Hello.
As it stands, this weapon's damage to health seems to give Pyro quite a bit of survivability, stalling rounds to a grinding hold when playing against it.
This in combination with being able to get healed from medics and other melee characters essentially tanking damage make it too annoying to handle. And Hale rounds unfun.
I have a couple of ways to change this: (Please reply if you think you have another solution/option)
Option 1.
Reset the Melee back to stock settings / No custom changes whatsoever
Option 2.
Disallow Medics / Dispensers to heal them whiles having the weapon equipped. (making it self-sufficient and rely mainly on med kits around the map and or its own damage to heal ratio)
Option 3.
Reduce the resistance & increase healing on hit + reduce the maximum over-heal you get from Medics.
To describe the current issue with this meta:
Heavy has a melee loadout, where he takes less damage fighting the hale and get health back on hit.
Pyro has a melee loadout where he takes less damage fighting the hale and get health back on hit.
Demo knights out-range most hales and can survive, you guessed it, multiple hits against the hale.
And you combine these factors with a looming spy being behind you 24/7, and it gets ANNOYING and impossible to fight. Making Hale rounds generally feel delayed and take longer than they are supposed to.
As it stands, this weapon's damage to health seems to give Pyro quite a bit of survivability, stalling rounds to a grinding hold when playing against it.
This in combination with being able to get healed from medics and other melee characters essentially tanking damage make it too annoying to handle. And Hale rounds unfun.
I have a couple of ways to change this: (Please reply if you think you have another solution/option)
Option 1.
Reset the Melee back to stock settings / No custom changes whatsoever
Option 2.
Disallow Medics / Dispensers to heal them whiles having the weapon equipped. (making it self-sufficient and rely mainly on med kits around the map and or its own damage to heal ratio)
Option 3.
Reduce the resistance & increase healing on hit + reduce the maximum over-heal you get from Medics.
To describe the current issue with this meta:
Heavy has a melee loadout, where he takes less damage fighting the hale and get health back on hit.
Pyro has a melee loadout where he takes less damage fighting the hale and get health back on hit.
Demo knights out-range most hales and can survive, you guessed it, multiple hits against the hale.
And you combine these factors with a looming spy being behind you 24/7, and it gets ANNOYING and impossible to fight. Making Hale rounds generally feel delayed and take longer than they are supposed to.