The Fixed Wide spread actually means you can do less damage on average. Zesty did a test on fixed bullet spread and found out that he’d do more damage overall because the pellets are more clumped together. Plus imagine using the shotgun but its shots have the same width as the panic attack’s? That would be a downside.
The fixed bullet spread of the panic attack isn't even the best attribute on the panic attack, much less better than 5 seconds of krits on kill or a number of other absolutely broken upsides.
I was thinking the same thing. Imagine being a scout and killing somebody and regaining a nice juicy 62 or 63 health. Which can overheal or even imagine putting that on heavy. This stat would be crazy good, but unfortunately broski didn't put this on the list.
The worst stat in TF2 is easily "On miss: Hit yourself, idiot" both because rapid fire weapons would just be kill-binding with extra steps but also because the game itself calls you an idiot, and what could be worse than that?
I'd argue the best stat in tf2 in a vacume would be "Fires special bullets which heal teammates but damage based on distance fired" it allows you to heal teammates and instead of dmg fall off you gain dmg the further away your enemy is. good video though 👍 P.S. I just realized the implications of a vacume scenario, so.. melee weapons, they would now fire a special bullet with damage ramp up and that heals teammate on hit. Yes. Melee weapons would never need to reload have an insane random crit chance and fire a bullet, any questions on which is the strongest stat now?
Here is a list of weapons that gain 0 benefit from the "best weapon upside" (not counting reskins) Flying Guillotine Bonk! Atomic Punch Crit-a-Cola Mad Milk Beggar's Bazooka? (since reloading is removed as a mechanic this weapon may just not work at all) Buff Banner Gunboats Battalion's Backup Concheror Mantreads B.A.S.E. Jumper Flame Thrower Backburner Degreaser Phlogistinator Dragon's Fury Flare Gun* Detonator* Manmelter* Scorch Shot* Thermal Thruster Gas Passer Bootlegger Chargin' Targe Splendid Screen Tide Turner Minigun Natascha Brass Beast Tomislav Huo-Long Heater Sandvich Dalokohs Bar Buffalo Steak Sandvich Second Banana Wrangler Short Circuit Medi Gun Kritzkrieg Quick-Fix Vaccinator Sniper Rifle* Sydney Sleeper* Bazaar Bargain* Machina* Hitman's Heatmaker* Classic* Jarate Razorback Darwin's Danger Shield Cozy Camper Every non-revolver unlock for the spy as well as every single melee weapon *these weapons appear to reload, in fact the flare guns even say they reload even while put away similar to the Crusader's Crossbow. However, internally, all of their ammo is in fact loaded already. As the stat in question does not increase the weapon's fire rate, it probably wouldn't do anything. Many of these items are not weapons in a normal sense of the word so the long list is understandable, but many of them are. Heavy for example only gains a benefit on his shotguns which is great for fatscout but scout exists in this hypothetical and he has the Soda Popper. If you want a truly powerful stat, look no further than the only pay to win weapon in tf2; the Third Degree. "All players connected via Medigun beams are hit" is a line of text that if applied to every weapon would effectively remove mediguns from the game. The only uber you would ever see would need to be charged in a safe location away from the front line and even then stock uber would be the only one that would get anywhere near the same value as before. Holding m1 and spamming the choke is something we already see, and sure your idea would make it so much worse, but my idea make healing a liability for any medic and reduces the effectiveness of the most influential class to a fraction of what it was.
The "no reload necessary" does nothing on sniper rifles, flare guns, melee weapons, and other weapons with no ammo loaded slot because that ammo loaded slot is what requires a reload to happen when it reaches 0. So if a weapon has no ammo loaded slot then "no reload necessary" is utterly useless on it. But on weapons with the ammo loaded slot it turns those weapons into the mentioned weapons
Yeah, I like how he said that sniper and pyro could just unload the entire clip, except that's their default behaviours. When you hold a flaregun it doesn't even show ammo as "1 15" but just "16" becuase there's only reserve. The reloading is individual. What would be the alternative? all 16 shots at once? yeah that's insane. oh also, reserve shooter will [still] be a direct upgrade to stock.
