General |
Voice Call Outs
New! Sniper Ahead voice command
Certain voice commands will ping a pop-up message
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Changes
Added a call out option 'Sniper Ahead!' with X+3 (options below shifted down, replacing X+9 'Pass To Me!')
Aiming at and calling out an enemy Sniper or Sentry Gun will place a pop-up message at
their location for 3s
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Problem
TODO
Solution
TODO
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Health On Kill
Healing overheals up to 20% maximum health
|
Changes
Health restored on kill bonuses can overheal the recipient up to 20% of their current maximum health
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Problem
TODO
Solution
TODO
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Status Effect: Bleed
-50% health from pickups
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Changes
Applying bleed to an already bleeding target will increase the current bleed duration by 5s, up to 10s
Reduces healing from pickups by 50%
Reduced bleed stack damage from +4 to +0
Bleed dissipates 150% faster by healbeam sources
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Problem
TODO
Solution
TODO
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Status Effect: Afterburn
-50% health from healers
|
Changes
Fixed some weapons not properly applying the 50% healing reduction upon igniting an enemy
Afterburn dissipates 150% faster by healing sources instead of being removed after a full second
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Problem
TODO
Solution
TODO
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Status Effect: Inferno
"Greater Afterburn"
Extinguishing reduces its effect to afterburn
+33% vulnerability to fire damage
-50% health from healers
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Stats
33% fire damage vulnerability while under the effect
Pyros are susceptible to it effects
New applications of afterburn will not override this effect, but keeps the target ignited after it has worn off
When extinguished by any means, this effect becomes regular afterburn for the remaining duration
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Problem
TODO
Solution
TODO
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Temperature
"Flame thrower damage ramp-up"
Base damage for flames is determined by range and temperature (concurrent contact with flames)
Each player has their own temperature value, which gradually resets to zero over 0.5s
|
Changes
Damage no longer takes particle age into account
Increased flame damage reset time from 0.075s (one miss) to 0.5s (gradually)
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Problem
TODO
Solution
TODO
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Pressure
"Pressurized Airblasts"
Airblasts are now tied to a pressure meter and will consume all pressure stored on use
Knockback is dependent on pressure before its consumed, ranging from 0% to 100% knockback
Repressurization takes 4s to go from empty to full
Primary fire usage slows repressurization rate by 100%
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Stats
Knockback ranges from 0% (empty) to 100% (full)
Repressurization rate of 25%/s (4s total)
Airblast must be off cooldown to recharge (0.75s)
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Problem
TODO
Solution
TODO
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Sapper State: Malformed
Upon being struck by specific melees, the sapper becomes damaged.
While in this state, the sapper continues disabling the building its applied to, but deals no damage and has no additional effects.
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Changes
Sappers become malformed when struck by the
Homewrecker,
Neon Annihilator or
Powerjack.
Buildings with an attached malformed sapper do not benefit from sapper armor
Malformed sappers only disable buildings. They deal no damage and have no additional sapper effects.
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Problem
The Spy puts in a lot of effort to infultrate a nest, especially with the presence of a Pyro.
Giving the Pyro another means of nullifying Spy is overkill.
Solution
Rather than outright removal of this feature, the effects are lessened.
With these changes, the Sentry Gun still remains disabled after the sapper is struck.
This allows for the Spy or his team to follow up if an Engineer is not present to remove the sapper.
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Scout |
Scattergun
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Changes
Reduced max ammo from 32 to 24
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Reason
Scout's ammo pool is plentiful and practically never runs out.
Lowering it by 8 likely won't change much, given ammo packs dropped on kill replenish a good chunk of ammo.
However, it was changed to match the Engineer's primary shotgun ammo for consistency.
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Baby Face's Blaster
Build 'Boost' by dealing damage. On full Boost, alt-fire to gain max movement speed for 5 seconds. Damage taken reduces remaining boost duration.
-20% slower firing rate
20% reduced jump height on wearer
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Changes
Boost max movement speed is still 520hu/s
Changed boost from being always active to requiring a full boost meter to activate and lasting 5s
Increased damage required to fully drain boost from 25 (affecting speed) to 100 (affecting duration)
Boost is no longer reduced by air jumps
Removed the clip size penalty
Damage for full boost increased from 100 to 300
Reduced jump height from 50hu to 32hu
Increased attack interval from 0.625s to 0.75s
|
Problem
TODO
Solution
TODO
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Back Scatter
Mini-crits vs the backs of close range targets
Silent Killer: No attack noise from critical damage
-34% smaller clip size
20% less accurate
|
Changes
Weapon makes a low volume attack noise when dealing critical damage
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Problem
TODO
Solution
TODO
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Force-A-Nature
Alt-fire to fire the entire clip at once with increased knockback to target and self
+30% faster firing rate
+10% damage bonus
-10% bullets per shot
-66% smaller clip size
This weapon reloads its entire clip at once
|
Changes
Knockback is now tied to the alt-fire ability
Increased damage per pellet from 5.4 to 6.6
Improved reload time from 1.43s to 1.25s (hidden)
Reduced pellets per shot from 12 to 9
Increased attack interval from 0.3125s to 0.4375s
|
Problem
TODO
Solution
TODO
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Shortstop
Fires a tight, fixed shot pattern
+50% faster firing rate
+20% increase in push force taken from damage and airblast on wearer
This weapon reloads its entire clip at once
|
Changes
Restructered stat card for clarity
Reduced attack interval from 0.36s to 0.3125s
Reduced reload time from 1.52s to 1.4333s
Increased push force penalty now always active
Reloading discards any rounds left in the chamber
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Problem
TODO
Solution
TODO
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Soda Popper
Air jumps require and consume Hype
Build 'Hype' by dealing damage
+50% faster firing rate
15% faster reload time
-66% smaller clip size
This weapon reloads its entire clip at once
|
Changes
Model now uses the Bonk! Atomic Punch can. Crit-a-Cola can be selected as an alternate style.
Changed Hype to be a resource, consuming 33% hype for each air jump performed.
Reduced damage requirement from 350 to 300
Increased reload time from 1.13s to 1.25s
|
Problem
TODO
Solution
TODO
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Bonk! Atomic Punch
Drink to dodge all attacks for 8 seconds. The consumer cannot attack during this time and the effect duration expires once 500 damage is avoided.
-50% buff expiration from incoming sentry damage
Consumer is slowed by 50% if effect expires early
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Changes
Effect no longer puts the Scout in thirdperson view
Consumer is able to swap weapons during the effect
Effect now prevents all On Hit effects from working
Changed slow from scaling at 25%-50% based on damage blocked to 50% if max damage is blocked
Consumption no longer forces the user into a taunt
Increased consumption time from 1.2s to 2.645s
Effect expires if 500 damage is blocked by the effect
|
Problem
Enemies typically do not shoot or chase Scouts under the Bonk! effect.
The slowdown doesn't matter for attackers if the Scout escapes.
Its also common for lower skill players to only use the item for Sentry tanking.
Solution
Having the effect expire prematurely from damage gives the enemy an chance to catch the Scout before he manages to escape.
The consumption has also been made less restricting to make it more seamless.
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Crit-A-Cola
TODO
|
Changes
Consumption no longer forces the user into a taunt
Increased consumption time from 1.2s to 2.645s
|
Problem
TODO
Solution
TODO
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Mad Milk
Jar meter builds with damage done and/or time
Extinguishing an ally reduces cooldown by -20%
Does not refill from resupply cabinets
Jar meter starts empty
Coats enemies in a horrific non-milk substance which restores health to attackers for 60% of damage dealt
|
Changes
Jar meter can be charged through 750 damage
Increased recharge time from 20s to 40s
Resupply cabinets do not refill the jar
Recharge progress resets on respawn
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Problem
TODO
Solution
TODO
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Flying Guillotine
Killing an enemy reduces cooldown by -50%
|
Changes
Projectile modified to be more visible
Changed damage type from Untyped to Melee
Increased damage from 50 to 65
Kills with any weapon will reduce the remaining recharge time by 5s
Increased recharge time from 5.1s to 10s
Long distance hits no longer reduce recharge time
No longer inflicts bleed for 5s
|
Problem
Dealing up to 90 damage from any range on a 5 second cooldown is a lot.
Even if not as reliable as the pistol, it should be tuned down to not warrant spam.
Solution
Increasing the cooldown from 5s to 10s is the easy change to reduce spam, but still has the ability to recharge faster when killing enemies.
Base damage was increased and bleed was removed to match the Brick from TF2C, which was proven to be good.
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Pretty Boy's Pocket Pistol
+25 health restored on kill
+25% larger clip size
-20% slower firing rate
|
Changes
Increased clip size from 9 to 15
Kills with this weapon restore 25 health
No longer heals wielder on hit
Increased attack interval from 0.135s to 0.18s
|
Problem
The self-sustain this weapon provides is fairly good, but can lead to players just using it whenever to heal.
Solution
The weapon now heals on kill instead of on hit to encourage using this it as a finisher.
The firing speed and clip size modifiers were also flipped to solidify this.
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Winger
+15% damage bonus
+10% faster firing rate
+25% greater jump height when active
-60% smaller clip size
|
Changes
Reduced attack interval from 0.15s to 0.135s
|
Problem
Using this gun as a finisher is not utilized as much as the utility of the jump height.
The 2-4 bonus damage isn't enough to compensate for nearly half the clip.
Solution
Taking the firing rate bonus from the old Pretty Boy's Pocket Pistol could potentially incentivize using it to quickly finish off enemies more often.
