalty when firing both clips at once
-66% clip size
 
Holds a 2-shot clip and reloads its entire clip at once.

Concept #2

  • Pictogram plus.png Removed: (Hidden) Unused ammo in a clip disappears on reload.
  • Pictogram plus.png Added: Alt-Fire: Shoot both clips at once
  • Pictogram minus.png Removed: +20% bullets per shot (+20% pellets per shot)
  • Pictogram minus.png Added: -50 damage penalty when when firing both clips at once
  • Pictogram comment.png Changed: Now the knockback works the same way as Pyro's compression blast
  • Pictogram comment.png Changed: Updated item attributes and description to better explain functionality of the weapon
    • Now the wearer can decide if he wants to shoot the target with intention of send it flying, or use both clips to shoot the target without worry about knockback mechanic.
    • 94.5 damage per shot at close range with a knockback and 94.5 damage in total when firing both clips at once without knockback.

Shortstop

Bugs reported on the Wiki

  • At a high Field of View, the bullets from the Shortstop can be seen in front of the screen.
  • If the player has their model quality set to medium or lower, the Scout will not break open the Shortstop during reloading or inspecting.
  • If an enemy is killed via shove damage, it will count as the Scout finishing them off instead of a kill.
Backpack Shortstop.png
 Shortstop 
Level 1 Peppergun
When weapon is active:
Alt-Fire: Reach and shove an enemy
+20% bonus healing from all sources
+20% increase in push force taken from damage and airblast
 
Holds a 4-shot clip and reloads its entire clip at once.

Concept #1

  • Pictogram plus.png Added: [Optional] (Hidden) +20/25% reload speed (From 1.52 to 1.21/1.14 sec)
  • Pictogram plus.png Added: +20% bonus healing from all sources
  • Pictogram comment.png Changed: Updated item attributes and description to better explain functionality of the weapon
    • Situations, where the shove mechanic alone is useful are rare. Paired with bonus healing it becomes more viable, due to lower damage done at close range compared to other scatterguns.
Backpack Shortstop.png
 Shortstop 
Level 1 Peppergun
When weapon is active:
Alt-Fire: Reach and shove an enemy
+20% bonus healing from all sources
+40% increase in push force taken from damage and airblast
 
Holds a 4-shot clip and reloads its entire clip at once.

Concept #2

  • Pictogram plus.png Added: [Optional] (Hidden) +20/25% reload speed (From 1.52 to 1.21/1.14 sec)
  • Pictogram plus.png Added: +20% bonus healing from all sources
  • Pictogram minus.png Changed: Increased in push force taken from damage and airblast penalty from +20% to +40%.
  • Pictogram comment.png Changed: Updated item attributes and description to better explain functionality of the weapon
    • Situations, where the shove mechanic alone is useful are rare. Paired with bonus healing it becomes more viable, due to lower damage done at close range compared to other scatterguns.

Soda Popper

Bugs reported on the Wiki

  • The Hype meter can be activated during end of round humiliation time.
  • On 4:3 resolutions, the Hype meter will overlap the objective HUD.
  • Equipping the Soda Popper along with the Atomizer will cause the multi-jump sound effect to play on triple jump, even though the Hype Mode is not activated.
  • When viewed in the class selection screen, a shell can be seen behind the Crit-a-Cola portion of the Soda Popper.
  • When the Hype meter is activated, and the player visits a Resupply Locker to switch weapons, the Soda Popper's effects will be present on the swapped weapons until the Hype runs out.
Backpack Soda Popper.png
 Soda Popper 
Level 1 Scattergun
+50% firing speed
+25% reload time
On hit an enemy: Builds Hype
Wearer is marked for death, causing all damage taken to be mini-crits, when performing extra air jumps
-10% damage penalty
-66% clip size
 
When Hype is full, Alt-Fire to activate Hype mode for 2 extra air jumps.

Holds a 2-shot clip and reloads its entire clip at once.

