Weapons & Classes

General

Random Crits

Changes
Community servers now have the option for enabling 'Random Mini-crits' (tf_weapon_criticals 2)
Random Critical Hits on melee weapons are replaced with 'Triple Hit Combos' on Casual servers
Random Critical Hits on ranged weapons are disabled by default on Casual servers

Problem
TODO

Solution
TODO

Triple Hit Combo
Melee attacks deal more damage from successive hits!

Changes
Melee attacks deal more damage from successive hits!
The 2nd hit deals a guaranteed mini-crit
The 3rd hit deals a guaranteed critical hit
Scout melees requires 4 hits to get the critical hit
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Status Effect: Afterburn
-50% health from healers

Changes
Fixed some weapons not properly applying the 50% healing reduction upon igniting an enemy
Afterburn is removed 100% faster by healing sources instead of being removed after a full second

Problem
TODO

Solution
TODO

Status Effect: Bleed
-50% health from pickups

Changes
New bleed duration applications are only applied if greater than the remaining duration
Reduces healing from pickups by 50%
Bleed damage now stacks from the same source
Bleed stack damage decreased from +4 to +2
Bleed dissipates 100% faster by healing sources

Problem
TODO

Solution
TODO

Status Effect: Inferno
"Greater Afterburn"
Extinguishing reduces its effect to afterburn
+33% vulnerability to fire damage
-50% health from healers

Stats
33% fire damage vulnerability while under the effect
Pyros are susceptible to it effects
Any new applications of 🔥Afterburn are added for half the duration while under the effect
When extinguished by any means, effect becomes afterburn for the remaining duration

Problem
TODO

Solution
TODO

Shield Attack
With a shield equipped, pressing the Special Attack key will perform a melee attack with the shield, regardless of what weapon is currently active. The shield attack does increased knockback to target.

Stats
Base stats taken from the Shortstop shove
Deals 35 base damage with stock melee range
Attack is crit-boosted by the Charge ability
Minicrits whenever it would normally crit
Attack interval of 1.5s with a delay of 0.1s
Cannot perform weapon actions (firing, reloading, switching, etc.) until 0.8s after attack occurs

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.

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.

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.

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.

Multi-class

B.A.S.E. Jumper
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Panic Attack
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Reserve Shooter
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Half-Zatoichi
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Pain Train
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Scout

Baby Face's Blaster
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Back Scatter
Mini-crits vs the backs of close range targets
Silent Killer: No attack noise from critical damage
-34% clip size
20% less accurate

Changes
Weapon makes a low volume attack noise when dealing critical damage

Problem
TODO

Solution
TODO

Force-A-Nature
Alt-fire to fire the entire clip at once with increased knockback to target and self
+30% faster firing speed
+10% damage bonus
-10% bullets per shot
-66% clip size
This weapon reloads its entire clip at once

Changes
This weapon is still a Work-In-Progress
Knockback is now tied to the alt-fire ability
Increased damage per pellet from 5.4 to 6.6
Improved reload rate from 1.43s to 1.25s (hidden)
Reduced pellets per shot from 12 to 9
Reduced firing rate from 0.3125s to 0.4375s

Problem
TODO

Solution
TODO

Shortstop
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Soda Popper
Air jumps require and consume Hype
Build 'Hype' by dealing damage
+50% faster firing speed
15% faster reload time
-66% clip size
This weapon reloads its entire clip at once

Changes
This weapon is still a Work-In-Progress
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

Bonk! Atomic Punch
Drink to gain 50% knockback reduction and invulnerability for 8 seconds. Cannot attack during this time. Effect duration expires if 500 damage is absorbed.
-50% buff expiration from incoming sentry damage
Damage absorbed will slow you when the effect ends

Changes
These stats are subject to change
Effect no longer puts the Scout in thirdperson view
Changed slow scaling from '25%-50% based on damage taken' to a static 25% at >250 damage taken and 50% if the effect expires prematurely
Consumption no longer forces the user into a taunt
Able to switch between weapons during the effect
Effect provides 50% knockback status resistance
Increased consumption time from 1.2s to 2.645s
Effect ends if 500 damage is taken with half of incoming sentry damage being accounted for

Problem
Enemies typically do not shoot players under the Bonk! effect. The slowdown is not impactful enough if the item is used to escape, making it feel imilar to the Dead Ringer. Because of this, this item has been used almost exclusively for Sentry tanking.