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Atomizer
Grants an extra air jump while deployed
Deals critical damage against airborne targets
This weapon deploys 35% slower
This weapon holsters 35% slower
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Changes
Bonus air jump is used before Hype is consumed
Reduced deploy time from 0.75s to 0.675s
Removed damage penalty
Now deals critical damage vs airborne targets
No longer deals minicrit damage while airborne
Increased holster time from 0.5s to 0.675s
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Problem
TODO
Solution
TODO
|
Boston Basher
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Candy Cane
+60% health from pickups while at low health
On Kill: Target drops a small health kit
On Kill: Target drops a small ammo pack
-50% max primary ammo on wielder
|
Changes
Removed explosive damage vulnerability
Increased health restored by health kits while <50% health from 125/63/25 to 125/95/40
Changed the size of ammo packs dropped by enemies killed from medium to small
Reduces max primary ammo from 24 to 12
|
Problem
Dying from explosive classes is sometimes too much risk for picking up the health kits dropped by enemies.
Solution
The explosive vulnerability was replaced with ammo penalties to keep Scout limited in how often he can fight without lowering his survivability.
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Fan O'War
On Hit: One target is Marked-For-Death for 15 seconds
On Hit: Wielder is cleansed of all debuffs
Honorbound: Once drawn, sheathing without marking a target sets Marked-For-Death on wielder
-75% damage penalty
|
Changes
Attacks remove all debuffs from the wielder
No longer deals critical damage when it mini-crits
Applies Marked-For-Death to the wielder for 15s if holstered while there is no actively marked target
|
Problem
TODO
Solution
TODO
|
Sandman
Alt-Fire: Launches a baseball that dazes the target and inflicts Marked-For-Death for 3 seconds
Gain a 4 second speed boost upon the death of a marked enemy
-10% slower move speed on wielder
|
Changes
Changed duration of ball remaining on the ground when launched from 10s (4s) to 8s (8s)
Increased ball base damage from 15 to 35
Removed max health penalty
Ball deals mini-crit damage on a moonshot
Ball now applies 'dazed' to enemies on impact, providing a 4s speed boost when killed
Taunt kill now stuns hit enemies
Reduced ball lauch rate from 0.25s to 0.5s
Ball no longer deals bonus damage at long ranges
Ball no longer slows enemies on impact
Reduced movement speed from 400hu/s to 360hu/s
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Problem
TODO
Solution
TODO
|
Sun-on-a-Stick
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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Wrap Assassin
Alt-Fire: Launches a festive ornament that shatters on impact inflicting bleed for 5 seconds
+100% max misc ammo capacity
-65% damage penalty
-15 max health on wearer
|
Changes
Moonshots now play a custom festive sound effect
Increased max bauble count from 1 to 2
Removed the faster recharge rate bonus
Reduced max health on wearer from 125 to 110
Reduced bauble base damage from 15 to 12
Reduced bauble lauch rate from 0.25s to 0.5s
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Problem
TODO
Solution
TODO
|
Soldier |
Air Strike
On kill, gain 2 reserve rockets, up to 4. Reload while clip is full to overload chamber with reserve rockets.
-15% blast damage from rocket jumps
+65% faster firing rate while rocket jumping
+20% faster projectile speed while rocket jumping
-15% damage penalty
-20% explosion radius
|
Changes
Rocket jumping no longer reduces blast radius
Increased projectile speed while rocket jumping from 1100hu/s to 1320hu/s
Changed on kill bonus from a permanent clip size increase to single-use clip overload mechanic
Reduced base blast radius from -10% to -20%
|
Problem
The hard snowball this weapon can achieve can be overbearing.
Its conditional stats also make it a little hard to read how rockets preform.
Solution
The permanent clip size increase was change to a temporary one.
To gain a higher clip size, you now have to commit to expending your resource and keep getting kills to keep it high.
A faster rocket travel time was given in compensation and helps land hits better in the air.
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Beggar's Bazooka
Clip starts empty. Load up to 3 rockets by holding down the fire key and release to fire the entire clip. Overloading the chamber will cause a misfire.
+70% faster firing rate
+3 degrees random projectile deviation
-20% explosion radius
30% slower reload time
No ammo from dispensers when active
|
Changes
Firing rate bonus no longer hidden
Reload time penalty no longer hidden
Rockets now always deviate by 3 degrees
|
Problem
TODO
Solution
TODO
|
Black Box
On Hit: Gain up to +20 health per attack
-25% smaller clip size
|
Changes
Attacks that kill will always restore 20 health
|
Problem
TODO
Solution
TODO
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Cow Manlger 5000
Alt-fire: Charge up an attack that penetrates enemies, deals mini-crit damage and disables buildings for 4 seconds. Consumes the entire clip on use.
Does not require ammo
+40% faster projectile speed
-25% smaller clip size
-33% damage penalty against buildings
Minicrits whenever it would normally crit
|
Changes
Increased movement speed while charging the next attack from 80hu/s (67% slow) to 120hu/s (50% slow)
Increased damage vs buildings from 18 to 60
Charge attack now penetrates enemies
Increased projectile speed from 1100hu/s to 1540hu/s
Reduced clip size from 4 to 3
Charge attack no longer sets enemies on fire
|
Problem
The alt-fire attack has a lot of commitment, but can easily be interupted by factors such as enemies and allies getting in the way or the projectile being reflected.
Solution
All of the buffs will hopefully make the weapon more versatile.
The inclusion of penetrating enemies (and allies) and projectile speed will make hitting your intended target easier.
A clip size penalty allows you to fire charge shots more often in exchange for less damage output in regular combat scenarios.
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Direct Hit
+80% projectile speed
+25% damage bonus
Deals mini-crit damage against targets launched airborne by explosive or pressurized blasts
-70% explosion radius
+25% damage to self
|
Changes
Fixed splash bonus/penalty properties not being retained when reflected by pressurized air blasts
Rockets fired from this weapon deal 25% more damage to the user
|
Problem
TODO
Solution
TODO
|
Liberty Launcher
-25% blast damage from rocket jumps
+25% larger clip size
+10% faster firing rate
-25% damage penalty
|
Changes
Reduced attack interval from 0.8s to 0.72s
Rockets no longer travel 40% faster
|
Problem
The faster rockets and lower damage makes it a crutch and changes how chaining rocket jumps is done.
Solution
Since the Cow Mangler is adopting the faster projectile speed, a new upside will be considered.
Faster firing speed can better justify the massive damage penalty while also giving more potential to rocket jumps.
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Battalion's Backup
Build 'Rage' by dealing damage. On full Rage, play a bugle call to give a defensive buff to nearby allies
+20 max health on wearer
Rage provides critical damage immunity and 35% damage resistance
|
Changes
Fixed being able to delay the banner activation by holding down the fire key
Reduced damage requirement from 600 to 540
Reduced sentry damage resistance from 50% to 35%
|
Problem
TODO
Solution
TODO
|
Buff Banner
Build 'Rage' by dealing damage. On full Rage, play a bugle call to give an offensive buff to nearby allies
+25% health from pickups on wearer
Rage causes attackers to deal mini-crit damage
|
Changes
Fixed being able to delay the banner activation by holding down the fire key
Reduced damage requirement from 600 to 540
Increased healing from pickups to 200/125/50
|
Problem
TODO
Solution
TODO
|
Concheror
Build 'Rage' by dealing damage. On full Rage, play a bugle call to give a supportive buff to nearby allies
+4 health regenerated per second on wearer
Rage grants a speed boost and restores health to attackers for 35% of damage dealt
|
Changes
Fixed being able to delay the banner activation by holding down the fire key
Increased damage requirement from 480 to 540
|
Problem
TODO
Solution
TODO
|
Gunboats
-60% blast damage from rocket jumps
|
Changes
No change
|
Reason
Remained as one stat since 2010. They might have nailed this one.
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Mantreads
Deals 3x falling damage to enemies you land on
-50% damage taken from falling on wearer
-75% reduced knockback while blast jumping
+25% faster falling acceleration
|
Changes
Wearer takes 50% less falling damage
Knockback reductions only apply while blast jumping
Removed the increased air control bonus
Increased falling acceleration from 800hu/s to 1000hu/s
|
Problem
TODO
Solution
TODO
|
Reserve Shooter
Deals mini-crit damage against enemies launched airborne by explosive or pressurized blasts
+15% more accurate
-50% smaller clip size
|
Changes
Removed from the Pyro's arsenal
Increased accuracy of spread by 15%
Reduced clip size from 4 to 3
Removed deploy time bonus
|
Problem
The weapon functionally and conceptionally does not work on Pyro.
Aside from that, some tweaking could be in order to make the weapon more interesting.
Solution
A reduced bullet spread can reward good aim and punish bad aim even more. The clip size reduction will make its sustainability issue even more apparent.
Author's Note: Removed from the Pyro's arsenal
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Righteous Bison
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Disciplinary Action
+50% longer melee range
On Hit Teammate: Grants a speed boost to the wielder and the targeted ally for up to 4 seconds
25% damage penalty
25% damage vunerability while blast jumping on wielder
|
Changes
Melee range bonus is no longer hidden
Speed boost duration stacks up to 4s
Reduced melee range from +70% to +50%
Wielder takes 25% more damage while blast jumping
|
Problem
TODO
Solution
TODO
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Equalizer
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Escape Plan
When weapon is active:
Movement speed increases as health decreases
Wielder is Marked-For-Death until weapon is holstered
-90% less healing from Medic sources
|
Changes
No change
|
Reason
The Escape Plan is a great utility option that has been used for years.
Its capabilities are well-tuned, without being a direct upgrade to stock.
While its likely the best Soldier melee, other options should be improved upon instead of unnecessarily changing this one.
|
Market Gardener
Deals critical damage while blast jumping
This weapon holsters 25% slower
-15% slower firing rate
|
Changes
Reduced attack interval from 0.96s to 0.92s
Increased holster time from 0.5s to 0.625s
|
Problem
The slower firing rate penalty does not mean much when this weapon isn't meant for constantly swinging.
Though it requires a rocket jump and skill, there should be something a bit more substantial to hold it back.
Solution
A holster penalty allows the enemy more time to retaliate and punish a missed garden.