Concept #1

  • Pictogram minus.png Added: -10% damage penalty
  • Pictogram minus.png Added: Wearer is marked for death, causing all damage taken to be mini-crits, when performing extra air jumps
  • Pictogram minus.png Changed: Reduced number of extra air jumps from 4 to 2.
  • Pictogram comment.png Changed: Updated item description to better explain functionality of the weapon
    • Current design shares the same damage with default Scattergun. It has +50% firing speed and +25% reload time, which combined with 6 jumps (jump + double jump + 4 extra air jumps) and not enough downsides, makes it a direct upgrade to the Scattergun, especially in a hands of experianced player.
Backpack Soda Popper.png
 Soda Popper 
Level 1 Scattergun
+50% firing speed
+25% reload time
On hit an enemy: Builds Hype
Every extra air jump deals 10 damage to the wearer
-10% damage penalty
-66% clip size
 
When Hype is full, Alt-Fire to activate Hype mode for 2 extra air jumps.

Holds a 2-shot clip and reloads its entire clip at once.

Concept #2

  • Pictogram minus.png Added: -10% damage penalty
  • Pictogram minus.png Added: Every extra air jump deals 10 damage to the wearer
  • Pictogram minus.png Changed: Reduced number of extra air jumps from 4 to 2.
  • Pictogram comment.png Changed: Updated item description to better explain functionality of the weapon
    • Current design shares the same damage with default Scattergun. It has +50% firing speed and +25% reload time, which combined with 6 jumps (jump + double jump + 4 extra air jumps) and not enough downsides, makes it a direct upgrade to the Scattergun, especially in a hands of experianced player.

Baby Face's Blaster

Bugs reported on the Wiki

  • On 4:3 resolutions, the Boost Meter will overlap the objective HUD.
  • At maximum boost, this weapon allows the Scout to move fast enough to outrun his own hitbox.
Backpack Baby Face's Blaster.png
 Baby Face's Blaster 
Level 1 Scattergun
On hit an enemy: Builds Boost
Run speed increased with Boost
-34% clip size
-10% move speed on wearer
Boost reduced on air jumps
Boost reduced when hit
  • Pictogram plus.png Changed: [Optional] Changed "Boost" to "Sprint" (pure cosmetic change)
  • Pictogram plus.png Changed: Increased damage taken needed to drain Boost from 25 to 75/100.
  • Pictogram plus.png Changed: Reduced Boost reduced on air jumps from 75% to 50%.
    • Currently any low damage dealt to the wearer drains all of they Boost meter. Combined with Boost reduced on air jumps makes the weapon frustrating to use.

Back Scatter

Backpack Back Scatter.png
 Back Scatter 
Level 1 Scattergun
Mini-crits the enemy when fired at they back from close range
-15% damage penalty when not fired at enemy's back
-34% clip size
-15% reload speed

Concept #1

  • Pictogram plus.png Removed: 20% less accurate
  • Pictogram minus.png Added: -15% damage penalty when not fired at enemy's back
  • Pictogram minus.png Added: -15% reload speed
    • Accuracy penalty forces the Scout to fight with his target at a very close range, and to use the bonus damage, the wearer needs to shoot the target's back at a very close range. Downsides compared to upsides are not balanced.
Backpack Back Scatter.png
 Back Scatter 
Level 1 Scattergun
Mini-crits the enemy when fired at they back from close range
-15% damage penalty when not fired at enemy's back
-15% reload speed

Concept #2

  • Pictogram plus.png Removed: 20% less accurate
  • Pictogram plus.png Removed: -34% clip size
  • Pictogram minus.png Added: -15% damage penalty when not fired at enemy's back
  • Pictogram minus.png Added: -15% reload speed
    • Accuracy penalty forces the Scout to fight with his target at a very close range, and to use the bonus damage, the wearer needs to shoot the target's back at a very close range. Downsides compared to upsides are not balanced.

Secondary

Pistol

  • No changes.

