(some) Conditional Weapon Damage does not work with Melee Abilities

begl

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All weapon damage increases that are conditional based on the target do not properly scale any ability that is supposed to scale with weapon damage
These items are:
- Close Quarters and Point Blank
- Opening Rounds
- Long Range and Sharpshooter


The abilities that do not work properly are:

- Bebop Exploding Uppercut
- Viscous Puddle Punch
- Calico Leaping Slash
- Billy Bashdown
- Drifter Rend
- Silver Boot Kick
- Silver Go For the Throat
- Silver Mauling Leap
- Venator Consecrating Grenade
- Venator Gutshot


Other notes on this bug:
- Importantly, these abilities do function correctly with weapon damage that is conditional on the user, such as Berzerker and Hollow Point
- This bug has existed for these items since before the shop rework, here is my previous bug report on this from last January. There is footage of the bug there as well.
- This is super annoying since these are obvious items to use on these heroes, most of these heroes have these items in their Default Valve build! They make too much sense on these Heroes to just not work at all.

Edit: Venator's abilities all now work as expected, but all melee abilities remain broken. This is almost certainly not a bug, but it is also definitely bad, intuitive design. All other sources of conditional weapon damage work with these abilities. It is completely backwards that Hollow Point gives more damage (before shred) to Silver's 2 than Point Blank, when point blank has the bigger number. Point Blank and Opening Rounds make way too much sense to build on these heroes, yet you would get more total value from other items. Either make it consistent between all items, or add to the tool tip to these specific 5 items. Personally, I think they should make these consistent with Light and Heavy melee, where they get half of the bonus from weapon items. This is how these abilities work with all other weapon damage in the game, JUST MAKE THE ITEMS MAKE SENSE!!
 
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Here is a video of this bug on all affected abilities. The random 90 damage on Drifter is due to Bloodscent. I didn't show using Long Range/Sharpshooter on all of them since it's hard or impossible to even hit somebody from more than 15m away with these abilities, but it is possible to observe this with Puddle Punch and Consecrating Grenade.

 
Still not a bug. Conditional weapon damage is not applied to melee abilities, never has and probably never will. Just because people want to use Sharpshooter on Puddle Punches doesn't make it a bug. If this wasn't intentional why wouldn't they have fixed Puddle Punch for over 2 years? Pretty sure Valve med a comment about it way way back regarding Viscous and Pristine Emblem that doesn't even exist anymore.

I don't know/care about Venator but the melee abilities for everyone else is just the same as Viscous Puddle Punch.
 
Just because it hasn’t been fixed doesn’t make it not a bug. If it were intended, then the fact that all of these abilities scale with all other conditional weapon damage would be a bug. One of these two things is a bug, and the obvious intuitive design decision is to have any weapon damage scale this, just as they do normal melee hits. These items do not state “Bullet Damage”, they state weapon damage. No matter how you spin it there is some kind of inaccuracy or bug. Pristine Emblem is the same item as Opening Rounds. Saying you “don’t care” about Venator when it comes to this bug is crazy considering he is the most egregious example of this, since his abilities directly show scaling with Weapon Damage, not melee like the rest (although I’d argue there is little difference, as the convention for everything in the game is that melee damage scales with half of your weapon damage). Venator’s ult has the exact same graphics displaying weapon damage scaling as his other abilities, but it works just fine with these items. Take time to actually read and think about things please before talking about them.
 
also just realized that this is more than likely going to effect apollo, should he have any melee scaling abilities.
 
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I think these items should either just work, and be nerfed if they're too problematic balance wise, or have a modifier for melee spells like '60% effective on melee spells' so they can be easily adjusted. Them not working at all is imo not a good design choice even if it is intended.
 
All weapon damage increases that are conditional based on the target do not properly scale any ability that is supposed to scale with weapon damage (except for Paradox Kinetic Carbine and Venator Ira Domini). These items are:
- Close Quarters and Point Blank
- Opening Rounds
- Long Range and Sharpshooter


The abilities that do not work properly are:

- Bebop Exploding Uppercut
- Viscous Puddle Punch
- Calico Leaping Slash
- Billy Bashdown
- Drifter Rend
- Silver Boot Kick
- Silver Go For the Throat
- Silver Mauling Leap
- Venator Consecrating Grenade
- Venator Gutshot

Other notes on this bug:
- Importantly, these abilities do function correctly with weapon damage that is conditional on the user, such as Berzerker and Hollow Point
- The only abilities that scale properly are Kinetic Carbine and Ira Domini, which I presume is because they are a gun override rather than a normal ability.
- This bug has existed for these items since before the shop rework, here is my previous bug report on this from last January. There is footage of the bug there as well.
- This is super annoying since these are obvious items to use on these heroes, most of these heroes have these items in their Default Valve build! They make too much sense on these Heroes to just not work at all.
So they fixed it (kind of) for Venator, but not for anyone else if I'm not mistaken.
 
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