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Pyro |
Flame Thrower
Alt-Fire: Release a pressurized blast of air that pushes enemies, reflects projectiles and extinguishes allies
|
Changes
Changes apply to all Flame Throwers
'Airblast function' stat is no longer hidden on unlocks
'Afterburn reduces healing' stat is now hidden
Reflected projectile hits now play a custom sound
Extinguishing an ally replenishes 50% of the cost
Improved the damage ramp-up (temperature) system
Reflected projectiles no longer deal mini-crit damage
Extinguishing an ally no longer heals 20 health
Airblasts now use a pressure system
|
Reason
A lot has been changes have been made for the flame thrower, as at lot of its features are not easily understood and questionably balanced.
The big change that is not talked about somewhere else on this document is the removal of mini-crit boosted reflects.
The Pyro is already rewarded by avoiding the damage and dealing it back, so the mini-crit seems to be overkill.
I will note that this might be changed or even reverted, but I wanted to see if others felt the same way.
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Backburner
Alt-Fire: Release a pressurized blast of air that pushes enemies, reflects projectiles and extinguishes allies
Targets hit from behind are Marked-For-Death
+150% airblast cost
Airblast inflicts knockback on user
|
Changes
Back hit detection made slightly more lenient
Airblasts released midair apply knockback to the wielder in the opposite direction
Applies the Marked-For-Death effect for 4s against targets hit from behind
Removed critical hits from behind bonus
|
Problem
While its simplistic design is cherished, changes to the base flame thrower may make this a bit strong, especially if back hit detection is improved.
Solution
The Marked For Death effect seems like a decent replacement for the critical hits as an ambush will not end the moment the enemy turns around.
Your allies can even assist or follow up after you.
Self-knockback from airblasts was also added to help out with flanking.
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Degreaser
Alt-Fire: Release a pressurized blast of air that pushes enemies, reflects projectiles and extinguishes allies
This weapon deploys 60% faster
This weapon holsters 30% faster
-33% slower temperature damage ramp-up
-40% max ammo capacity
|
Changes
Removed afterburn damage penalty
Removed airblast cost penalty
Reduced max ammo from 200 to 120
Increased time needed to reach max temperature damage ramp-up from 0.9s to 1.2s
|
Problem
Afterburn damage can be overwritten by another weapon, which this weapon already incentivizes.
The airblast cost also seems neglible.
Solution
Lowering max primary ammo tackles the airblast usage much better than a flat airblast cost, as it provides less ammo from pickups dropped from kills.
That change, as well as a slower temperature ramp-up penalty, will disuade long term use and further encourage combos.
|
Dragon's Fury
Launches a pressurized, high-speed fireball that briefly ignites every enemy it passes through
Alt-Fire: Release a pressurized blast of air that pushes enemies, reflects projectiles and extinguishes allies
Max repressurization time decreased by 60%
+50% repressurization rate on hit
-50% repressurization rate on Alt-Fire
66% damage penalty against non-burning targets
Fireballs and airblasts require and consume full pressure
|
Changes
No change
Restructered stat card for clarity
Improved projectile to be less visually noisy
|
Reason
The Dragon's Fury is a decent alternative to Pyro's typical kit.
There may be some minor tweaks and visual clarity issues that need to be tackled, but the weapon itself is in a pretty good spot.
The stat card was restructured to make it easier to understand what it does while also addressing Pyro's base changes.
|
Phlogistinator
Alt-Fire: Release a blast of electricty that deals damage based on temperature and deletes projectiles
Build 'Mmmph' by dealing constant fire damage
+50% max temperature
-10 ammo per projectile destroyed
Temperature is based on meter instead of per target
|
Changes
Temperature is solely based on Mmmph built and ignores individual target temperature values
Mmmph takes 350 non-afterburn damage to fill
Mmmph only builds from primary damage
Mmmph drains at 20%/s if no enemies are on fire
Removed the 'No Airblast' penalty
Airblast deals deals 10-30 typeless damage
Airblast kills electrocute ragdolls
Airblast no longer pushes back enemies
Airblast no longer extinguishes allies
Airblast deletes projectiles instead of reflecting them
Each projectile deleted consumes 10 additional ammo
|
Problem
Lack of airblast for free crits is hyperpolarizing, and is further exacerbated by being ubered with a Medic.
Solution
Both the upsides and downsides have been heavily reigned in.
The critical hits from Mmmph has essentially turned into a bonus damage meter that encourages you to keep pushing in.
The airblast was brought back, but neutered in most aspects.
However, it does come with the quirk of being able to delete stickybombs.
|
Detonator
Launches a flare, igniting enemies on impact
Alt-Fire: Detonate flare
Deals mini-crit damage against burning targets
25% damage penalty
+25% damage to self
-33% afterburn duration from splash hits
This weapon reloads while not active
|
Changes
Reduced damage taken to self from 23-44 to 17-32
Reduced afterburn duration on splash from 7.5s to 5s
|
Problem
The ability to always hit your target is quite strong.
Being able to apply afterburn to group of enemies makes this even stronger.
Solution
An afterburn duration penalty was added to make easier hits even less rewarding.
|
Flare Gun
Launches a flare, igniting enemies on impact
Deals critical damage against burning targets
This weapon reloads while not active
|
Changes
No change
Restructered stat card for clarity
|
Reason
The Flare Gun is fitting and well-designed.
Long range harassment that requires good aim is a good trade for the shotgun's sustain and reliable damage.
|
Gas Passer
Gas meter builds with damage done and/or time
Does not refill from resupply cabinets
Gas meter starts empty
Creates a horrific visible gas cloud that coats enemies with a flammable liquid, which then explodes into an inferno if they take damage (even enemy Pyros!)
|
Changes
Reduced recharge time needed from 60s to 40s
Changed the effect the gas debuff applies when triggered by damage taken from afterburn to inferno
Explodes on ignite, dealing 20 damage to each enemy within the gas cloud
No longer extinguishes allies
Recharge progress resets on respawn
|
Problem
The gas meter takes an extraordinary amount of effort to fill and the effect is subpar.
It is able to apply afterburn to a group of enemies and deny area, but isn't hugely threatening on its own.
Solution
The meter recharge has been greatly improved to help it be more applicable.
Applying the inferno effect and a soft version of the 'explode on ignite' upgrade from MvM will also certainly make it more threatening to a large groups of enemies.
|
Manmelter
Launches a flare, igniting enemies on impact
Alt-Fire: Creates a vacuous suction that continuously extinguishes burning allies
Deals critical damage against burning targets
Builds 'Melt' from overkill afterburn and exintguishing allies, providing a +100% damage bonus once full
Does not require ammo
+50% faster projectile speed
20% damage penalty
10% slower firing rate
This weapon reloads while not active
|
Changes
Melt is built from any remaining afterburn damage from killed targets or from extinguishing allies
Melt requires a total of 15 afterburn ticks to fill
Full Melt increases damage on the next flare by 100%
Burning targets take critical damage
Alt-fire no longer grants critical hits
Reduced base damage from 30 to 24
Increased attack interval from 2s to 2.2s
|
Problem
The only way to farm crits being to extinguish allies is extremely one-dimensional.
Solution
Now it puts the agency in your hands.
Filling up a meter to deal double damage through your own gameplay can now reach a damage value higher than the flare gun.
|
Scorch Shot
Launches a flare, igniting enemies on impact
100% mini-crits vs burning players
Flares bounces once before exploding on ground
-25% damage penalty vs players
-33% afterburn duration from splash hits
This weapon reloads while not active
|
Changes
Flare bounces off terrain and players upon impact and then explodes on the second impact
Increased damage against players from 20 to 23
Increased damage against buildings from 20 to 30
Removed self damage force penalty
Removed knockback on hit bonus
Reduced afterburn duration on splash from 7.5s to 5s
|
Problem
The Scorch Shot does so many things and half of said things are annoying.
Knockback, double hit, free ground hits, worse flare jumps, and easy sticky removal.
Solution
These changes remove most of the weapon's features, while focusing on the least annoying and most interesting feature: the double hit.
The flare now bounces, creating oppurtunies to take advantage of, similarly to grenades.
It also becomes dangerous to Sentry Guns, dealing 60 damage per flare instead of 30.
|
Thermal Thruster
Fires a short-duration pressurized blast that launches the wearer and knocks back enemies upon landing.
Flight distance increases with more pressure built.
Knockback vulnerability increased by 50% while in-flight.
Deals 3x falling damage to enemies you land on
-50% damage taken from falling on wearer
+50% max primary ammo on wearer
-25% repressurization rate on wearer
Consumes all pressure on use
|
Changes
Added the ability to re-launch while already in-flight
Reduced total cooldown time from 30s to 24s
Knockback vulnerability only occurs while in-flight
Reduced deploy and retract times from 1.3s to 0.875s
Increases max primary ammo from 200 to 300
Launching consumes all pressure
Distance is based on pressure consumed, with default distance at full pressure and a minimum distance of 20%
Extinguishing an ally does not refund pressure
Reduced repressurization rate from 25%/s to 20%/s
Re-lauch must be off cooldown to recharge (1.5s)
|
Problem
Utilizing this tool is slow and clunky.
While its a great mobility tool, it makes combat significantly harder with the lack of a secondary weapon and taking increased knockback (hidden stat).
Solution
The attempt with these changes are to make the Thermal Thruster more reliable to use and not impede too much on combat.
The ties to pressure makes airblasting worse off, encouraging a more ambush-heavy playstyle.
|
Axtinguisher
Extinguishes burning enemies on hit and deals the remaining afterburn as bonus damage
Deals mini-crit damage against burning enemies
Gain a speed boost for 4 seconds upon killing a burning enemy with this weapon
-25% damage penalty
-50% afterburn damage on wielder
This weapon holsters 35% slower
|
Changes
Changed bonus damage scaling from 86-167 to 72-174
Increased base damage from 44 to 49
Reduced afterburn damage on wielder from 4 to 2
Axtinguisher bonus damage calculation ignores the afterburn penalty (calculated as 4, not 2)
|
Problem
Its only real downside is extinguishing people you dont kill.