Winger

Bugs reported on the Wiki

  • When jumping as Scout, crouching before landing on the ground, then continuing to crouch, may cause the player model to use the idle animation while holding the Winger. The actual hitbox is still the same.
Backpack Winger.png
 Winger 
Level 1 Pistol
When weapon is active:
+25% jump height
+20% damage bonus
-50% clip size

Concept #1

  • Pictogram plus.png Changed: Increased damage bonus from +15% to +20%.
  • Pictogram plus.png Changed: Reduced clip size penalty from -60% to -50%.
    • Current design of the Winger is useful and is working good as a tool used to maximise potential of Scout's jumps. As a weapon itself it holds only 5 loaded ammo and deals +15% more damage compared to stock Pistol. Small buff would improve it's usage in a combat.
Backpack Winger.png
 Winger 
Level 1 Pistol
When weapon is active:
+30% jump height
+20% damage bonus
-50% clip size

Concept #2

  • Pictogram plus.png Changed: Increased greater jump height bonus from +25% to +30%.
  • Pictogram plus.png Changed: Increased damage bonus from +15% to +20%.
  • Pictogram plus.png Changed: Reduced clip size penalty from -60% to -50%.
    • Current design of the Winger is useful and is working good as a tool used to maximise potential of Scout's jumps. As a weapon itself it holds only 5 loaded ammo and deals +15% more damage compared to stock Pistol. Small buff would improve it's usage in a combat, with additional small greater jump height bonus buff.

Pretty Boy's Pocket Pistol

Bugs reported on the Wiki

  • The attributes are listed as When weapon is active, despite all the attributes being effects relating to the weapon itself, and thus clearly only occurring when the weapon is active.
Backpack Pretty Boy's Pocket Pistol.png
 Pretty Boy's Pocket Pistol 
Level 1 Pistol
+15% firing speed
On hit an enemy: Gain up to +3/5 health on long and up to +5/7 health on short range
-50% deploy time
-50% holster time
-25% clip size

Concept #1

  • Pictogram plus.png Changed: Up to +3/5 health on long and up to +5/7 health on short range
  • Pictogram minus.png Added: -50% deploy time
  • Pictogram minus.png Added: -50% holster time
    • Healing on hit combined with +15% firing speed and very little downside makes the weapon too powerful, compared to default Pistol.
    • On the other hand Scout should be more rewarded for close range fight with this weapon.
Backpack Pretty Boy's Pocket Pistol.png
 Pretty Boy's Pocket Pistol 
Level 1 Pistol
+15% firing speed
On hit an enemy: Gain up to +3/5 health on long and up to +5/7 health on short range
-25/50% damage penalty
-25% clip size

Concept #2

  • Pictogram plus.png Changed: Up to +3/5 health on long and up to +5/7 health on short range
  • Pictogram minus.png Added: -25/50% damage penalty
    • Healing on hit combined with +15% firing speed and very little downside makes the weapon too powerful, compared to default Pistol.
    • On the other hand Scout should be more rewarded for close range fight with this weapon.

Flying Guillotine

Bugs reported on the Wiki

  • The cleaver can go through thin walls such as setup gates when thrown at the correct angle.
  • Reflected Flying Guillotines do not deal mini-crits damage to enemies.
  • Victims killed and turned into ragdolls are sent flying at a strange angle sideways.
  • Holding down the Alt-Fire button while throwing the Flying Guillotine will stop the Scout's weapon from changing while the button is held. If the button is held down until the weapon has recharged, it will be thrown again, but no animation will be played for it. Additionally, other players will still see the Scout holding the Flying Guillotine while the button is held down.
  • If the Flying Guillotine is thrown at a very high area, the sound effect of the Guillotine hitting the ground will play before it hits the ground.
Backpack Flying Guillotine.png
 Flying Guillotine 
Level 1 Cleaver
On hit an enemy: Bleed for 5 seconds
Long distance hits reduce recharge time
  • Pictogram comment.png Changed: Projectile now has damage ramp-up (max damage ramp-up: 120%)
  • Pictogram comment.png Changed: Projectile now has damage fall-off (max damage fall-off: 70%)
  • Pictogram plus.png Changed: Long distance hits reduce the charge by 50%
  • Pictogram minus.png Changed: Increase recharge time to 10 sec
    • 50 base damage + 40 from bleeding (90 in total) combined with fast recharge and being able to deal that damage at long range makes the weapon too good.
Backpack Flying Guillotine.png
 Flying Guillotine 
Level 1 Cleaver
On hit an enemy: Bleed for 5 seconds
Long distance hits reduce recharge time
+15/20% damage bonus vs debuffed enemy
  • Pictogram comment.png Changed: Projectile now has damage ramp-up (max damage ramp-up: 120%)
  • Pictogram comment.png Changed: Projectile now has damage fall-off (max damage fall-off: 70%)
  • Pictogram plus.png Added: +15/20% damage bonus vs debuffed enemy
  • Pictogram plus.png Changed: Long distance hits reduce the charge by 50%
  • Pictogram minus.png Changed: Increase recharge time to 10 sec
    • 50 base damage + 40 from bleeding (90 in total) combined with fast recharge and being able to deal that damage at long range makes the weapon too good.
    • Additional +15/20% damage bonus vs debuffed enemies (bleeding, fire, slowing effect etc.) would benefit team play and with stun mechanic removed from the Sandman, it might come back as an alternative cleaver/sandman combo.