Remember we are judging these in a vacuum, not in the context of the weapon. "Grants user a triple jump" means it Grants user a triple jump, "no reload necessary" means that no reloading is necessary
@@Lonqudor yes but point still stands. While "no reload necessary" is op on any weapon, it still doesn't change the fact that it still changes nothing on weapons that already don't need to reload
Did... did you really put wide fixed fire pattern that high?! Like, sure, it's a nice bonus to have consistent shots, but not that many weapons suffer from random bullet spread, like, putting this stat above 40% ranged damage resistance or 50% faster firing speed, makes it really hard to take this video seriously, because even the weapons that do suffer from random bullet spread, would only receive a small boost in usability from a stat like no random bullet spread. Other stats mentioned (and the unmentioned KGB) are just much more deserving of the 3rd spot.
@@tehesprite502 For some reason the TF2 community has gaslit itself into thinking random bullet spread is an extremely influential and impactful mechanic even though it barely matters 99% of the time. I've even seen people say it's worse than random crits lol Considering the fact that I've never seen another gaming community act like this, I'm convinced that the ONLY reason it's controversial in TF2 is because you have the option to turn it off. No one would notice or care if that option wasn't there.
@@QuintessentialWalrus They've also been playing the same game for a decade without impactful changes, so they're picking at paint on the wall to see what interests them.
@@Lonqudorbtw the short stop has a hidden 100 percent damage bonus the only reasons why it does less damage is because it has less pellets and modified damage ramp up meaning if you gave this to any weapon it would deal double damage
Id like to propose the Fan O War for this experiment. "On hit: marks enemy for death" is an extremely powerful tool, imagine if any power class had that stat on a primary, 1 minigun bullet and you now take mini crits from all follow up shots. 1 splash rocket now removes all falloff damage for the next one. You can also throw the Killing Gloves Of Boxing in here as well, getting 5 seconds of crits on kill is also insane though would be less consistent than the Fans mark for death
disciplinary action's "On Hit Teammate: Boosts both players' speed for several seconds" would make a well coordinated team an absolute nightmare, imagine shooting a minigun or something with splash damage at the start of a match and boosting everyone's speed, reaching the point with the full team instantly. the third degree's only stat would basically shut down medics entirely if put into any other ranged weapon. if we match stats against each other, it seems pretty insteresting that the enforcer's "Attacks pierce damage resistance effects and bonuses" is a direct counter to heavy's fists of steel 40% damage resistance. other than that pretty good video, tho the fixed bullet spread of the panic attack is useless if we take in consideration the tomislav's 20% more accuracy is just... better and applies to each weapon, even ones without random bullet spread.
This is massively underrated. Scout is one of the best classes in the game because of his speed. If every class could have this speed at all times during a team fight, they would be unstoppable.
Personally, while I do agree that the 40% damage resistance is a strong stat in a vacuum that works really well with literally everyone, and I do agree that Widowmaker's reload stat is THE best possible stat you can give to any weapon (God help anyone who encounters a Stickybomb Launcher with that stat), I don't think the KGB's positive trait should be overlooked. That single positive trait of "On Kill: Gain Critical Hits For 5 Seconds". The only handful of things I can fathom that can counter a stat that negates damage fall off, triples your weapons damage, AND inflicts unique auditory and visual feedback that puts the scare in your enemies, are: The Bonk, the Battalion's, the Vaccinator, and the Stock Medigun. Anything else would get shut down the moment you had the opportunity to snowball with a Stickybomb with Guaranteed Crits, a Rocket Launcher with Crits, a Medigun with Guaranteed Crits (somehow), a Scattergun with Guaranteed Crits. IDK man, I am of the humble opinion that Guaranteed Crits after a single kill feels more worthy of a #2 spot than getting more health and movement with every kill. Certainly doesn't deserve the spot of "Addendum to #5". That all aside, I think your list is still pretty good. Maybe you missed one or two things, but if you did, I can't imagine what you did miss.