A damage and holster penalty hardly means anything for a high-burst damage tool.
Solution
Alongside damage tweaks to not have a minimum of 85 damage dealt to burning targets, a universal afterburn damage penalty was added to give it a proper downside.
With less threatening afterburn, utilizing this weapon is encouraged to circumvent the damage loss.
|
Back Scratcher
On Hit: Inflict bleed for 5 seconds
+15% damage bonus
+50% health from pickups on wielder
-50% ammo from pickups on wearer
-75% health from healers on wearer
|
Changes
-75% health from the Crusader's Crossbow
Attacks inflict bleed for 5s
Reduced base damage from 81 to 75
Reduced ammo obtained from pickups from 100%/50%/20% to 50%/25%/10%
|
Problem
The passives make flanking Pyro better, but a less healing from healers peanlty is not enough to keep the upsides in check, especially when you are not even interacting with Medics and Engineers.
Solution
Less ammo from pickups is a more direct downside that impacts the gameplay of Pyro.
Bleed on hit was added to make the melee a tad more threatening.
|
Homewrecker
When weapon is active:
+100% damage bonus vs buildings
20% damage resistance on wielder
-50% reduction in push force taken from damage
-10% movement speed on wielder
This weapon malforms sappers on hit and will deploy and holster slower
|
Changes
Removed 'damage vs players' penalty
Hammer type weapons now malform sappers on hit
Reduced damage taken by 20% while active
Reduced knockback taken by 50% while active
No longer destroys sappers
Reduced movement speed while weapon is active from 300hu/s to 270h/s
Reduced deploy and holster time from 0.5s to 0.875s
|
Problem
The homewrecker is stereotypically used for solely for removing sappers.
It lacks depth and onykl exists to make Spy's counter even harder of a counter.
Solution
Change destroying sapper on hit to a lesser effect.
Hits now prevent sappers from dealing damage, but still keep the building its attached to disabled.
This allows the Spy's team to follow up or give the Engineer enough time to return to his buildings.
The building destruction aspect of the weapon is more leaned into now with resistances to damage and knockback while deployed.
|
Hot Hand
This weapon performs two slaps in quick succession
This wepaon deploys 40% faster
Deploying this weapon triggers an attack
On Hit: Gain a speed boost with each slap adding +2s
-60% damage penalty
Minicrits whenever it would normally crit
|
Changes
Damage penalty adjusted to be more accurate
Increased speed boost duration per hit from 1s to 2s
Reduced deploy time from 0.5s to 0.3s
Deployment performs one slap instantly with a internal cooldown of 0.5s
Speed boost on hit now stacks (up to 8s)
Reduced damage from 56 (28) to 52 (26)
Critical hits deal mini-crit damage
|
Problem
The speed boost is way to short to be meaningful in any way, especially with how the slaps line up.
Solution
Increasing the speed boost and allowing it to stack would be very fun.
Slap someone a couple of times and run to the next victim.
An instant slap mechanic was added to give the weapon some flair over other options and to potentially be a useful combo weapon.
|
Neon Annihilator
Build 'Revenge' when your targets are extinguished
Gain a guaranteed critical hit when 'Revenge' is full
Deals mini-crit damage against wet targets
-35% damage penalty vs players
Critical damage will cause an explosion
This weapon malforms sappers on hit and deploys and holsters slower
|
Changes
Builds Revenge, dealing critical damage when full
Extinguished enemies contribute 33% charge
Only a single revenge crit can be stored
Critical damage from this weapon triggers an explosion that deals 25 explosive damage within 192hu
The explosion harms the wielder as well
Hammer type weapons now malform sappers on hit
Reduced base damage vs players from 52 to 42
Changed 'Critical hits vs wet players' to minicrits
No longer destroys sappers
Decreased deploy and holster time from 0.5s to 0.875s
|
Problem
The critical hits against wet targets is not a horrible gimmick, but it is not practical in the slightest.
The sapper removal stat is also uninspiring.
Solution
Keeping the idea, the melee has been improved into a 'punish extinguishes' weapon.
Removing the Pyro's afterburn too frequently will result in instant death if not careful.
The Pyro should also be careful, as releasing this powerful strike harms them as well!
|
Powerjack
When weapon is active:
+15% move speed on wielder
20% damage vulnerability on wielder
Wielder ignites for 4s upon taking damage
This weapon malforms sappers on hit and will deploy and holster slower
|
Changes
Hammer type weapons now malform sappers on hit
No longer grants 25 health on kill
Taking damage while active applies afterburn for 4s
Decreased deploy and holster time from 0.5s to 0.875s
|
Problem
The speed the powerjack provides has no real cost outside of using it for too long.
As a result has been the most used melee option for Pyro, but purely passive.
Solution
TODO
|
Sharpened Volcano Fragment
On Hit: Target is engulfed by an inferno and becomes more susceptible to fire for 7.5 seconds
25% damage vulnerability while active
-20% damage penalty
|
Changes
Changed on hit effect from afterburn to inferno
Wielder takes 25% more damage while active
|
Problem
Giving the class, that can easily apply afterburn, a melee that solely applies afterburn on hit is completely redundant and uninteresting.
Solution
The melee was made into a great opener.
By applying inferno, your ranged fire damage becomes much more dangerous.
Unlike the Gas Passer, this is limited by range and selective targeting but unlimited in availability.
|
Third Degree
On Hit: All nearby ignited targets are hit
On Kill: Target triggers a fiery explosion
Melee damage is affected by range
-15% firing rate
-15% damage penalty
|
Changes
Psuedo-hit damage is affected by range, beginning fall-off at 512hu, decreasing to 50% damage at 1024hu and dealing no damage past 1024hu from the initial target
Hit targets are no longer connected via Medigun beams and instead are connected via afterburn status
Killing an enemy causes a 20 damage explosion that ignites all enemies with 192hu
Reduced base damage from 65 to 55
Reduced attack interval from from 0.8s to 0.92s
|
Problem
This is another weapon that strictly hard counters a single class, leading it to be one-dimensional.
Solution
The psuedo-hit effect has been extended to any burning enemy, potentially catching out anyone who manages to escape your flamethrower range.
Targets who are killed by this weapon will also apply the afterburn to other nearby targets.
A deadly chain reaction!
|
Demoman |
Boots
Bootlegger and Ali Baba's Wee Booties
+15 max health on wearer
+10% faster move speed on wearer (shield required)
+200% increase in turning control while charging
Melee kills refill 25% of the shield charge meter
|
Changes
Melee kills now include shield kills
Reduced max health on wearer from 200 to 190
|
Problem
TODO
Solution
TODO
|
Loch-n-Load
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Loose Cannon
Launches cannonballs that deal increased knockback on impact. Cannonball fuses can be primed to explode early by holding down the fire key.
-55% shorter fuse time on cannonballs
-25% damage to self
Cannonballs do not explode on impact
Double Donk! Cannonball explosions will deal mini-crit damage to victims it impacts with
|
Changes
Projectile speed stat is now hidden
Fixed being able to 'stun' players with the knockback
Cannonballs fired from this weapon deal 25% less damage to the user
|
Problem
TODO
Solution
TODO
|
Iron Bomber
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Shields
Alt-Fire: Charge forward with great speed, dealing damage on impact. Charging removes debuffs and grants critical melee damage based on distance.
|
Changes
Changes apply to all Shields
Shields can trigger effects that are melee-specific
Shield impact damage no longer requires scaling up to maximum damage with distance
Shield impact damage deals mini-crit damage if distance charged grants a critical melee attack
Reduced base damage from 50 to 35
|
Reason
The shield bash impact damage scaling was hard to pinpoint, as it is influenced by the movement of both you and your target.
Reverting the shield bash damage to be a set amount at any distance will make its damage more expected.
The base damage was reduced to account for this revert while keeping its vanilla value for long distance charges in the form of a mini-crit boost.
|
Chargin' Targe
Alt-Fire: Charge forward with great speed, dealing damage on impact. Charging removes debuffs and grants critical melee damage based on distance.
Immune to debuffs while charging
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer
|
Changes
Immune to new debuff applications while charging
|
Reason
A small quality of life buff was given to just this shield to pay homage to the old Immune to Afterburn stat it once had.
Any debuffs that you can purge with the shield cannot be applied to you while you are charging.
|
Quickiebomb Launcher
Alt-Fire: Detonate all stickybombs
Able to destroy enemy stickybombs
-0.2 second faster stickybomb arm time
Max charge time decreased by 70%
Charging increases damage up to +35%
-15% damage penalty
-50% smaller clip size
|
Changes
No change
|
Reason
TODO
|
Scottish Resistance
Alt-Fire: Detonate stickybombs near the crosshair
+35% max ammo capacity
Charging increases stickybomb fired up to +2
+4 max active stickybombs
Stickybombs only arm when sticking to a surface
Stickybombs that unstick must rearm
|
Changes
No longer detonates stickybombs at your feet
Removed stickybomb arm time penalty
Charging the launcher also increases the amount of stickybombs fired by +1 every 2 seconds, up to a total of 3
Reduced max ammo capacity from 36 to 32
Reduced max stickybombs out from 14 to 12
Removed ability to destroy enemy stickybombs
Removed firing rate bonus
Stickybombs only begin arming once they stop moving and must rearm if moved again
|
Problem
While the Scottish Resistance is not terrible to use, it struggles with situations that the demoman is supposed to be equipped for, such as building destruction.
Solution
A rework was attempted to keep the fundamentals of the weapon, but approaching it differently.
The biggest change being the firing speed bonus being replaced by a charge mechanic that can fire multiple stickybombs at once.
Setting up traps and destroying buildings can now be done more fluidly and in a unique way.
|
Splendid Screen
Alt-Fire: Charge forward with great speed, dealing damage on impact. Charging removes debuffs and grants critical melee damage based on distance.