Bonk! Atomic Punch

Bugs reported on the Wiki

  • If the player commits suicide while under the effects of Bonk! Atomic Punch, the kill is awarded to the last player on the enemy team who dealt damage (using a weapon) against the original player, even if their character was temporarily invincible at the time the damage was taken.
  • Despite being unable to capture a control point while under the effects of Bonk! Atomic Punch, if a Scout is standing on the point when it's captured, the Scout will still receive points for the capture.
  • If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.
  • If a Scout is knocked into the air while the taunt is in play, the Scout will consume the Bonk! Atomic Punch, but no effect will be applied.
  • After the Bonk! Atomic Punch slowness effect takes place, it's possible to retain original speed by pressing the left and right buttons repetitively.
  • When under the effect, the Scout will not be able to switch weapons until it has worn off.
Backpack Bonk! Atomic Punch.png
 Bonk! Atomic Punch 
Level 1 Lunch Box
On hit an enemy with any weapon: Builds Drink meter
When the Drink meter is full, drink to become invulnerable for 8 seconds
Spawning and resupply do not affect the Drink meter
Cannot attack while being invulnerable
Damage absorbed will slow the wearer when the effect ends

Concept #1

  • Pictogram plus.png Changed: [Optional] Reduced slow effect after end of the effect from 5 to 2.5-3 sec.
  • Pictogram plus.png Changed: The slow effect now scales from 25% at low damage up to 50% after absorbing 250/300+ damage
  • Pictogram minus.png Added: On hit an enemy with any weapon: Builds Drink meter
  • Pictogram minus.png Added: Spawning and resupply do not affect the Drink meter
  • Pictogram minus.png Changed: Recharge time replaced with ~600 damage done
  • Pictogram comment.png Changed: When the Drink meter is full, drink to become invulnerable for 8 seconds
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Becoming invulnerable for 8 seconds is a powerful attribute, but current design doesn't require any skill to use it.
    • With the changes above the slow effect could be reduced to 2.5 or 3 sec.
    • The slow effect could also scale from 25% at low damage (any damage under 250/300) up to 50% after absorbing 250/300+ damage.
Backpack Bonk! Atomic Punch.png
 Bonk! Atomic Punch 
Level 1 Lunch Box
Drink meter builds with damage done and/or time
When the Drink meter is full, drink to become invulnerable for 8 seconds
Spawning and resupply do not affect the Drink meter
Cannot attack while being invulnerable
Damage absorbed will slow the wearer when the effect ends

Concept #2

  • Pictogram plus.png Changed: [Optional] Reduced slow effect after end of the effect from 5 to 2.5-3 sec.
  • Pictogram plus.png Changed: The slow effect now scales from 25% at low damage up to 50% after absorbing 250/300+ damage
  • Pictogram plus.png Changed: Drink meter builds with damage done and/or time
  • Pictogram minus.png Added: Spawning and resupply do not affect the Drink meter
  • Pictogram minus.png Changed: Increased recharge time from 22 to ~40 sec. and/or 600 damage (time + damage done)
  • Pictogram comment.png Changed: When the Drink meter is full, drink to become invulnerable for 8 seconds
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Becoming invulnerable for 8 seconds is a powerful attribute, but current design doesn't require any skill to use it.
    • With the changes above the slow effect could be reduced to 2.5 or 3 sec.
    • The slow effect could also scale from 25% at low damage (any damage under 250/300) up to 50% after absorbing 250/300+ damage.