Sustained damage in a fight is REALLY powerful. 5:53 Imagine getting 20 health PER hit with something like the minigun, backburner, or phlog at point-blank. That pyro/heavy is never going to the respawn room.
I think the KGB’s crits might be a smidge better than the Fists of Steel. In my head I imagine a soldier firing crocket after crocket being enough damage to overcome a class with the fists of steel resistance.
Also kind of hard disagree with Panic Attack being 3rd place here. Random Bullet Spread isn’t even that bad on most weapons (besides the Revolver), and more often benefits you because shots are more often clumped together. Additionally this bonus would only affect a handful of weapons. Shotguns, Revolvers, Rapid Fire like Pistol or SMG, and some physics projectiles. No Rocket Launcher, no Flares, no Sniper Rifles, no Mediguns, no Sappers, none if the Melees, etc. and this change only really affects shotguns really. 30% speed, Speed boost on hit with teammates, the regen effects, direct health bonuses, all are better by miles. Hell the Wide Spread can be detrimental too. It means shotguns with less pellets are worse at longer ranges than before.
I’m sure the worst downside is -100% dmg but if I had to choose another maybe I’d choose the… Actually there are a lot of things that came to mind Mark urself for death, pomson, etc
Seems many so far have made good points in the "KGB vs. Fists of Steel" debate, so I'm more than happy to admit I was wrong on this one. Also, the Half-Zatoichi's health of kill just BARELY lost on this list. I really did consider it, but I chose the Candy Cane over it due it its more support focused nature. People also take issue with the Panic Attack being so high, and my defence is; Did you not find the Byleth jump scare funny?
Yeah no, Candy Cane takes the cake on that. I can already imagine a Flamethrower having that perk, and Pyro running that with the Backscratcher. Outright demonic.
I think the atomizer's triple jump should only count as a double jump. I was playing on a random weapons server as soldier and when I got the atomizer it only allowed me to double jump. I think people more so see it as getting a third (or second in this context) jump, triple jump was just used because its better worded in the context that scout already has a double jump
why even bother with a support based loadout though with candy cane it’s still not good support, consider that like a sniper for example with the upside would only be able to feed health kits to the enemy team, meanwhile the half zatoichi heals more, doesn’t require you to move to the enemy’s body, and I think the really big one here: it can overheal, meaning even kills at full hp will be granting you a huge benefit no matter what
It's been a little while since the last time I've watched a lon tf2 video that wasn't a shitpost and his editing has improved greatly. Its cleaner and has more pizazz and style to it. Great job long door 👍
I haven’t heard anyone use the word pizazz in eons, it makes me very happy. Thank you for your kind words. This will always be a learning process to me and I take great pride in that
The Bison has a plethora of good stats to take from it. Not only is the no ammo required already mentioned but imagine for a second, a heavy that is spun up firing into the enemy team. . . And EVERY shot penetrates the enemy team not only dealing damage to the enemy heavy at the front, but his medic AND the team cowering behind him! Of course no one could imagine it as it is an attribute that only the Mighty Bison can use correctly!
I'm confused on why the Panic Attack's trait was ranked so high if it is seemingly quite useless due to the wide pattern? What weapon, besides other shotguns, would benefit from it? It seems to me to be a negative trait to have on many weapons, i.e. pistols or miniguns.
And even if it ended up being a positive for those pistols and miniguns, there is no way it'd be as useful as something like 50% increased firing speed. Even the lowest ranked stat here, the triple jump, just seems more generally advantageous than having bullets land slightly more predictably.