Solution
Making the effect expire prematurely from damage allows the enemy to at least attempt to catch the Scout before he manages to escape. To balance this out, the consumption has been made less restricting.

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

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 500 damage
Increased recharge time from 20s to 40s
Resupply cabinets do not refill the jar
Recharge progress resets on respawn

Problem
TODO

Solution
TODO

Flying Guillotine
Throw a cleaver that inflicts bleed for 5 seconds
Killing an enemy reduces cooldown by -50%

Changes
Changed damage type from Untyped to Melee
Kills with any weapon reduces the remaining recharge time by 5s
Increased recharge time from 5.1s to 10s
Removed ability to reduce recharge time from long distance hits

Problem
TODO

Solution
TODO

Pretty Boy's Pocket Pistol
+25 health restored on kill
+25% clip size
-20% firing speed

Changes
This weapon is still a Work-In-Progress
Kills with this weapon restores 25 health
Increased clip size from 9 to 15
Removed the heal on hit bonus
Reduced firing rate from 0.135s to 0.18s

Problem
TODO

Solution
TODO

Winger
+15% damage bonus
+10% faster firing rate
+25% greater jump height when active
-60% smaller clip size

Changes
These stats are subject to change
Increased firing rate 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
Adding a firing rate bonus could pair well with the damage bonus, potentially finishing off the target quicker if you land your shots.

Atomizer
Grants an extra air jump while deployed
Melee attacks mini-crit while airborne
This weapon deploys 35% slower
This weapon holsters 35% slower

Changes
This weapon is still a Work-In-Progress
Bonus air jump is used before Hype is consumed
Removed damage penalty
Reduced deploy time from 0.75s to 0.675s
Increased holster time from 0.5s to 0.675s

Problem
TODO

Solution
TODO

Boston Basher
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Candy Cane
Killing an enemy drops a moderate health pack
Health pickups heal over time on wearer

Changes
Removed explosive damage vulnerability
Increased health restored by a dropped health pack from 20% to 33%
Health pickups no longer grant immediate health on wearer, instead granting 20 health per second

Problem
The vulnerability to explosives imposes a dodge or die mentality, while Scout already has to make use of his mobility to dodge projectiles in first place. This is a similar issue to the Kunai.

Solution
Having health packs heal over time gives Scout more control over fights. Instead of needing to worry at all times, the Scout has to decide if its worth picking a fight while he is still healing. Getting hit by anything becomes more punishing without outright killing him.

Fan O'War
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Sandman
Alt-Fire: Launches a baseball that makes enemies 25% more vulnerable to damage for 5 seconds
-15% damage penalty
-40% health from packs on wearer

Changes
Changed duration of ball remaining on the ground from 10s (4s) to 8s (8s)
Removed max health penalty
Increased ball base damage from 15 to 30
Ball deals critical damage on a moonshot
Ball now applies 25% damage vulnerability on impact
Taunt kill now stuns on hit
Reduced base damage from 35 to 30
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 healing from pickups from 125/63/25 to 75/38/15

Problem
TODO

Solution
TODO

Sun-on-a-Stick
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

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

Problem
TODO

Solution
TODO

Soldier

Air Strike
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Beggar's Bazooka
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Black Box
On Hit: Gain up to +20 health per attack
-25% clip size

Changes
Health healed on hit has a minimum of 10

Problem
TODO

Solution
TODO

Cow Manlger 5000
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Direct Hit
+25% damage bonus
+80% projectile speed
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
-70% explosion radius
+25% damage to self

Changes
Fixed reflected rockets not carrying over splash bonus/penalty properties
Rockets fired from this weapon deal 25% more damage to the user

Problem
TODO

Solution
TODO

Liberty Launcher
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Battalion's Backup
+20 max health on wearer
Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources
Rage increases through damage done

Changes
Reduced damage requirement from 600 to 540

Problem
TODO

Solution
TODO

Buff Banner
+40% max primary ammo on wearer
Provides an offensive buff that causes nearby team members to do mini-crits
Rage increases through damage done