Crit-a-Cola

Backpack Crit-a-Cola.png
 Crit-a-Cola 
Level 1 Lunch Box
On hit an enemy with any weapon: Builds Drink meter
When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
Drink meter builds with damage done and/or time
Spawning and resupply do not affect the Drink meter
Any attack under the effect sets mark for death on the wearer, causing all damage taken to be mini-crits for 4/5 seconds

Concept #1

  • Pictogram minus.png Added: On hit an enemy with any weapon: Builds Drink meter
  • Pictogram minus.png Changed: Recharge time replaced with ~600 damage done
  • Pictogram minus.png Changed: Spawning and resupply do not affect the Drink meter
  • Pictogram comment.png Changed: When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Free mini-crits every 22 seconds without any skill to earn them are too powerful.
    • Increased effect duration from 8 to 15/16 sec.
    • Earned guaranteed mini-crits will last even after end of the effect.
Backpack Crit-a-Cola.png
 Crit-a-Cola 
Level 1 Lunch Box
Drink meter builds with damage done and/or time
When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
Spawning and resupply do not affect the Drink meter
Any attack under the effect sets mark for death on the wearer, causing all damage taken to be mini-crits for 4/5 seconds

Concept #2

  • Pictogram plus.png Changed: Drink meter builds with damage done and/or time
  • Pictogram minus.png Added: Spawning and resupply do not affect the Drink meter
  • Pictogram minus.png Changed: Increased recharge time from 22 to ~40 sec. and/or 600 damage (time + damage done)
  • Pictogram comment.png Changed: When the Drink meter is full, drink to receive a special effect, under which every kill will guarantee 4/5 seconds of mini-crits
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Free mini-crits every 22 seconds without any skill to earn them are too powerful.
    • Increased effect duration from 8 to 15/16 sec.
    • Earned guaranteed mini-crits will last even after end of the effect.

Mad Milk

Bugs reported on the Wiki

  • When throwing the Mad Milk on the ground on a ramped surface or while Scout is running, there is a possibility that the Mad Milk will roll first before shattering, thus delaying the effects that come with it.
Backpack Mad Milk.png
 Mad Milk 
Level 1 Non-Milk Substance
On hit an enemy with any weapon: Builds Milk meter
When the Milk meter is full, throw a bottle of milk at your enemies
Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
Extinguishing yourself or a teammate reduces cooldown by -50%
Spawning and resupply do not affect the Milk meter

Concept #1

  • Pictogram plus.png Changed: Extinguishing yourself or a teammate reduces cooldown by -50%
  • Pictogram minus.png Added: On hit an enemy with any weapon: Builds Milk meter
  • Pictogram minus.png Changed: Recharge time replaced with ~600 damage done
  • Pictogram minus.png Changed: Spawning and resupply do not affect the Drink meter
  • Pictogram comment.png Changed: When the Milk meter is full, throw a bottle of milk at your enemies
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Healing 60% of the damage done to an enemy covered with milk with no downsides and quick recharge time makes this weapon too powerful.
      • Additional, 60% could be lowered to 50% or 40%, as 60% might be too much.
Backpack Mad Milk.png
 Mad Milk 
Level 1 Non-Milk Substance
Milk meter builds with damage done and/or time
When the Milk meter is full, throw a bottle of milk at your enemies
Wearer and teammates heal 40/60% of the damage done to an enemy covered with milk
Extinguishing yourself or a teammate reduces cooldown by -50%
Spawning and resupply do not affect the Milk meter

Concept #2

  • Pictogram plus.png Changed: Extinguishing yourself or a teammate reduces cooldown by -50%
  • Pictogram plus.png Added: Milk meter builds with damage done and/or time
  • Pictogram minus.png Changed: Spawning and resupply do not affect the Drink meter
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Healing 60% of the damage done to an enemy covered with milk with no downsides and quick recharge time makes this weapon too powerful.
      • Additional, 60% could be lowered to 50% or 40%, as 60% might be too much.

