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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Thu Jun 26, 2014 3:43 pm 
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Demoknight is bodaciously a class of its own.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Thu Jun 26, 2014 3:45 pm 
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Demoknight has grown from "wow this is kind of a neat gimmick" to something that has to be accounted for. You have to go into a game expecting demoknights, and you have to fit them into the whole meta of the game because they're actually really solid now and they can be a really scary force.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Thu Jun 26, 2014 4:15 pm 
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Oh no I used a description tag on my Flying Guillotine and forgot to get a strange one first.
Anybody have another description tag and/or a Strange Killstreak FG? -_-;
I am a fool.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Thu Jun 26, 2014 10:11 pm 
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love my mountain man heavy

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Fri Jun 27, 2014 10:19 pm 
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Master of Seduction
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Galaxy Man wrote:
Demoknight has grown from "wow this is kind of a neat gimmick" to something that has to be accounted for. You have to go into a game expecting demoknights, and you have to fit them into the whole meta of the game because they're actually really solid now and they can be a really scary force.

Unless you play pyro. At which point demoknights are nothing more than 20 ammo you could have used on something else.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Fri Jun 27, 2014 11:23 pm 
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Sir Lurksalot
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if the pyro sees them coming, yes, that is a pretty solid counter.

also assuming the pyro airblasts at the right time for the charge and is using a shotty/reserve cause if that demo is using a targe well there goes your flame options

galaxys right, there is such a varied amount of demoknight its actually something you have to think about when engaging one

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Fri Jun 27, 2014 11:43 pm 
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I would classify it as a 10th class if it wasn't for the fact that you can hybrid them with a pipe launcher, which is a lot more common now.
They really need to change the boots.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Fri Jun 27, 2014 11:51 pm 
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Sir Lurksalot
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with the new shield, the boots dont really mean much. hell since they fixed the framerate turning bug they hardly do anything at all it seems like.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 12:15 am 
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i never noticed a difference with the boots tbh

mostly cause i use the charge to go where the enemy is going to be instead of where they currently are

also grenades > 25 extra hp

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 12:21 am 
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they need to up the boots to give 10% resistance across the board and slap on 30hp.

bam suddenly boots viable again

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 1:16 am 
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no, you know what the boots need to give you?

movement speed.

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 1:17 am 
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or put the cleid's extra charge time on the boots, and give the cleid a new passive

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 1:04 pm 
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Sir Lurksalot
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im not sure giving extra charge distance is wise to all melee weapons across the board but it could be viable.

also giving movement speed might break the eyelander. you already move fast as fuck if you've got max heads, any more and you might go as fast as a babyfaceblaster scoot

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 3:04 pm 
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i wouldn't mind if they nerfed the eyelander a bit, to be honest. 4 heads + chargin targe + grenade / loch = way op

but movement speed is especially invaluable if your only method of attack is melee, regardless of which weapon

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 Post subject: Re: Trade Hatress 2 (The TF2 thread)
PostPosted: Sat Jun 28, 2014 5:30 pm 
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Sir Lurksalot
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i dont doubt that it would help, it just might tip the balance to favor demo knight too much

10% resistance to everything wouldnt be that breaking though as galaxy said. cause even with the targe, only having a melee weapon against classes like the heavy/engy(sentry) solly who can juggle you/good pyro, they still make pretty short work of a pure demoknight

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OH SNAP, THE MONSTER I SENT YOU TO KILL, IS ACTUALLY A MONSTER TRUCK. PUNS MOTHER FUCKER.

3DS FC: 3625-8484-5988


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