Changes
Reduced damage requirement from 600 to 540
Increases max primary ammo from 20 to 28

Problem
TODO

Solution
TODO

Concheror
+4 health regenerated per second on wearer
Provides group speed buff with damage done giving health
Rage increases through damage done

Changes
Increased damage requirement from 480 to 540

Problem
TODO

Solution
TODO

Gunboats
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Manntreads*
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Righteous Bison
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Disciplinary Action
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Equalizer
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Escape Plan
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Market Gardener
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Pyro

Flame Thrower
Alt-Fire: Release a pressurized blast of air that extinguishes ignited teammates and pushes back enemies and projectiles

Changes
Changes apply to all Flame Throwers
This weapon is still a Work-In-Progress
'Airblast function' stat is no longer hidden
'Afterburn reduces healing' stat is now hidden
'Airblast restores health' stat now hidden
Reflected projectile hits now play a custom sound
Reflected projectiles are no longer mini-crit boosted
Airblasts now use a pressure system and reduces the amount of knockback based on pressure built
Pressure takes 4s to build up to full

Problem
TODO

Solution
TODO

Backburner
Alt-Fire: Release a pressurized blast of air that extinguishes ignited teammates and pushes back enemies and projectiles
Targets hit from behind are marked. Marked targets explode into flames on death.
+150% airblast cost
Airblast inflicts knockback on user

Changes
This weapon is still a Work-In-Progress
Airblast knocks back the wielder as well
Hitting a target from behind marks them for a fiery death which lasts until the afterburn subsides
Removed critical hits from behind bonus

Problem
TODO

Solution
TODO

Degreaser
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

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 extinguishes ignited teammates and pushes back enemies and projectiles
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 full pressure

Changes
Restructured stats and is effectively unchanged
Improved projectile to be less visually noisy

Reason
TODO

Phlogistinator
Alt-Fire: Release a blast of electricty that deals damage and deletes projectiles
Build 'Mmmph' by dealing fire damage
Reload on full 'Mmmph' to taunt with invulnerability and gain crits for several seconds
Attacks pierce damage resistance during Mmmph
Consumes 5 extra ammo for every projectile deleted
Critical damage scales with temperature

Changes
This weapon is still a Work-In-Progress
Removed No Airblast penalty
Airblast deals 25 typeless damage
During Mmmph, attacks ignore fire resistances
Airblast no longer pushes back enemies or extinguishes teammates
Airblast deletes projectiles instead of reflecting them
Each projectile deleted consumes 5 additional ammo
Increased damage requirement from 300 to 350
Critical damage starts at a base of +35% and scales up to +200% with temperature
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Detonator
Alt-Fire: Detonate flare.
100% mini-crits vs burning players
25% damage penalty
25% afterburn damage penalty
+25% damage to self
This weapon will reload when not active

Changes
Critical damage increases afterburn duration by 50%
Reduced damage taken to self from 23-44 to 17-32
Reduced base afterburn duration from 7.5s to 5s
Reduced afterburn damage from 4 to 3

Problem
TODO

Solution
TODO

Flare Gun
100% critical hit vs burning players
This weapon will reload when not active

Changes
Critical damage increases afterburn duration by 50%
Reduced base afterburn duration from 7.5s to 5s

Problem
TODO

Solution
TODO

Gas Passer
Gas meter builds with damage done and/or time
Extinguishing an ally reduces cooldown by -25%
Does not refill from resupply cabinets
Gas meter starts empty
Creates a horrific visible gas cloud that coats enemies with a flammable material, which then explodes into an inferno if they take damage (even enemy Pyros!)

Changes
Extinguishing an ally reduces cooldown by -20%
Reduced recharge time needed from 60s to 40s
Reduced recharge damage needed from 750 to 500
Explodes on ignite, dealing 15 damage to the target and any nearby enemies
Changed the gas triggered effect on damage taken from afterburn to 🔥Inferno
Reduced effect duration from 10s to 7.5s
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 large groups of enemies.