It honestly is a negative trait as a whole, and especially on servers that turn off spread. Because it specifies WIDE, that means a shotgun’s outer pellets around going to be further away from your crosshair. The one benefit is that on servers with bullet spread, you will always hit a player with same amount of bullets at the same ranges. Even then, regular shotguns have 1 pellet guaranteed to be centered, which is like 1 less than fixed spread.
Honestly sticky crits are so stupid that i'd argue kgb crits OR crits on fire players from the flare gun would be the best, you literally win an entire team fight SINGLEHANDEDLY if you have a scorch shot pyro on your team or you win a single 1v1/get a trap off, no reload nescessary. it's very close though since scout is already stupid powerful and effectively giving him double dps no clip would straight up make him one of the best "power" classes also literally beggars bazzoka
I know that it's long since been removed, but the original Sandman's upside of launching a ball that FULLY STUNS AND LOCKS IN PLACE players outright has to take the crown in terms of the outright best upside in the game's history.
KGB easily claps this list. Imagine a good demo on the enemy team. They would be perma kritz kreiged. Only time they wouldnt have Kritz is when the entire team is already dead. We all know the havoc a kritz demo causes, id say that beats "no reload necessary". He wouldnt even need to reload to team wipe haha
Batallion's Backup is so good yet its upsides seem so understated because they aren't as noticeable as a speed boost + health on hit or mini-crits (though the Buff Banner doesn't see much use thanks to the longer metre). Even if we forget how the charge moreorless shut downs Snipers and sentries (people will say the Backup's charge is practically a lite Uber and the best banner on offense), the +20 health buff fucks with damage thresholds by being just barely enough to survive two pipes or Scattergun meatshots (landing three clean hits is harder than two, after all, though this applies more to the former). That said, this video specifically lists "no meters"...
Video idea: Why you main Heavy? I would be very interested in hearing about what you love about the class, especially since he's so unpopular for people to main. I also just really like hearing about people's opinions and thoughts like this.
I had actually half recorded a video like that before, but scrapped it due to it not being very interesting. I would love to try again, but I would probably have to put some sort of twist in it, or answer some sort of question.
Funnily enough, the Back Scratcher's increased health pack yield stat was something I started to think about a couple months ago. I realized how weird it was that only Pyro had access to it. In the end, I came to the conclusion that most of the classes wouldn't really benefit from it that much (the classes that'd appreciate it most would be Soldier or Demo, though such a stat would suffer from heavy competition with Soldier). When it comes to what I think may be one of the most insane upsides in the game though, I'm inclined to say "100% critical hits from behind" is a pretty crazy one, considering how jank TF2 can be when determining what someone's back is. Actually, if you allow it, the stock knife's "Attack an enemy from behind to backstab them for a one hit kill" would also be kind of insane.
3:00 This stat would suck for Sniper; he's picking off enemies who are usually in their own backline. He's not going to be able to pick it up, and he's essentially just feeding the enemy team health kits. Spy is in a similar boat with how rough his getaways tend to be after a successful stab, though he's at least close enough that he'll grab it more often than not. Demo and Soldier would have to go well out of position to reach it in many cases, and Heavy especially is out of luck if he's not just fighting one enemy at a time in a secluded part of the map, which he usually isn't. Engineer would appreciate a steady supply of health packs trickling down into his nest as long as he has it set up where he won't be walking into a Sniper sightline or major spam angle to collect them, though, and Pyro would definitely appreciate the healing when she's almost always killing up-close. Medic would be a toss-up, since while the healing after successfully defending himself with his melee is nice and all, it doesn't come up all that often, and any time he gets a pick with the crossbow from across the map, you have the same problem as Sniper.