Shield bashes refill 20% of the shield charge meter
+20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+85% increase in charge impact damage
|
Changes
20% of the charge meter is restored immediately after a successful shield bash against an enemy
Reduced base damage from 85 to 65
Removed bonus recharge rate for charge meter
|
Problem
While not overpowered, its upsides made it significantly better than the other shields. The increased damage and mobility are more valuable than increased resistances, especially when they are passive.
Solution
The base damage was reduced to stock melee damage and the mobility is no longer passive.
Instead, faster shield recharges are rewarded by bashing an enemy target, making usage outside of combat equally as viable as the other shields.
|
Tide Turner
Alt-Fire: Charge forward with great speed, dealing damage on impact. Charging removes debuffs and grants mini-crit melee damage based on distance.
+15% fire damage resistance on wearer
+15% explosive damage resistance on wearer
Full turning control while charging
Melee kills refill 75% of the shield charge meter
0.5 second decrease in charge duration
|
Changes
Melee kills now include shield kills
No longer loses charge duration from taking damage
Reduced total charge duration from 1.75s to 1.25s
|
Problem
Losing charge duration when taking damage seems to be a fair compromise on paper, though in practice it can be very frustrating to account for.
Solution
The Tide Turner now just has a lower charge duration by default, as it wasnt used that much for full charges unless you were making use of the full turning control.
|
Claidheamh Mòr
When weapon is active:
0.5 second increase in charge duration
-15 max health on wielder
This weapon has increased melee range and will deploy and holster slower
Gives increased speed with every head you take
|
Changes
Removed damage vulnerability penalty
Collects heads that grant +8% movement speed each
No longer refills charge on kill
Reduced max health from 175 to 160
|
Problem
TODO
Solution
TODO
|
Eyelander
When weapon is active:
+20% damage resistance while shield charging
20% slower firing rate
This weapon has increased melee range and will deploy and holster slower
Gives increased max health with every head you take
|
Changes
While active, charging with a shield grants +20% resistance to all incoming damage
Removed max health penalty
Increased attack interval from 0.8s to 0.96s
Collected heads no longer grant bonus movement speed or bonus bash damage
|
Problem
TODO
Solution
TODO
|
Persian Persuader
Melee hits refill 20% of the shield charge meter
Ammo pickups will refill the shield charge meter
-50% max primary ammo on wielder
-50% max secondary ammo on wielder
This weapon has increased melee range and will deploy and holster slower
|
Changes
Melee hits now include shield bashes
Increases max primary ammo from 3 to 8
Increases max secondary ammo from 5 to 12
|
Problem
TODO
Solution
TODO
|
Scotsman's Skullcutter
When weapon is active:
Shield bashes deal mini-crit damage at any distance
-15% movement speed on wielder
This weapon has increased melee range and will deploy and holster slower
Gives increased damage with every head you take
|
Changes
Changed the movement speed penalty to not apply to the speed given by shield charging
Shield impact damage deals mini-crit damage if distance charged grants a boosted melee attack
Collects heads that grant 10% bonus damage each
While weapon is active, shield bashes deal maximum base damage regardless of distance
Removed damage bonus
|
Problem
TODO
Solution
TODO
|
Ullapool Caber
The first hit will cause an explosion
+25% self damage on wielder
-35% damage penalty
|
Changes
Damage penalty stat is no longer hidden
Increased explosion damage from 75 to 100
While intact, taunt kills and triggers the explosion
Removed firing rate penalty
Removed deploy speed penalty
Reduced base damage from 55 to 42
Increased all self-inflicted damage by 25% on wielder
|
Problem
TODO
Solution
TODO
|
Heavy |
Minigun
Damage and accuracy improves briefly after spin up
|
Changes
Changes apply to all Miniguns
Damage and accuracy ramp-up stat added for clarity
Crosshair updates as accuracy improves for clarity
Spin down time now matches spin up time
Minigun can be holstered during spin down time
|
Problem
TODO
Solution
TODO
|
Brass Beast
+20% damage bonus
25% damage resistance while at low health and spun up
Immune to movement-impairing effects while spun up
50% slower spin up time
-60% slower move speed while deployed
Damage and accuracy improves briefly after spin up
|
Changes
Increased damage resistance from 20% to 25%
The wielder is immune to all knockback and slow debuffs while fully spun up
|
Problem
TODO
Solution
TODO
|
Huo-Long Heater
Creates a ring of flames while spun up
On Kill: Target explodes and ignites nearby enemies
+15% damage bonus vs burning targets
-15% damage penalty vs non-burning targets
+3 ammo consumed per second while spun up
Damage and accuracy improves briefly after spin up
|
Changes
Damage penalty only applies to non-burning targets
Increased damage done against burning targets from 10.125 (40.5) to 10.35 (41.4)
Killing an enemy creates an explosion, dealing damage and igniting other enemies within 256HU
Increased damage done against non-burning targets from 8.1 (32.4) to 7.65 (30.6)
Reduced ammo consumption rate from +4 to +3
Fixed damage bonus affecting afterburn damage
|
Problem
TODO
Solution
TODO
|
Natascha
+25% faster move speed while spun up
10% damage resistance while spun up
+50% max ammo capacity
25% less accurate
30% slower spin up time
Damage and accuracy improves briefly after spin up
|
Changes
Damage resistance no longer has a health threshold
Removed damage penalty
Increased movement speed while weapon is spun up from 110hu/s (52% slow) to 138hu/s (40% slow)
Increased max ammo from 200 to 300
Damage resistance reduced from 20% to 10%
No longer slows on hit
This weapon is 25% less accurate
|
Problem
TODO
Solution
TODO
|
Tomislav
Silent Killer: No barrel spin sound
+20% faster spin up time
20% more accurate
-30% slower firing rate
|
Changes
No longer requires 1s of spin up time to reach maximum damage and accuracy ramp-up
Increased attack interval from 0.125s to 0.135s
|
Problem
TODO
Solution
TODO
|
Buffalo Steak Sandvich
Eat to regain up to 120 health and gain a speed boost and deal mini-crit damage for 12 seconds
Alt-fire: Share with a friend! (Medium Health Kit)
On Melee Kill: Refresh effect duration
Honorbound: The consumer cannot swap to a primary weapon until killing with a melee weapon
Deploying a primary weapon ends the effect
|
Changes
Changed the move speed bonus to a speed boost
Increased consumption healing from 0 to 120
Changed locked-to-melee restriction to allow primary weapon deployment once a melee kill is earned
No longer locks max movement speed to 310hu/s
Removed damage vulnerability penalty
Effect duration resets to 12s on melee kill
Reduced effect duration from 16s to 12s
|
Problem
TODO
Solution
TODO
|
Dalokohs Bar
Eat to gain up to +50 max health and +10 health regenerated per second for 30 seconds
Alt-fire: Share with a friend! (Small Health Kit)
Consumption time decreased by 50%
50% less recharge time
|
Changes
Recharge rate bonus is no longer hidden
Overheal particles appear if current health is above base max health, not temporary max health
Max health bonus now builds and decays over 5s
Reduced consumption time from 4.3s to 2.3s
Effect also regenerates up to 10 health per second
Reduced consumption healing from 100 to 0
Increased recharge time from 10s to 15s
|
Problem
TODO
Solution
TODO
|
Family Business
No reload required
+20% faster firing rate
-20% damage penalty
-15% less max ammo capacity
|
Changes
Changed the clip size bonus to No Reload Required
Reduced attack interval from 0.531s to 0.5s
Reduced base damage from 5.1 to 4.8s
Reduced ammo count from 18 to 15
|
Problem
TODO
Solution
TODO
|
Sandvich
Eat to regain up to 300 health
Alt-fire: Share with a friend! (Medium Health Kit)
|
Changes
No change
|
Reason
Even its ingredients are well balanced.