Mannmelter*
Previouly known as: Manmelter
Alt-Fire: Extinguish teammates to fill a Melter meter
+25% faster firing speed
+50% faster projectile speed
Does not require ammo
-40% afterburn duration
This weapon will reload when not active

Changes
These stats are subject to change
Critical damage increases afterburn duration by 50%
Hitting a burning enemy will extinguish them, dealing the remaining afterburn time as bonus damage and dealing mini-crit damage.
Increased firing rate from 2s to 1.5s
Reduced base afterburn duration from 7.5s to 3s
Removed Alt-fire extinguishing mechanic

Problem
TODO

Solution
TODO

Scorch Shot
TODO

Changes
Critical damage increases afterburn duration by 50%
Reduced base afterburn duration from 7.5s to 5s

Problem
TODO

Solution
TODO

Thermal Thruster
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Fire Axe
TODO

Changes
Changes apply to all Fire Axes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Axtinguisher
Mini-crits against burning targets
Extinguishes burning enemies, dealing the remaining afterburn duration as bonus damage
Killing blows on burning players grant a speed boost
-30% damage penalty
This weapon holsters 35% slower
-25% universal afterburn damage on wearer

Changes
This weapon is still a Work-In-Progress
Damage bonus is now just based on remaining duration to the nearest tick value
Changed damage bonus scaling from 86-167 to 64-169
Increased base damage from 44 to 46
Reduces afterburn damage on wearer from 4 to 3

Problem
TODO

Solution
TODO

Back Scratcher
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Homewrecker
TODO
This weapon malforms sappers on hit and deploys and holsters slower

Changes
Hammer type weapons now malform sappers on hit
Decreased deploy and holster time from 0.5s to 0.875s
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Hot Hand
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Neon Annihilator
TODO
This weapon malforms sappers on hit and deploys and holsters slower

Changes
Hammer type weapons now malform sappers on hit
Decreased deploy and holster time from 0.5s to 0.875s
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Powerjack
When weapon is active:
+15% move speed on wearer
+15% damage bonus
20% damage vulnerability on wearer
This weapon malforms sappers on hit and will deploy and holster slower

Changes
These stats are subject to change
Hammer type weapons now malform sappers on hit
Increased base damage from 65 to 75
Decreased deploy and holster time from 0.5s to 0.875s
No longer grants 25 health on kill

Problem
TODO

Solution
TODO

Sharpened Volcano Fragment
On Hit: Target explodes into an inferno and becomes more susceptible fire
This weapon deploys 35% slower
-20% damage penalty

Changes
Changed on hit effect from afterburn to 🔥Inferno
Increased deploy time from 0.5s to 0.675s

Problem
Giving the class that can easily apply afterburn a melee that just 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. As opposed to the Gas Passer, this is limited by range and individual targeting.

Third Degree
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Demoman

Ali Baba's Wee Booties
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Bootlegger
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Loch-n-Load
TODO

Changes
This weapon is still a Work-In-Progress

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
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Chargin' Targe
Alt-Fire: Charge forward, gaining debuff immunity and damaging any enemy you impact with. Gain critical melee damage based on distance charged.
Special Attack: Perform a melee attack with the shield
+50% fire damage resistance on wearer
+30% explosive damage resistance on wearer

Changes
This weapon is still a Work-In-Progress
Shields can now perform an attack with increased knockback by pressing the Special Attack key
Kills with a shield now contribute towards melee-specific on kill effects
Immune to new debuff applications while charging

Problem
TODO

Solution
TODO

Quickiebomb Launcher
Able to destroy enemy stickybombs
-0.2 sec faster bomb arm time
Max charge time decreased by 70%
Up to +35% damage based on charge
-15% damage penalty
-50% clip size

Changes
No change

Reason
TODO

Scottish Resistance
+50% max secondary ammo on wearer
+4 max stickybombs out
Max charge time decreased by 50%
Charging increases stickybomb count, up to 4
Detonates stickybombs near the crosshair
Stickybombs are destroyed by explosives
0.8 sec slower bomb arm time

Changes
These stats are subject to change
No longer detonates stickybombs at your feet
Stickybomb detonation modified to a clump system
Reduced max charge time from 4s to 2s
Increases the amount of stickybombs fired at once by 1 for every 0.5s charged, up to 4. Stickybombs fired together have minimal deviation.
Reduced max stickybombs out from 14 to 12
Stickybombs are destroyed by enemy explosives
Removed ability to destroy enemy stickybombs
Removed firing speed bonus