Melee

Bat

  • No changes.

Sandman

Bugs reported on the Wiki

  • Rarely, if a player throws the ball at a wall while the Scout is in close range and they pick it up off the ground, let it refill, or go to a Resupply locker, the recharge bar will be full but the baseball will be missing resulting in it not being usable until the player dies.
  • Sometimes, if an enemy Pyro uses their compression blast to send the ball back and it hits a friendly player, the Scout may play a voice line implying the ball had hit an enemy.
  • In certain instances where the ball recharge meter is full and the Scout holds the ball ready, it cannot be launched.
  • Slowing opponents while they are taunting will make them able to move at the reduced slow speed before the taunt's completion, unless a moonshot is achieved.
  • If the player throws the baseball directly on the feet, the player will immediately retrieve the ball, leading to the Scout showing the animation, but not launching the ball.
  • The Sandman ball won't have any effect on a target who has been Übercharged at least once.
Backpack Sandman.png
 Sandman 
Level 1 Bat
Alt-Fire: Launches a ball that slows an enemy from 2 up to 7 seconds
Launched ball can be picked up to instantly refill the Ball meter
-15% jump height on wearer

Concept #1

  • Pictogram plus.png Removed: -15 max health on wearer
  • Pictogram plus.png Changed: Alt-Fire: Launches a ball that slows an enemy from 2 up to 7 seconds
  • Pictogram plus.png Added: Slowed enemies are now visible marked with stars circling around they head.
  • Pictogram plus.png Changed: Increased base damage of the ball from 15 to 20/25.
  • Pictogram plus.png Changed: Slowdown effect will now apply on the target for a min 2 sec, regardless of range.
  • Pictogram minus.png Added: -15% jump height on wearer
    • Ability to slow oponents is an interesting idea, but not worth 15 health points.
Backpack Sandman.png
 Sandman 
Level 1 Bat
Alt-Fire: Launches a ball that slows an enemy from 2 up to 7 seconds and reduces they firing speed by 15%
Launched ball can be picked up to instantly refill the Ball meter
-15% jump height on wearer

Concept #2

  • Pictogram plus.png Removed: -15 max health on wearer
  • Pictogram plus.png Changed: Alt-Fire: Launches a ball that slows an enemy from 2 up to 7 seconds and reduces they firing speed by 15%
  • Pictogram plus.png Added: Slowed enemies are now visible marked with stars circling around they head.
  • Pictogram plus.png Changed: Increased base damage of the ball from 15 to 20/25.
  • Pictogram plus.png Changed: Slowdown effect will now apply on the target for a min 2 sec, regardless of range.
  • Pictogram minus.png Added: -15% jump height on wearer
    • Ability to slow oponents is an interesting idea, but not worth 15 health points.
    • Additional, reducing firing speed of the target by 15%, combined with slow effect, might result in more moments, where the Scout can help his team or escape from dangerous situations.

Candy Cane

Bugs reported on the Wiki

  • The health pack dropped by the Candy Cane will not restore any Heavy's lunchbox recharge bar.
Backpack Candy Cane.png
 Candy Cane 
Level 1 Bat
On kill an enemy: A small health pack is dropped
+50, +75% or +100% debuff duration on wearer

Concept #1

  • Pictogram plus.png Removed: +25% explosive damage vulnerability on wearer
  • Pictogram minus.png Added: +50, +75% or +100% debuff duration on wearer
    • A relic from the past, never touched with any changes. Small health kit on kill is very useful, but being one shotted by one rocket, pipe or stickybomb negates that upside.
Backpack Candy Cane.png
 Candy Cane 
Level 1 Bat
On kill an enemy: A small health pack is dropped
+50, +75% or +100% debuff duration on wearer
-20/30% firing speed

Concept #2

  • Pictogram plus.png Removed: +25% explosive damage vulnerability on wearer
  • Pictogram minus.png Added: +50, +75% or +100% debuff duration on wearer
  • Pictogram minus.png Added: -20/30% firing speed
    • A relic from the past, never touched with any changes. Small health kit on kill is very useful, but being one shotted by one rocket, pipe or stickybomb negates that upside.
    • Additional -20/30% firing speed would make sure, that the weapon would be used more as a supportive tool.