Removing random bullet spread (which is even disabled on some servers) was more important to you than 50% base HP on kill (Half-Zatoichi), crits on kill (KGB), speed boost on kill (Big Earner), crits on headshot (Ambassador), immunity to backstabs (Razorback), applying minicrits on hit (Fan o War), extra movement speed (a lot of weapons tbh but Escape Plan's is probably the biggest?), crits from behind (backburner), penetrating projectiles (Bison), healing teammates on Hit (crossbow), fire immunity (spycicle), or 100% crit rate (Frying Pan) I know some of these were mentioned but. You've got some interesting priorities. Also, the Atomizer triple jump *is* on a melee and it's amazing. Sure, you can't really use it in a firefight, but that's arguably better as that means you won't need to sacrifice a different primary for the utility of mobility.
While in a little more than a vacuum due to pyro needing to exist, the DF's upsides are really busted. No reload is still the best when not factoring in pyros though.
Im gonna guess the strongest stat is the KGBs crits on kill 2nd guess goes to the Fists of Steel 40% damage resistance 3rd guess is the +50 max health from the chocolate
The 5 seconds of confirmed crits on kill i think should've at least been in the top 3. Imagine a pyro gets a kill. Then he basically becomes a phlog pyro with airblast as lonf as enemies are around (which they usually are). A soldier gets a kill and now he basically one taps almost every class if he's in a team battle or flanking as a roamer. Snipers no longer need to aim for the head after the first kill. Engineers with the widowmaker become endless sources of frontier justice damage. Heavies will snowball off a first kill that's very easy to achieve. Demoknights with the half zatoichi would basically be unstoppable unless a pyro's there. Scouts with the short stop become mid ranged menacea, we know how powerful they are already with mini crits. Spy's revolver would be accurate, destructive, and long ranged critical machines. Of course, you need to start with one kill, but after that you are a force of pure damage and pain.
Speed boost on hit is crazy! Any primary (except maybe sniper, and even then there’s the huntsman) would get huge use out of this, a pistol, smg and shotgun would all be wonderful, and if healing someone with a medi-gun counts as hitting them, that would be huge! The same argument could be made for the -40% damage penalty, but it would be better to dodge damage than negate it
my top 3 is: half zatoichi health steal eyelander head gain warrior spirit damage boost the half zatoichi on any primary or even a secondary will make most classes invincible the eyelander’s head gain on something that isn’t a sword on someone that isn’t a demoman will lead to either insanely breakneck speeds or unprecedented levels of health. Especially without the eyelander’s downside. a 30% damage boost on most weapons instantly breaks the game. a 30% damage boost on pipes means you deal 390 damage with three pipes, leaving even a fully overhealed heavy at 60 health. 30% damage boost on a sniper rifle means the headshot is dealing 195 damage, one-shotting pyros and demos and leaving soldiers and demoknight on 5 health. Most weapons go from chunking scouts to just outright killing them.
I think one that should have been an honorable mention would be the Bushwacka The blue stat "Crits when it would normally mini crit" This would mean a Buff banner Soldier would give his entire team full crits, and the Jarate would make teammates do full crits. Might I add being marked for death would mean you would take full crit damage instead of Mini-crit damage.
Seeing you appear under every video always makes me feel like a valid member of TF2 RU-vid. Thank you for your dedication to comments on channels around the world!
I know its a bit odd but id argue the all players connected by medibeam being hit is broken aswell. Just because of how critical a medic is. With good positioning and game sense medic can easily carry. If he was always taking damage med picks would be more common and there would be no healer in the game. That breaks the game more than anything else. Additionally 5 players stand around a dispenser, all 5 take damage. It fundamentally changes the balance of the game while also making one class unplayable. Or something like that idk.
8:43. While absolutely a hard call which is better, a eyelander demo could be at max heads, get a kill with his sword and then have 5 seconds of crit stickies or pipes. Solider would harder to get a kill with but you could market garden and kinda cheese it. Crit pyros, snipers could jarate-bushwacka a kill then be able to drop a medic instantly without even scoping, a spy that gets crits everytime he gets a backstab (outside of the DB), a good flanking scout with crit, etc. So while I understand, personally I think the KGB's 5 seconds of crits would be much more devastating. After all, a strong defense doesn't matter if the offense can kill you with one blow.