Problem
TODO

Solution
TODO

Splendid Screen
Alt-Fire: Charge forward, removing debuffs and damaging any enemy you impact with. Gain critical melee damage based on distance charged.
Special Attack: Perform a melee attack with the shield
+20% fire damage resistance on wearer
+20% explosive damage resistance on wearer
+30% increase in charge impact damage
+50% increase in charge recharge rate

Changes
This weapon is still a Work-In-Progress
Shields can now perform an attack with increased knockback by pressing the Special Attack key
Kills with a shield now contribute towards melee-specific on kill effects
Increased shield attack damage from 35 to 65
Reduced max impact damage from 85 to 65

Problem
TODO

Solution
TODO

Tide Turner
Alt-Fire: Charge forward, removing debuffs and damaging any enemy you impact with. Gain mini-crit melee damage based on distance charged.
Special Attack: Perform a melee attack with the shield
+15% fire damage resistance on wearer
+15% explosive damage resistance on wearer
Full turning control while charging
Melee kills refill 75% of your charge meter
Taking 50 damage while shield charging prematurely ends your charge

Changes
This weapon is still a Work-In-Progress
Shields can now perform an attack with increased knockback by pressing the Special Attack key
Kills with a shield now contribute towards melee-specific on kill effects
Taking 50 damage (accumulative) while shield charging will end the charge abruptly

Problem
TODO

Solution
TODO

Claidheamh Mòr
When weapon is active:
0.5 sec increase in charge duration
15% damage vulnerability on wearer
This weapon has increased melee range and will deploy and holster slower
Gives increased speed with every head you take

Changes
These stats are subject to change
Collects heads that grant +8% movement speed each
No longer refills charge on kill

Problem
TODO

Solution
TODO

Eyelander
When weapon is active:
+20% damage resistance while shield charging
20% slower firing speed
This weapon has increased melee range and will deploy and holster slower
Gives increased max health with every head you take

Changes
These stats are subject to change
While active, charging with a shield grants +20% resistance to all incoming damage
Removed max health penalty
Reduced firing rate 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 your charge meter
Ammo boxes collected also refill your charge meter
-50% max primary ammo on wearer
-50% max secondary ammo on wearer
This weapon has increased melee range and will deploy and holster slower

Changes
These stats are subject to change
Reduced max primary ammo capacity penalty from -80% to -50%
Reduced max secondary ammo capacity penalty from -80% to -50%

Problem
TODO

Solution
TODO

Scotsman's Skullcutter
When weapon is active:
Shield bashes deal maximum damage
-15% movement speed on wearer
This weapon has increased melee range and will deploy and holster slower
Gives increased damage with every head you take

Changes
These stats are subject to change
Collects heads that grant 10% bonus melee damage and 10% shield bash damage each
While weapon is active, shield bashes deal maximum base damage regardless of distance
Movement speed penalty no longer applies to the speed of charging with a shield
Removed damage bonus

Problem
TODO

Solution
TODO

Ullapool Caber
The first hit will cause an explosion
+25% self damage on wearer
-15% damage penalty

Changes
This weapon is still a Work-In-Progress
Damage penalty stat is no longer hidden
While intact, taunt will kill and trigger the explosion
The explosion triggers melee specific on kill effects
Removed firing speed penalty
Removed deploy speed penalty
Increased all self-inflicted damage by 25% on wearer

Problem
TODO

Solution
TODO

Heavy

Minigun

Changes
This weapon is still a Work-In-Progress
Spin down time reduced from 1.16s to 8.7s

Problem
TODO

Solution
TODO

Brass Beast
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Huo-Long Heater
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Natascha
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Tomislav
Silent Killer: No barrel spin sound
Maximum damage and accuracy on spin up
+20% faster spin up time
20% more accurate
-30% slower firing speed

Changes
No longer requires 1s of spin up time to reach maximum damage and accuracy ramp-up
Reduced firing rate from 0.125s to 0.135s
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Buffalo Steak Sandvich
Eat to regain up to 150 health and gain increased move speed and mini-crits on attacks. Lasts 16 seconds. Effect duration extends on melee kill and expires if melee is holstered.
Food builds with kills and/or time
Does not refill from resupply cabinets
Food meter starts empty
33% more recharge time
Alt-fire: Share a steak with a friend
(Medium Health Kit)