Boston Basher

Backpack Boston Basher.png
 Boston Basher 
Level 1 Bat
On hit an enemy: Bleed for 5 seconds
On Miss: Hit yourself. Idiot.

Concept #1

  • Pictogram plus.png Changed: No longer applies bleed damage on the wearer
  • Pictogram minus.png Changed: Self damage increased from 18 to 25/30
    • Current design of the weapon is used mostly to fast uber building. With few changes it might work also as a situational weapon.
Backpack Boston Basher.png
 Boston Basher 
Level 1 Bat
On hit an enemy: Bleed for 5 seconds
On Miss: Hit yourself. Idiot.

Concept #2

  • Pictogram plus.png Changed: Only the bleed effect is applied on the wearer, without 18 base damage
    • Current design of the weapon is used mostly to fast uber building. With few changes it might work also as a situational weapon.

Sun-on-a-Stick

Backpack Sun-on-a-Stick.png
 Sun-on-a-Stick 
Level 1 Fire Mace
Third successful hit in a row ignites an enemy
100% critical hit vs burning enemies
-25% damage penalty

Concept #1

  • Pictogram plus.png Added: Third successful hit in a row ignites an enemy
  • Pictogram minus.png Removed: +25% fire damage resistance while deployed
    • Probably one of the least used weapons. Current stats requare the Scout to play with other classes that can set an enemy on fire, when the Scout's melee shouldn't be ever used as a main damage dealing weapon. +25% fire damage resistance while deployed also doesn't really benefit the Scout, as he can quickly heal from Pyro's fire damage, without need to have this weapon in his hand.
Backpack Sun-on-a-Stick.png
 Sun-on-a-Stick 
Level 1 Fire Mace
Third successful hit in a row ignites an enemy
100% critical hit vs burning enemies
-25% damage penalty
-15% firing speed

Concept #2

  • Pictogram plus.png Added: Third successful hit in a row ignites an enemy
  • Pictogram minus.png Removed: +25% fire damage resistance while deployed
  • Pictogram minus.png Added: -15% firing speed
    • Probably one of the least used weapons. Current stats requare the Scout to play with other classes that can set an enemy on fire, when the Scout's melee shouldn't be ever used as a main damage dealing weapon. +25% fire damage resistance while deployed also doesn't really benefit the Scout, as he can quickly heal from Pyro's fire damage, without need to have this weapon in his hand.
    • To balance "Third successful hit in a row ignites an enemy", the firing speed might be need to be lowered, -15% for example.

Fan O'War

Backpack Fan O'War.png
 Fan O'War 
Level 1 Gunbai
Crits whenever it would normally mini-crit
On hit an enemy: One enemy at a time is marked for death, causing all damage taken to be mini-crits
When the marked enemy dies, the wearer is marked for death, causing all damage taken to be mini-crits for 3/5 seconds
-75% damage penalty

Concept #1

  • Pictogram minus.png Added: When the marked enemy dies, the wearer is marked for death, causing all damage taken to be mini-crits for 3/5 seconds
    • Not a necessary change, but with Crit-a-Cola changes above, the Fan O'War might become more popular, when it comes to acquiring mini-crits as the Scout.
Backpack Fan O'War.png
 Fan O'War 
Level 1 Gunbai
Crits whenever it would normally mini-crit
On hit an enemy: One enemy at a time is marked for death, causing all damage taken to be mini-crits
When the marked enemy dies, +10/15% damage vulnerability on wearer for 3/5 seconds
-75% damage penalty

Concept #2

  • Pictogram minus.png Added: When the marked enemy dies, +10/15% damage vulnerability on wearer for 3/5 seconds
    • Not a necessary change, but with Crit-a-Cola changes above, the Fan O'War might become more popular, when it comes to acquiring mini-crits as the Scout.