|
Second Banana
Eat to regain up to 120 health
Alt-fire: Share with a friend! (Small Health Kit)
+100% max misc ammo capacity
Consumption time decreased by 50%
33% less recharge time
|
Changes
Healing effect penalty is now hidden
Reduced consumption time from 4.3s to 2.3s
Increased max lunchbox item count from 1 to 2
Increased recharge time from 10s to 20s
Reduced consumption healing from 200 to 120
|
Problem
TODO
Solution
TODO
|
Fists
Alt-fire: Throw a right hook punch
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Changes apply to all Fists
Alternating fists will allow you to swing 12% faster
Alternating successive hits between left and right punches will deal critical damage on the 3rd attack
All-class weapons will not have the Triple Hit Combo and instead act as a regular stock melee
|
Problem
TODO
Solution
TODO
|
Eviction Notice
Alt-fire: Throw a right hook punch
This weapon deploys 30% faster
+30% faster firing rate
+15% faster move speed while active
-20% damage penalty against low health targets
-60% damage penalty against high health targets
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Increased damage dealt to targets with <50% health from 26 to 52
Reduced deploy time from 0.5s to 0.35s
Removed the Speed Bonus On Hit stat
Increased attack interval from 0.48s to 0.56s (0.49s)
|
Problem
TODO
Solution
TODO
|
Fists of Steel
Alt-fire: Throw a right hook punch
-40% damage from ranged sources while active
+100% damage from melee sources while active
This weapon holsters 100% slower
-40% maximum overheal on wearer
-75% less healing from Medic sources while active
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Fixed the overheal penalty not applying while inactive
Fixed ÜberCharge rates not being reduced by the overheal penalty when healing a Heavy with this item
Removed the health from healers penalty
Reduces heal rate from medi guns and healing provided by the Crusader's Crossbow by 75% while active
|
Problem
TODO
Solution
TODO
|
Gloves of Running Urgently
Alt-fire: Throw a right hook punch
+30% faster move speed while active
This weapon holsters 50% slower
Maximum health drains down to 100 while active
Triple Hit Combo! Successive punches with alternating attacks will deal mini-crit damage on the 3rd punch
|
Changes
The 3rd hit in a Triple Hit Combo deals mini-crit damage instead of critical damage
|
Problem
TODO
Solution
TODO
|
Holiday Punch
Alt-fire: Throw a right hook punch
On Hit: Forces targets wielding this item to laugh
Critical hits force the target to laugh
10% faster firing rate
This weapon deals no damage
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Critical hits against airborne targets will force them to laugh upon landing
Reduced attack interval from 0.8s to 0.72s (0.63s)
No longer deals critical damage from behind
Reduced base damage from 65 to 0
|
Problem
TODO
Solution
TODO
|
Killing Gloves of Boxing
Alt-fire: Throw a right hook punch
On Kill: Deal critical damage for 5 seconds
+15% damage bonus
25% slower firing rate
Triple Hit Combo! Successive punches with alternating attacks will deal mini-crit damage on the 2nd punch and critical damage on the 3rd punch
|
Changes
Deals mini-crit damage on the 2nd successive punch
Increased base damage from 65 to 75
Increased attack interval from 0.96s to 1s (0.875s)
|
Problem
TODO
Solution
TODO
|
Warrior's Spirit
Alt-fire: Throw a right hook punch
+30% damage bonus
+75 health restored on kill
-33% healing from health pickups
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Increased health restored on kill from 50 to 75
Removed damage vulnerability penalty
Reduced healing from pickups to 200/100/40
|
Problem
TODO
Solution
TODO
|
Engineer |
Engineer Class
"Cooperative Engineering"
|
Changes
Building construction can only be boosted by one wrench, prioritizing the fastest boost
Reduced construction wrench boost speed by 50% for ally buildings owned by a different Engineer
Reduced upgrade rate for ally buildings owned by a different Engineer from 25 to 20 per swing
Increased repair costs for ally buildings owned by a different Engineer using a 2-to-1 health-to-metal ratio
|
Problem
TODO
Solution
TODO
|
Buildings
|
Changes
All buildings begin construction with 50 health
Reduced dispenser construction time from 21s to 12.5s
Reduced teleporter construction time from 21s to 15s
Reduced dispenser and teleporter redeployment modifier from +300% to +100% (matching Sentry Guns)
|
Problem
TODO
Solution
TODO
|
Frontier Justice
When your sentry gun is destroyed, gain 2 revenge crits for every sentry kill and 1 for every sentry assist
This weapon deploys 20% slower
-50% smaller clip size
Revenge crits are lost on death
|
Changes
Increased deploy speed from 0.5s to 0.6s
Reduced max revenge crits from 35 to 24
|
Problem
TODO
Solution
TODO
|
Rescue Ranger
Fires special bolts that can repair friendly buildings
Alt-Fire: Consume 100 metal to pick up and haul a targeted building from long range
4-to-1 health-to-metal ratio when repairing buildings
-33% smaller clip size
-33% max ammo capacity
Does not refill from resupply cabinets
Wielder is Marked-For-Death when hauling buildings
|
Changes
Restructered stat card for clarity
Reduced ammo penalty to keep count at 16
Ammo no longer refilled by resupply cabinets
|
Problem
TODO
Solution
TODO
|
Pomson 6000
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Widowmaker
On Hit: Damage dealt is returned as metal
No reload necessary
+10% firing rate vs your sentry's target
Uses metal for ammo, consuming 30 metal per shot
|
Changes
Can be deployed while out of metal
No longer holsters while out of metal
|
Problem
TODO
Solution
TODO
|
Short Circuit
TODO
|
Changes
TODO
Removed hidden damage penalty against buildings
Increased alt-fire attack interval from 0.5s to 0.75s
|
Problem
TODO
Solution
TODO
|
Wrangler
Take manual control of your Sentry Gun.
Wrangled sentries gain double firing rate and a shield that reduces damage and repairs by 50%.
Sentries are disabled for 3 seconds after becoming unwrangled.
20% vulnerability on wearer while active
|
Changes
Double firing rate stat is no longer hidden
Reduced shield damage resistance from 66% to 50%
Wielder takes 20% more damage while active
|
Problem
TODO
Solution
TODO
|
Eureka Effect
Press your reload key to choose between teleporting to spawn or your exit teleporter
+200% dispenser reach while active
-50% reduced metal cost for constructing and upgrading both dispensers and teleporters
Construction wrench boost speed decreased by 66%
20% less metal from pickups and dispensers
|
Changes
When choosing to teleport to an inactive exit, the exit briefly becomes active until the teleport is complete
Increases the wielder's dispenser range from 64hu to 192hu for the owner while the weapon is active
Extended 50% metal cost reductions to dispensers
Reduced wrench boost modifier from +75% to +50%
|
Problem
TODO
Solution
TODO
|
Gunslinger
+25 max health on wearer
Building construction speed increased by 150%
No speed penalty when hauling buildings
Replaces the Sentry with a Combat Mini-Sentry
Triple Hit Combo! Successive punches will deal critical damage on the 3rd punch
|
Changes
Increased movement speed while hauling buildings from 270hu/s (10% slow) to 300hu/s (no slow)
Extended build speed bonus to all buildings
|
Problem
TODO
Solution
TODO
|
Jag
Construction hit speed boost increased by 20%
+15% faster firing rate
-33% damage penalty
33% slower repair rate
|
Changes
Updated construction hit speed boost calculation from additive to multiplicative (unchanged)
Reduced base damage from 49 to 43
Increased repair rate penalty from 20% to 33%
|
Problem
TODO
Solution
TODO
|
Southern Hospitality
On Hit: Inflict bleed for 5 seconds
+50 max metal capacity on wearer
-20% slower firing rate
|
Changes
Removed fire damage vulnerability penalty
Increases max metal from 200 to 250
Increased attack interval from 0.8s to 0.96s
|
Problem
TODO
Solution
TODO
|
Pip-Boy
Construction PDA Reskin
|
Changes
Equippable in the Construction PDA slot
Functions as a stock Construction PDA
|
Reason
The Pip-Boy cosmetic item is essentially a Construction PDA, visually changing the HUD elements and adding animations when using it.
This change will also open up an additional cosmetic slot.
|
Medic |
Syringe Gun
Fires rapid-fire syringes that speed up out-of-combat healing recovery time when hitting allies
This weapon reloads while not active
|
Changes
Increased projectile speed from 1000hu/s to 1250hu/s
Passively reloads over time when fully holstered
Hitting an ally sets their recovery heal timer to 10s
Reduced max ammo from 150 to 120
|
Problem
Syringe Guns are a bit lacking in self-defense and could use some improvements.
With the introduction of the Crusader's Crossbow, the Syringe Guns have been overshadowed and Medic's role has evolved.
Solution
Syringe Guns have adopted the passive reload mechanic and have been given a healing utility that can prove useful for overheal and higher max health allies.
Syringe projectile speed has also been greatly increased to make self-defense noticably easier.
|
Blutsauger
Fires rapid-fire syringes that speed up out-of-combat healing recovery time when hitting allies
On Hit: Gain up to +3 health
-25% smaller clip size
-2 health regenerated per second on wearer
This weapon reloads while not active
|
Changes
Reduced clip size from 40 to 30
|
Reason
With base changes like passive reload and faster projectile speed, a clip size penalty was introduced to keep its combat capabilities in check.
|
Crusader's Crossbow
Fires special bolts that heal allies
-90% max ammo capacity
This weapon reloads while not active
|
Changes
No Headshots stat is now hidden
Reduced max ammo from 38 to 15
Now affected by 'health from healers' penalties
|
Reason
Emptying out an entire ammo reserve would take roughly 1 minute.
Reducing max ammo to 16 will make arrows less disposable and require some level of ammo management from the Medic.
An oversight has also been fixed where Medic could bypass healer penalties.
|
Overdose
Fires rapid-fire syringes that speed up out-of-combat healing recovery time when hitting allies
Movement speed increases as ÜberCharge is built
-25% damage penalty
This weapon reloads while not active
|
Changes
Reduced base damage from 9 to 8
|
Reason
The damage penalty is too small to be impactful. Increasing the penalty will make the damage loss more obvious, now decreasing syringe damage by 2 (from 1).
|
Medi Gun
ÜberCharge grants invulnerability for 8 seconds
|
Changes
Changes apply to all Medi Guns
ÜberCharge effect stat is no longer hidden
Changed debuff removal to expire 150% faster
|
Reason
Debuff removal via medibeams were changed to be less arbitrary.
|
Kritzkrieg
+25% ÜberCharge rate
ÜberCharge grants critical damage for 8 seconds
|
Changes
Increased taunt self-healing from 10 to 24
|
Reason
Since this is the only medi gun with no self preservation capabilities to offer, the self-healing from the taunt was made a little more viable in a pinch.
|
Quick-Fix
66% slower Übercharge drain rate on injured patients
+40% heal rate
+200% faster debuff removal
-25% ÜberCharge duration
50% max overheal
ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects
|
Changes
ÜberCharge effect allows blocking captures
Removed ability to mirror blast jumps with patient
No ÜberCharge duration penalty on patient switch
ÜberCharge effect now flashes for 1s after the duration ends or if the heal beam disconnects
Improved patient debuff removal from 5s to 2.5s
ÜberCharge drains 66% slower when healing patients with <100% health
Reduced base ÜberCharge duration from 8s to 6s
Removed ÜberCharge rate bonus
|
Problem
TODO
Solution
TODO
|
Vaccinator
While healing, provides a shared 10% resistance of the selected damage type. Reload to cycle resist types.
+75% ÜberCharge rate
-33% ÜberCharge rate on Overhealed patients
-66% Overheal build rate
ÜberCharge provides a healing bubble that resists 35% base damage and 65% crit damage of the selected type for 4 seconds. The ÜberCharge meter is split into 4 segments, each requiring 25% charge.
|
Changes
Bubbles remain on user when switching weapons
Increased bubble duration from 2.5s to 4s
Bubbled patients continue healing even if the heal beam is disconnected
Increased base ÜberCharge rate from 67% to 75%
Bubbles no longer allow objective captures
Reduced bubble damage resistance from 75% to 35%
Reduced bubble crit resistance from 100% to 65%
|
Problem
Bubbles simply gave way too much resistance to damage, effectively turning the primary damage type of any given class into chip damage.