Changes
This weapon is still a Work-In-Progress
Reduced healing penalty from -100% to -50%
Removed damage vulnerability penalty
No longer restricts user to melee
Effect duration extends by 2s for every melee kill
Remaining recharge time reduced by 8s on kill
No longer refilled from resupply cabinets
No longer refilled from health pickups (hidden)
Recharge progress resets on respawn
Increased recharge time from 30s to 40s

Problem
TODO

Solution
TODO

Dalokohs Bar
Eat to gain up to +50 max health and +10 health regenerated per second. Lasts 30 seconds.
+50% faster consumption rate
50% less recharge time
Alt-fire: Share chocolate with a friend
(Small Health Kit)

Changes
'Recharge rate bonus' stat is no longer hidden
While under the effects and above 300 health, overheal particles will appear
Max health bonus now builds and decays over 5s
Reduced consumption duration from 4.3s to 2.3s
Effect also regenerates up to 10 health per second
Increased healing penalty from -66% to -100%
Increased recharge time from 10s to 15s

Problem
TODO

Solution
TODO

Family Business
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Sandvich
Eat to regain up to 300 health
Alt-fire: Share a Sandvich with a friend
(Medium Health Kit)

Changes
No changes

Reason
Even its ingredients are well balanced.

Second Banana
Eat to regain up to 120 health
+100% max misc ammo capacity
+50% faster consumption rate
33% less recharge time
Alt-fire: Share a banana with a friend
(Small Health Kit)

Changes
This weapon is still a Work-In-Progress
'Healing effect penalty' stat is now hidden
Reduced consumption duration from 4.3s to 2.3s
Increased max lunchbox item count from 1 to 2
Increased recharge time from 10s to 20s
Increased healing penalty from -33% to -60%

Problem
TODO

Solution
TODO

Fists
TODO

Changes
Changes apply to all Fists
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Eviction Notice
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Fists of Steel
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Gloves of Running Urgently
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Holiday Punch
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Killing Gloves of Boxing
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Warrior's Spirit
+75 health restored on kill
+10% faster firing speed
-50% healing from health pickups

Changes
This weapon is still a Work-In-Progress
Improved firing rate from 0.8s to 0.7s
Increased health restored on kill from 50 to 75
Removed damage bonus
Reduced healing from pickups to 150/75/30

Problem
TODO

Solution
TODO

Engineer

Engineer Class

Changes
Increased max health from 125 to 150
Decreased upgrade rate by 20% (from 25 to 20) for buildings not owned by you
Construction hit speed boost decreased by 50% for buildings not owned by you

Problem
TODO

Solution
TODO

Buildings

Changes
Reduced construction time for dispensers and teleporters from 21s to 12.5s
All buildings begin construction with 15 health
Increased cost of teleporters from 50 to 70

Problem
TODO

Solution
TODO

Frontier Justice
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Rescue Ranger
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Pomson 6000
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Widowmaker
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Short Circuit
TODO

Changes
This weapon is still a Work-In-Progress
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%
20% vulnerability on wearer while active

Problem
TODO

Solution
TODO

Eureka Effect
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Gunslinger
-30 metal required for building costs
Building construction speed increased by 150%
No speed penalty when hauling buildings
Replaces the Sentry with a Mini-Sentry

Changes
This weapon is still a Work-In-Progress
Decreases initial building costs by 30
Bonus build speed now applies to all buildings
No speed penalty when hauling buildings
Removed max health bonus

Problem
TODO

Solution
TODO

Jag
Construction hit speed boost increased by 30%
+15% faster firing speed
-25% damage penalty
33% slower repair rate
-33% damage penalty vs buildings

Changes
Increased repair rate penalty from 20% to 33%
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Southern Hospitality
TODO

Changes
This weapon is still a Work-In-Progress

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

Medic Class
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Syringe Gun
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Blutsauger
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Crusader's Crossbow
-90% max primary ammo on wearer
Fires special bolts that heal teammates and deals damage based on distance traveled
This weapon will reload automatically when not active