I'd argue that the Big Earner's speed boost on kill would be INSANE in many situations. Classes like scout and pyro would be unstoppable; imagine that stat on something like, oh I don't know, The Phlogistinator.
I wanna say the “deals crits against burning players” from the flare gun/sun-on-a-stick would be top 5 at least. A single pyro on your team that knows how to use flare guns or gas and basically permanent 3x damage. Maybe even the pompsons “on hit victor loses 10% medigun charge”
I mean, heavy already has the huo-long heater that increases it's damage against burning players, and while it sometimes helps, it's not as universally applicable as you're making it out to be. That stat would be insane on flamethrowers though.
@@bobthebox2993 Heavy has a 20% damage increase with the huo long. Crits are greater than that and have no fall off and like the video states can be applied to any weapon. In a vacuum setting you are gonna be shooting people on fire so guaranteed crits without the need for a kill like the KGB is just better even compared to the FOS' 40% damage resistance which is still basically 1.8x damage.
If Spy had a collecting heads mechanic to increase speed, Scout disguises would be more believable as if you have enough heads you could match or outspeed Scout and the Disguise kit would slow Spy down to match Scouts speed if it went over
some of my picks for worst downsides: on miss: hit yourself. idiot -100% damage penalty well you can’t really beat this one, every other downside at least renders the weapon usable (but bad) but this one makes it utterly worthless, but there are some other bad ones too -2 health regeneration on wearer -55 max health on wearer
"-60% slower move speed while deployed" from the brass beast, from how it's worded it implies it happens each time weapon's active and not when just spun-up
@TheMistermastermario what i mean is, since the wording is like the atomizer's "Gives Triple Jump when deployed", on other weapons would work like that.
First, gonna guess the best upside (without class specific upsides) is gonna be the Gru’s running speed buff or the Johnny Test Sound Library’s speed boost to teammates. Second, I would say blast jump resist should still count since blast jumping isn’t specific to Soldier. All classes can blast jump, it’s just that only Soldier, Demo, Pyro, and Engineer have practical means to blast jump.
*Boston Basher:* continuously bleed because you're holding it by the pointy part (idiot) *Crit-a-Cola:* All the soda spills out because the tab is facing the wrong direction *Bonk Atomic Punch:* On area of ground with spilled soda, enemies are slowed based on the amount of damage the ground takes *Candy Cane:* Attacks now use fencing moveset *Sandvich:* Unaffected *Buffalo Steak Sandwich:* Unaffected *Dalakohs Bar:* Does nothing (because you're actually eating the wrapper) *Second Banana:* Grabs the edible top part too hard, dropping the peel as a slippery stage hazard *Bottle:* take swig via secondary fire (sadly, the bottle is empty) *Ullapool Caber:* No longer explodes when hitting things
I'm actually certain sniper rifles without reload is so overpowered it's genuinely nuts. sniper rifles only use reload speed so if it didn't have to reload it would shoot 66 times per second. So fast you're able to shoot multiple times before you unscope from a scoped shot. Also the dragon's fury's 300% damage bonus on burning targets would be busted on any weapon.
Every class would benefit greatly from doing 3x damage for 5 seconds after every kill, kritz last for 8 seconds but the kgb crits stay active as long as there are people to kill. The only thing holding the current kgb back is the fact that it’s in the slowest classes melee slot, but if it was on any gun, it would make refreshing the crits much easier.
I had the Brass Beast’s 20% more damage at #1, until I was reminded about the no reload for the Widowmaker. The Brass Beast has an unconditional buff to your damage, so I was surprised that it wasn’t even an honorable mention. To my knowledge it is the only weapon with that upside.