Atomizer

Bugs reported on the Wiki

  • If a player switches to the Grappling Hook, then back to the Atomizer, the triple jump will still be delayed at normal holster time.
  • Rarely, the triple jump will fail to deploy.
  • Occasionally, if the player jumps into water, it will still be counted as airborne, therefore making all attacks from the Atomizer mini-crit until the player touches ground.
Backpack Atomizer.png
 Atomizer 
Level 1 Bat
When weapon is active:
Wearer can perform triple jump
Melee attacks mini-crit while airborne
The third jump deals 10 damage to wearer
-20% firing speed
-50% deploy time

Concept #1

  • Pictogram plus.png Removed: -15% damage vs players
  • Pictogram minus.png Added: The third jump deals 10 damage to wearer
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Melee attacks mini-crit while airborne is pretty much denied by -15% damage vs players. And ability to perform third jump without any real downsides is unbalanced.
Backpack Atomizer.png
 Atomizer 
Level 1 Bat
When weapon is active:
Wearer can perform triple jump
Melee attacks mini-crit while airborne
The third jump deals 10 damage to wearer
-20% firing speed
-50% deploy time
-50% holster time

Concept #2

  • Pictogram plus.png Removed: -15% damage vs players
  • Pictogram minus.png Added: The third jump deals 10 damage to wearer
  • Pictogram minus.png Added: -20% firing speed
  • Pictogram minus.png Added: -50% holster time
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Melee attacks mini-crit while airborne is pretty much denied by -15% damage vs players. And ability to perform third jump without any real downsides is unbalanced.

Wrap Assassin

Bugs reported on the Wiki

  • If a player is hit by a friendly Scout's ornament that was deflected by an enemy Pyro, that player will take no damage, even though the bleed icon appears on HUD.
  • The Wrap Assassin Bauble cannot pass through certain areas that it should be passing through, causing it to shatter "out of thin air". Usually, this is related to the area being nearby a "moving surface", but it can also happen seemingly randomly on many different occasions. Two such examples are the stairs in the middle of Turbine and the casing around the Control Point of Nucleus.
Backpack Wrap Assassin.png
 Wrap Assassin 
Level 1 Bat
Alt-Fire: Launches a festive ornament that shatters causing bleed for 5 seconds on direct impact and 2 seconds when shatters on a surface close to an enemy
+25% increase in recharge rate
-45% damage penalty

Concept #1

  • Pictogram plus.png Changed: A bauble that shatters on a surface close to the enemies will now cause bleed for 2 sec
  • Pictogram plus.png Changed: Increased splash damage from 4 to 10
  • Pictogram plus.png Changed: Decreased damage penalty from -65% to -45%
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
    • Splash damage basically doesn't exist and only direct hits are rewarded, where 52 damage on a direct hit is not very impressive.
Backpack Wrap Assassin.png
 Wrap Assassin 
Level 1 Bat
Alt-Fire: Launches a festive ornament that shatters causing bleed for 5 seconds on direct impact and 2 seconds when shatters on a surface close to an enemy
Wearer can carry 2 ornaments at once
-70% damage penalty

Concept #2

  • Pictogram plus.png Changed: A bauble that shatters on a surface close to the enemies will now cause bleed for 2 sec
  • Pictogram plus.png Changed: Increased splash damage from 4 to 10
  • Pictogram plus.png Added: Wearer can carry 2 ornaments at once
  • Pictogram minus.png Removed: +25% increase in recharge rate
  • Pictogram minus.png Changed: Increased damage penalty from -65% to -70%
  • Pictogram comment.png Changed: Updated item attributes to better explain functionality of the weapon
  • Pictogram comment.png Note: Bleeding on a single target doesn't stack, which means that the second bauble will only deal its base damage without bleed damage.
    • Splash damage basically doesn't exist and only direct hits are rewarded. Additional bauble might help in dealing with multiple targets.