Changes
No Headshots stat is now hidden
Decreased max primary ammo from 38 to 15

Problem
TODO

Solution
TODO

Overdose
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Medi Gun
ÜberCharge grants invulnerability

Changes
Changes apply to all Medi Guns
ÜberCharge effect stat is no longer hidden
Patient debuffs expire 100% faster

Problem
TODO

Solution
TODO

Kritzkrieg
ÜberCharge grants 100% critical chance
+25% ÜberCharge rate

Changes
Increased taunt self-healing from 10 to 24

Problem
TODO

Solution
TODO

Quick-Fix
ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects
66% slower Übercharge drain rate on injured patients
+40% heal rate
+200% faster debuff removal
-25% ÜberCharge duration
50% max overheal

Changes
This weapon is still a Work-In-Progress
Removed ability to mirror blast jumps with patient
ÜberCharge effect allows blocking captures
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
ÜberCharge provides a healing bubble that resists 35% base damage and 50% crit damage of the selected type for 4 seconds. The ÜberCharge meter is split into 4 segments, each requiring 25% charge.
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

Changes
This weapon is still a Work-In-Progress
Stats have been reorganized to be more consistent
Bubbles remain on user when switching weapons
Increased bubble duration from 2.5s to 4s
Bubbles keep healing the patient after being disconnected from the heal beam
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 50%
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Amputator
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Solemn Vow
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Vita-Saw
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Ubersaw
TODO

Changes
This weapon is still a Work-In-Progress

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
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Classic
TODO

Changes
This weapon is still a Work-In-Progress

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 speed
20% slower reload speed
20% damage penalty on body shot

Changes
Silent Killer: Targets killed with a headshot are decapitated and will not scream
Increased firing rate from 1.5s to 1.2s
Reduced reload rate 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 will reload when not active

Changes
Reloads automatically when not active
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
Allows you to see enemy health
-25% clip size
Cannot fire unless zoomed

Changes
Tracer rounds stat is now hidden
Penetration now works at any charge level
Penetration now works against buildings
User can see enemy health while equipped
Reduced clip size from 4 to 3
Removed damage bonus on full charge
Bad Weapon Rehabilitation

Problem
TODO

Solution
TODO

Sydney Sleeper
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Cleaner's Carbine
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Cozy Camper
+4 health regenerated per second on wearer
+25% clip size to primary weapon
+25% max primary ammo on wearer

Changes
This weapon is still a Work-In-Progress
Increases max primary ammo from 16 to 20
Increases primary clip sizes from 4 to 5
Removed flinch immunity on full charge bonus
Removed knockback resistance bonus

Problem
TODO

Solution
TODO

Darwin's Danger Shield
+15 max health on wearer
33% shorter debuffs on wearer

Changes
Increases max health from 125 to 140 on wearer
Reduces debuff durations by 33% on wearer
Removed fire resistance bonus
Removed afterburn immunity bonus
Bad Weapon Rehabilitation

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 headshots
Increased recharge time from 20s to 40s
Resupply cabinets do not refill the jar
Recharge progress resets on respawn

Problem
TODO

Solution
TODO

Razorback
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Bushwacka
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Shahanshah
TODO

Changes
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Tribalman's Shiv
On Hit: Bleed for 6 seconds
+25% faster firing rate
-50% damage penalty

Changes
Benefits from the changes made to 🩸Bleed
Increased firing rate from 0.8s to 0.6s

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 speed
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
This weapon is still a Work-In-Progress

Problem
TODO

Solution
TODO

Enforcer
+25% damage bonus while disguised
Attacks pierce damage resistance effects and bonuses
On Kill: Current disguise is retained
25% slower firing speed
50% longer disguise activation time

Changes
Attack piercing applies to sapper armor
Increased damage while disguised from 48 to 50
Killing an enemy while disguised will not remove your current disguise. The shot fired can still be heard.
Reduced firing speed from 0.6s to 0.625s
Increased disguise activation time from 2s to 3s

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% cloak duration
On Hit: Gain up to +24% cloak per attack
-25% damage penalty

Changes
Cloak on hit changed from a flat 15% to 50% of the damage dealt resulting in 8-24% cloak
Reduced base damage from 32 to 30

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 your reload key to activate Radar
Radar highlights yourself and all enemies in a small radius for 5s. Highlight is visible to both teams.