I think the 30% plus damage on the bear fists (I forget the name) for heavy would be the best stat in my opinion. 30% extra damage is a massive upside on every weapon but the jumpers, mediguns, lunchboxes, throwables, etc. Doesn’t effect every weapon, but the weapons it does effect are HUGE. Edit: Just finished the video and I take this comment back lol. Still strong, but the eyelanders’ heads and widomakers’ no reload is much steonger
The eyelanders upsides are WAY better than the widowmaker stat. Health AND speed is absurdly busted. The widow makers upside also wouldnt benefit some weapons at all, like the flamethrower or miniguns. Sure spam would get better but on some of the best spam weapons you would still have ways to negate it entirely.
i feel like for me, the enforcer's damage resistance penetration,zatoichi's overheal, and the booties' speed buff are probably the best buffs in a vacuum can think of. edit:i was wrong, no reload neccesary(IN A VACCUUM) was the strongest stat in the game, the literal flavor text is stronger than the eyelander's headhunting which i also forgot im 90% sure +50% repressurization rate is as broken as no reload on automatic weapons, but the fan also had the same stat so uhh
i feel like for the panic attack, it's not really necessary. outside of a wide pattern, rbs is maybe only visual, the issue was valve making the spread of rbs 50% less accurate then non rbs shotguns. other than that. the wide pattern is useless in the two weapons that benefited it the most, the enforcer and any automatic weapon and for the Fan's 50% firing speed my only thought was things like the ambi/ projectile weapons.
The booties speed buff only activates with a shield, so its ineligible. The Zatoichi JUST missed the list. I chose the Candy Cane over it due to the better team support it can give. And the enforcer utterly slipped my mind lol. Yeah, I think that's pretty good. Unsure if it would've made the list, but thank you for bringing this to my attention!
I thought you were making a video when I found you playing on Rotunda. I disagree on "Drop a small health pack on kill" being bad because the enemy can pick it up too. Since multiple classes will always find a way to get close enough. - Scout is self explanatory - Like you said about Soldier, he can divebomb and get rewarded with a small health pack to regenerate his damage from rocket jumping. I don't see how this wouldn't be insane. Immediately getting back to strength without having to escape makes you a God Soldier - Pyros would make great use for this weapon, since most of their kills will be mid-short ranged. - Demoman, same point for soldier really, but likely even more useful, since he will take lots of damage in a short time, so the healthpack would make an aggressive type of play even more worth it - Heavy, I play him often, and I honestly would love this. I enjoy being aggressive and taking groups, so having multiple health packs drop right infront of me for free would be a dream. I can just drop and get free health. Survivability becomes a possibility and you don't have to depend on a Medic or a healthpack being nearby anymore - Engineer will honestly get way too much out of it, he immediately becomes a support that rivals medic. This is because you can just get healthpacks on the frontline if people get caught by your sentry. No need to move the dispenser at all - I main medic, I absolutely agree on your point, on a battle medic point of view, the stat is pretty meh, since you heal passively anyway. - Sniper is probably the only one that doesn't get rewarded by this at all and would be a detriment - Spy just becomes a Kunai spy knockoff, but the Big Earner becomes an actual big earner, and stock knife gets a huge buff. Overall really useful for spy and helps you survive longer with backstabbing Overall its honestly not that bad other than for Sniper, who gets no use out of the stat, and possibly Medic.
The Candy Cane was in direct competition for the Zatoichi for that slot, but I decided on it due to the dropped health being more team support focused. This is the main thing people are asking bout, but its nice to see someone else agrees with me
I would think that the Piercing shots of the Bison and Machina we be pretty strong contenders as you could effectively do several times normal damage with 1 shot
My top 3 in ascending order: Gain 50% Base Health on Kill (Half Zatoichi) 50% Faster Firing Speed (Soda Popper), 35% increased damage (Warriors Spirit)
10:30 I prefer using the panic attack on casual engie, and I feel like I am able to hit more shots. That “wide” pattern might be why, as with engie, I am turning around to shoot the spy, and the panic attack is much more forgiving when turning around that fast.