Solution
The resistances granted by bubbles have been reduced significantly.
Some additional quality of life changes have also been made, including bubbles continuing to heal patients after the medibeam is disconnected from them.
This can help encourage the Medic to spread bubbles to multiple allies instead of pocketing one individual.
|
Amputator
Taunt to apply a healing effect to all nearby allies
+20% health from pickups on wearer
Taunt to apply a healing effect to all nearby allies
|
Changes
Reworked Medicating Melody taunt:
The taunt now loops and can be cancelled.
The taunt has a wind up animation, which has the Medic take a stance, and a wind down animation, which has the Medic take a bow.
Healing ability starts after the wind up animation and lingers for 1.5s after cancelling.
|
Problem
TODO
Solution
TODO
|
Solemn Vow
Allows wielder to see enemy health
+15% damage resistance while active
Wielder is Marked-For-Death upon dealing damage
'Do no harm.'
|
Changes
Removed firing rate penalty
Reduced damage taken by 15% while active
Attacking an enemy player with this weapon will apply Marked-For-Death to the wielder for 5s
|
Problem
While being able to see enemy health can be good, its not always applicable.
With a downside as equally proportionate, this weapon feels like stock sometimes.
Solution
Damage resistance is touchy on medic, but as an item you have to keep out and not use or heal could have potential.
Use it when close combat is minimal and you need to safely traverse without nearby teammates.
|
Vita-Saw
On Hit: Inflict bleed for 5 seconds
Collect the organs of enemies you hit
On Hit Teammate: Transplant an organ to an ally, providing 100 health and +25 max health for 30 seconds
-33% health from pickups on wielder
Organs are dropped on death
|
Changes
No longer gains extra organs from killing an enemy with a head-taking weapon and vice versa
Ammo pickups dropped by the wielder on death will restore 50 health instead of providing ammo
No longer reduces max health
Attacks inflict bleed on enemies for 5s
Organs can be transplanted to allies when hit, granting them 100 health and +25 max health for 30s
Organs no longer retain ÜberCharge on death
Reduced healing from pickups to 100/50/20
|
Problem
The ÜberCharge insurance concept is heavily flawed.
The single bonus this weapon offers is only realized upon respawning, which puts you at a disadvantage until intentionally putting yourself in danger.
Solution
Attempting to keep the organ mechanic while reworking the entire concept, a Medic is now rewarded for being able to get a hit without dying.
Offering another burst healing tool with a powerful effect could be worth the risk of putting yourself in danger.
|
Übersaw
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Sniper |
Sniper Rifle
TODO
|
Changes
Changes apply to all Sniper Rifles
Given a base clip of 4 with a reload time of 2s
Reduced reserve ammo from 25 to 16
Reloads emit a sound that can be heard from afar
While scoped, the scope emits a small lens flare
Fires Classic-style tracer rounds
|
Reason
Sniper can be overbearing with how constant of a threat he is.
The aim is to give him more downtime and make his presence more obvious, which provides players a clear window of oppurtunity to engage.
The Sniper should also be wary of these changes and consider repositioning often.
|
Bazaar Bargain
On Headshot: +20% bonus charge level on the next shot
On Kill: +20% bonus level charge on the next shot
-50% base charge damage
50% scope zoom reduction
Base charge rate decreased by -75%
|
Changes
Hitting a headshot or earning a kill will add 20% charge level when scoping in until the next shot is fired
If a headshot results in a kill, both bonuses apply, adding 40% charge level when scoping in
Increased charge time to max from 6s to 9s
No longer collects heads that increase charge rate
Reduced max damage on charge from +100 to +50
Scope zoom is half as effective
|
Problem
TODO
Solution
TODO
|
Classic
Does not require scoping to charge or headshot
Movement speed scales with charge when unscoped
Headshots deal mini-crit damage if not fully charged
-10% damage on body shot
|
Changes
Headshots while not fully charged will mini-crit
Movement speed while charging and unscoped scales from 120hu/s (0% charge) to 80hu/s (90% charge)
Movement speed while scoped in is now always 80hu/s reguardless of charge level
|
Problem
TODO
Solution
TODO
|
Hitman's Heatmaker
On Hit: Stay focused and remain scoped
Silent Killer: Victims do not scream when headshot
20% faster firing rate
20% slower reload time
20% damage penalty on body shot
|
Changes
Silent Killer: Targets killed with a headshot are decapitated and will not scream
Reduced attack interval from 1.5s to 1.2s
Reduced reload time from 2s to 2.4s
Focus no longer grants 25% faster charge rate
Reworked Focus Ability:
Focus no longer functions around a meter.
Instead, earning a kill while scoped in will keep you scoped in for the next shot.
Reloading the clip still requires unscoping.
|
Problem
TODO
Solution
TODO
|
Huntsman
Fires arrows that deal increased damage and decrease in arc based on charge level
Base charge rate increased by 200%
This weapon reloads while not active
|
Changes
Restructered stat card for clarity
Passively reloads over time when fully holstered
Reduced base damage from 50 to 40
Arrows only headshot if charged for at least 0.2s
Reduced afterburn duration applied by ignited arrows from 7.5s to 5s
Revamped Headshot Registration:
The 'extension check'
has been changed to make a line from the point of contact, following the trajectory of the arrow.
If the closest point from the line to the head hitbox is within 4HU apart, a headshot registers.
|
Problem
TODO
Solution
TODO
|
Machina
Fires a laser that penetrates enemies and buildings
Does not require ammo
-20% slower firing rate
Cannot fire unless scoped
|
Changes
Tracer rounds stat is now hidden
Penetration shot now works at any charge level
Penetration shot now works against buildings
This weapon does not have an ammo capacity and instead uses a meter style clip
Increased attack interval from 1.5s to 1.8s
Removed damage bonus on full charge
|
Problem
TODO
Solution
TODO
|
Sydney Sleeper
On Hit: Apply Jarate for 3 seconds
On Unscoped Hit: Gain a speed boost for 3 seconds
+25% max ammo capacity
No reload necessary
Headshots deal mini-crit damage
|
Changes
Changed jarate duration from 2-5s to 3s
Unscoped hits apply jarate as well
Unscoped hits grants a speed boost for 3s
Increased max ammo from 16 to 20
This weapon does not need to reload and uses ammo from its reserves instead of a clip
Removed charge rate bonus
Removed Nature's Call bonus
Revamped Exinguish Ally Mechanic:
Attacks will attempt to hit an enemy first, using their hitbox as normal.
If this check fails, it then checks to see if a teammate's bounding box is intersecting the shot and exinguishes them if they are ignited.
|
Problem
TODO
Solution
TODO
|
Cleaner's Carbine
Damage ignores resistance bonuses and effects
25% more accurate
-20% smaller clip size
-15% slower firing rate
|
Changes
Damage is not reduced by any resistance modifiers
Reduced bullet spread by 25%
Reduced attack interval from 0.135s to 0.12s
No longer builds Crikey to gain minicrits for 8s
|
Problem
TODO
Solution
TODO
|
Cozy Camper
No flinching while crouching and scoped in
+4 health regenerated per second on wearer
+25% max primary ammo on wearer
+15% damage vulnerability while scoped in
|
Changes
Changed flinch immunity from applying when fully charged to applying when crouched and scoped in
Increases max primary ammo from 16 to 20
Removed knockback resistance bonus
Wearer takes 15% more damage while scoped in
|
Problem
TODO
Solution
TODO
|
Darwin's Danger Shield
+15 max health on wearer
50% shorter debuffs on wearer
|
Changes
Increases max health from 125 to 140 on wearer
Reduces debuff durations by 50% on wearer
Removed fire resistance bonus
Removed afterburn immunity bonus
|
Problem
TODO
Solution
TODO
|
Jarate
Nature's Call: Headshots reduce cooldown by -20%
Extinguishing an ally reduces cooldown by -20%
Does not refill from resupply cabinets
Jar meter starts empty
Coats enemies in a horrific liquid substance which makes victims take mini-crit damage
|
Changes
Remaining recharge time reduced by 8s on headshot
Increased recharge time from 20s to 40s
Resupply cabinets do not refill the jar
Recharge progress resets on respawn
|
Problem
TODO
Solution
TODO
|
Razorback
While at high health, the shield blocks all incoming lethal damage and breaks. Upon breaking, the wearer cheats death and gains a speed boost for 3 seconds.
-100% maximum overheal on wearer
Does not block headshots
|
Changes
Shield blocks any type of lethal damage (except headshots) instead of just backstabs
Removes damaging debuffs when the shield breaks
Grants a 3s speed boost when the shield breaks
Changed shield blocking all damage to blocking lethal damage, leaving the wearer with 1 health
Shield only blocks attacks while at >50% health
Updated Shocked debuff (Knife Lock-up):
Enemies that break the shield with a melee weapon will be unable to swing, holster or use
alt-fire actions
for 2s.
|
Problem
TODO
Solution
TODO
|
Bushwacka
Build 'Crikey' from kills and assists. Upon deploying with full Crikey, deal mini-crit damage for 5 seconds.
Deals critical damage instead of mini-crit damage
-20% damage penalty
-20% damage vulnerability while active
|
Changes
Builds Crikey from 3 kills or 9 assists with any weapon, granting 5s of mini-crits on all attacks when deployed
Reduced base damage from 65 to 52
|
Problem
TODO
Solution
TODO
|
Shahanshah
While weapon is active:
+15% faster move speed while at low health
+25% damage bonus while at low health
-25% damage penalty while at high health
|
Changes
Increased movement speed while weapon is active and wielder has <50% health from 300hu/s to 345hu/s
|
Problem
Health based stats are more dependent on the enemies actions than your own.
This tends to make the bonus damage hard to utilize.
Solution
A movement speed bonus stat was added to give Sniper more agency.