Changes
Changes apply to all Sappers
Active ability will outline nearby enemies and buildings for 5 seconds
Does not apply highlight on cloaked spies
Activating Spy Radar highlights yourself and emits a pinging noise from your position
Bad Weapon Rehabilitation

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. This also provides the sapper a use while no enemy engineer is present.

Red-Tape Recorder
Reverses enemy building construction
Highlights the building its applied to
Buildings are disabled for 1.5s upon being destroyed
-100% sapper damage penalty
-50% sapper health

Changes
These stats are subject to change
Deleveling animation is no longer twice as slow
Deconstruction is now twice as fast
Sapper effect includes outlining the building for your allies that can be seen through walls.
Reduced sapper health from 100 to 50
Reversal of enemy building construction reworked:
Sapper effects starts 2s after application. If the building has any metal progress towards upgrading, 25 of that metal is destroy every 0.5s. Upon reaching 0 metal, the building deconstructs into the previous level.

Problem
TODO

Solution
TODO

Big Earner
+30% cloak on kill
Gain a speed boost on kill
+15% faster firing speed
-25 max health on wearer

Changes
Increased firing rate 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: Temporarily increase max health to 150
On Backstab: Heal up to 50 health
-35 max health on wearer
-33% maximum overheal on wearer
20% slower swing speed

Changes
These stats are subject to change
Gain 60 max health (instead of overheal) upon a backstab which drains at a rate of 1.5 health per second
Reduced backstab healing from target's health to 50
-33% maximum overheal penalty

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
These stats are subject to change
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 too similar to while also being either completely useless becuase of a Pyro or being a complete counter to Pyro. Its unique design leaves something to be desired in terms of stats.

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% cloak regen rate

Changes
Kills make airborne ragdolls lose momentum
Applying a disguise while cloaked with the Cloak and Dagger no longer makes you blink
Disguises provide 20% damage resistance from ranged sources while uncloaked
Removed cloak drain penalty
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 from ranged sources, to make it easier to fool enemies who spy check you.

Invis Watch
Alt-fire: Become invisible to enemies

Changes
Changes apply to all Watches
Reduced base time to cloak from 1s to 0.75s
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
33% faster decloak speed
0.5 increase in cloak blink time
No cloak meter from ammo boxes when invisible
-35% cloak meter from ammo boxes

Changes
Motion to cloak conversion slightly improved. Total duration while running improved from 6.6s to 8s
Reduced time to decloak from 1.5s to 1s
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 fall 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
Increasing the 'cloak duration' and quickening the decloak time can help reduce idling by opening up more oppurtunities to position and quickly pick off key targets. The increase in blink time makes it more punishing if you are caught out, encouraging you to position properly and only engage when you can.

Dead Ringer
Cloak Type: Feign Death
Leave a fake corpse on taking damage and temporarily gain speed and damage resistance.
+25% cloak regen rate
-20% cloak meter upon decloaking
-50% cloak meter when Feign Death is activated while above 50% health

Changes
Feign Death activation only consumes 50% cloak meter if activated at above 50% HP
Reduced cloak regen rate from 50% to 25%
Up to 20% cloak is consumed upon decloaking
Removed cloak duration bonus
Bad Weapon Rehabilitation

Problem
The Dead Ringer has had a bad reputation, offering quick escapes with little consequences. Many players purely use it for the speed boost and to tank damage to gap close. There seems to be no effort to utilize its intended design of 'feigning death'.

Solution
The watch has been made more rewarding to incentivize players to uses it convincingly, providing significantly longer duration. However, it is more punishing for using it haphazardly, consuming even more cloak and requiring more time to recover.

Disguise Kit
Hold 'Special Attack' to ignore set disguise speed

Changes
Hold 'Special Attack' to run at normal speed regardless of current disguise

Problem
Spy needs to be able to freely gap-close to get stabs. Disguising as classes that are slower than Spy's speed are unoptimal to catch out enemies, resulting in Scout, Medic and Spy being the best disguise options.

Solution
Allowing the Spy to freely move at his own speed or his disguise speed will open more oppurtunities to utilize other disguise options.