Speed can help close gaps for attacks as well as providing an oppurtunity to escape if attacking is not a good option.
|
Tribalman's Shiv
On Hit: Inflict bleed for 5 seconds
+25% faster firing rate
-50% damage penalty
|
Changes
Reduced attack interval from 0.8s to 0.6s
Reduced bleed duration from 6s to 5s
|
Problem
TODO
Solution
TODO
|
Spy |
Revolver
|
Changes
Changes apply to all Revolvers
Reduced bullet spread recovery time from 1.25s to 1s
Bullet spread recovery now occurs gradually
|
Reason
This change is meant to aid Spy's self-defense when creating distance from threats.
Fall-off damage is enough to keep this from being too beneficial for offensive improvements.
|
Ambassador
Crits on headshot
-15% damage penalty
20% slower firing rate
Critical damage is affected by range
|
Changes
Headshots between 1200 to 1536 HU will gradually reduce to base damage
|
Reason
Keeping the damage scale going after headshots become mini-crit damage is much better than a sharp cut in damage.
Spies should be able to position himself without having to worry about damage loss.
|
Diamondback
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Enforcer
+25% damage bonus against low health targets
Damage ignores resistance bonuses and effects
Silent Killer: No undisguising on kill
25% slower firing rate
+0.5 second disguise activation time
|
Changes
Attack piercing applies to sapper armor
Increased damage dealt against enemies with <50% health from 40 to 50
Attacks that kill while disguised will not remove your current disguise and makes a quieter distinct sound
Increased attack interval from 0.6s to 0.625s
No longer deals bonus damage while disguised
Increased disguise activation time from 2s to 2.5s
|
Problem
The upsides and downside of the weapon seem rather tame in practice.
The gun isn't necessarily bad, but it is lackluster compared to other options.
Solution
The on kill effect compliments the damage bonus and gives a unique role of killing off weak targets while remaning undetected.
A minor nerf and some value changes were implemented to flesh the weapon out.
|
L'Etranger
+40% longer cloak time on wielder
On Hit: Gain up to +24% cloak per attack
-20% damage penalty
|
Changes
Cloak on hit changed from a flat 15% to
50% of the damage dealt
resulting in 8-24% cloak
|
Problem
The fact that hits reward the same amount of cloak no matter the distance, somewhat incentivizes the Spy to attack further away.
Solution
This change encourages the Spy to maintain a proper distance to capitalize on the benefit.
Being close has higher value, but it becomes more difficult to escape.
|
Sapper
Press the reload key to activate a radar which highlights yourself and all enemies in a small radius for 5 seconds. Highlight is visible to both teams.
|
Changes
Changes apply to all Sappers
Radar ability outlines all enemies and buildings within 512hu for 5s and has a 30s cooldown
Does not apply highlight on cloaked spies
Activating Spy Radar highlights yourself and emits a distinct sound from your current position
|
Reason
Spy could use another tool to help fulfill his supportive role.
Gathering intel on enemy positions and relaying them to the team is something Spy is already capable of.
This addition allows the Spy to streamline this information, making it easier for his team to capitalize on oppurtunities in real time and providing the sapper a use when there is no enemy engineer present.
|
Red-Tape Recorder
Press the reload key to activate a radar which highlights yourself and all enemies in a small radius for 2 seconds. Highlight is visible to both teams.
Applies the radar highlight to attached buildings
+1.5 second building disable upon removal
-60% sapper damage penalty
|
Changes
Increased sapper damage from 0/s to 10/s
Sapper effect will highlight the building it is attached to and for 2s after being removed
Increased time that buildings are disabled for after the attached sapper is removed from 0.5s to 2s
No longer reverses building construction
Reduced radar ability duration from 5s to 2s
|
Problem
TODO
Solution
TODO
|
Big Earner
+15% faster firing rate
Melee kills refill 30% of the cloak meter
On Kill: Gain a speed boost for 3 seconds
-25 max health on wearer
|
Changes
Reduced attack interval from 0.8s to 0.68s
|
Reason
The Big Earner has grown to be a favorite for the chainstab playstyle.
It's speed bonus makes chaining enemy kills who are farther apart much easier.
A firing rate bonus was given to make this chainstab potential better for closer targets as well.
|
Conniver's Kunai
On Backstab: Gain up to +50 max health
+75 health restored on kill
25% slower swing speed
-60% maximum overheal on wearer
Maximum health drains down to 100 while injured
|
Changes
Backstab kills increase max health by 50, up to 175
Health gained on kill no longer requires a backstab
Reduced backstab healing from victims's health to 75
Maximum health will drain down to 100 while the wielder is not at full health
Reduced attack interval from 0.8s to 1.0s
|
Problem
The health gained on kill is absurdly high.
A single stab can allow Spy to tank nearly 200 damage, and even more with additional stabs.
It becomes even worse when it is paired with the Dead Ringer.
Solution
Most of the health gain has been changed into a temporary max health bonus.
This allows for Spy to maintain higher health thresholds, without tanking loads of damage from successive kills.
|
Spy-cicle
When weapon is active:
On Backstab: Become fireproof and debuff immune and do no flicker while cloaked for 5s
Press reload to throw your knife, dealing critical damage when thrown at the back
On Backstab: Knife shatters and victims turn into ice
30% damage vulnerability on wearer while active
15% damage penalty
|
Changes
Afterburn immunity improved to debuff immunity and duration reduced from 10s to 5s
Increased fireproof duration from 1s to 5s
No longer melts upon being hit by fire
Reduced recharge time from 15s to 5s
While active, can be
thrown,
dealing critical damage if striking the back of the target
No longer reduces recharge time from ammo packs
Backstabs shatter the knife
30% damage vulnerability on wearer while active
Reduced base damage from 40 to 34
|
Problem
The Spy-cicle is effectively stock.
Its fireproof bonuses seem to be a counter option, which is a bit polarizing in design, yet shows to be mostly ineffective in practice.
Its unique design certainly leaves something to be desired.
Solution
The knife resistances have been made proactive instead of reactive, requiring you to perform a backstab to recieve the benefits.
The damage vulnerability while active forces you to have it out only if you can make use of it, but makes escaping after a pick off effortless.
Its ability to be thrown for up to 102 damage crits assists in picking off targets that are just out of reach.
|
Your Eternal Reward
On Backstab: Rapidly disguise as your victim
Silent Killer: Victims do not scream when backstabbed
+20% ranged damage resistance while disguised
The disguise kit requires and consumes a full cloak meter to use
-33% slower cloak regen rate on wielder
|
Changes
Kills make airborne ragdolls lose momentum
Applying a disguise while cloaked with the Cloak and Dagger no longer makes you blink
Removed cloak drain penalty
Reduces damage taken from ranged sources by 20% while disguised and uncloaked
Reduces cloak regen rate by -33% on wearer
|
Problem
The cloak penalties are too overbearing for the ability to disguise once.
Disguising on the field leaves you with no option to escape, relying on the disguise to fool people which does not always work.
Solution
Changing the cloak drain penalty to a cloak regen penalty will allow you to fully utilize cloak, while still making it a sacrifice to disguise.
Disguises have been given a 20% damage resistance bonus to make it slightly easier to fool enemies who spy check you.
|
Invis Watch
Alt-fire: Become invisible to enemies
|
Changes
Changes apply to all Watches
Changed reduced debuff timer when cloaked to debuffs expire 150% faster while cloaked
Reduced base time to decloak from 2s to 1.5s
|
Reason
Spy could use more fluid engagement. This change allows him to more reliably make plays and gives him more of a chance to escape.
|
Cloak and Dagger
Alt-fire: Become invisible to enemies
Cloak Type: Motion Sensitive
Cloak drain rate based on movement speed
+100% faster cloak regen rate
20% faster decloak time
0.5 second increase in cloak blink time
No cloak meter from ammo boxes when cloaked
-35% cloak meter from ammo boxes
|
Changes
Motion to cloak conversion slightly improved. Total duration while running improved from
6.6s to
8s
Reduced decloak time from 1.5s to 1.2s
Increased cloak blink time from 0.5s to 1s
|
Problem
The benefit of 'infinite cloak' sounds enticing, but the means of getting it forces you into a playstyle where you are idling for long periods.
While balanced, some additional stats could be added to make the weapon more interesting and lessen the idling aspect.
Solution
Offering more cloak duration and faster decloaking will help reduce idling in between position changes.
The increase in blink time makes it more punishing when caught out, incentivizing you to decloak and make a move when enemies are more aware of your presence.
|
Dead Ringer
Cloak Type: Feign Death
Alt-fire: Cloak activates upon taking damage, instantly becoming invisible to enemies, leaving a fake corpse and gaining a speed boost for up to 3 seconds.
+50% faster cloak regen rate
Cloak allows the wearer to cheat death
-10% cloak meter upon taking damage while cloaked
-25% cloak meter when decloaking
No cloak meter from ammo boxes when uncloaked
|
Changes
Changed ability to pick up ammo boxes for cloak meter from never to only while cloaked
Reduced cloak lost on activation from 50% to 10%
Cloak will block all lethal damage
Reduced activation damage resistance from 75% to 60%
Changed damage resistance while cloaked from fading between 65% and 20% to a flat 20%
Decloaking ends the speed boost effect
Removed cloak duration bonus
Removed bonus cloak damage resistance
Taking damage while cloaked drains 10% cloak
Decloaking consumes 25% cloak meter
|
Problem
The Dead Ringer has had a bad reputation, offering quick escapes with little consequences.
Many players purely use it for gap closing with the speed boost and damage tanking capabilities.
There seems to be no effort to utilize its intended design of 'feigning death'.
Solution
TODO
|
Disguise Kit
Hold 'Special Attack' to ignore set disguise speed
|
Changes
Hold 'Special Attack' to run at normal speed regardless of current disguise
An advanced setting option will be added to allow the button to toggle between states instead
|
Reason
Granting the Spy the ability to ignore the movement speed of his current disguise will allow him to take advantage of the disguises that are normally slower.
|