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

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
Now reduces healing from pickups by 50%
Bleed damage now stacks from the same source
Bleed stack damage decreased from +4 to +2
Bleed removed 100% faster by healing sources

Problem
TODO

Solution
TODO

Scout

Baby Face's Blaster
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Back Scatter
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Force-A-Nature
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Shortstop
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Bonk! Atomic Punch
Drink to gain 75% 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
Effect no longer gives thirdperson view and applies a distortion effect around the first-person view.
Slowdown changed from '25% when <200 to 50%>200%' to '25% when >250 and 50% if the buff expires prematurely'
Effect provides 75% status resistance.
Able to switch between weapons during the effect.
Drinking soda no longer requires a 'taunt' to occur, and allows unrestricted movement while drinking.
Consumption time increased to 2.6s from 1.2s
Effect ends if 500 damage is taken. Half of incoming sentry damage is 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
TODO

Problem
TODO

Solution
TODO

Mad Milk
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Flying Guillotine
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Pretty Boy's Pocket Pistol
TODO

Changes
TODO

Problem
TODO

Solution
TODO

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

Changes
+10% faster firing rate

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
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Boston Basher
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Candy Cane
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Sandman
Balls earned from kills. Starts with 1 ball, up to 2 max.
Alt-Fire: Launches a ball that deals mini-crit damage at long ranges
-15 max health on wearer

Changes
Ball no longer recharges and is instead earned from kills. Starts with 1 ball when spawning.
+100% max misc ammo on wearer
Ball base damage increased from 15 to 35
Ball deals mini-crit damage on a moonshot
Ball no longer deals 50% bonus damage at long ranges
Ball no longer slows enemies on impact
Ball lauch rate reduced from 0.25s to 0.5s

Problem
TODO

Solution
TODO

Wrap Assassin
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Soldier

Air Strike
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Beggar's Bazooka
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Cow Manlger 5000
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Direct Hit
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Liberty Launcher
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Battalion's Backup
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Buff Banner
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Concheror
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Gunboats
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Manntreads*
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Panic Attack
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Reserve Shooter
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Righteous Bison
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Disciplinary Action
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Equalizer
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Pain Train
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Pyro

Flame Thrower
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Degreaser
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Phlogistinator
TODO

Changes
TODO

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

Changes
Critical damage increases afterburn duration by 50%
Base afterburn duration reduced from 7.5s to 5s
Added 25% afterburn damage penalty

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%
Base afterburn duration reduced 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%
Spawning and resupply do not affect the Gas meter
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 -25%
Recharge time needed reduced from 60s to 40s
Recharge damage needed reduced from 750 to 500
Now applies inferno instead of afterburn
Now explodes on ignite, dealing 15 damage to the target and nearby enemies
Minimum damage to trigger increased from 1 to 15
Charge progress resets on respawn

Problem
TODO

Solution
TODO

Status Effect: Inferno
Extinguishing reduces its effect to afterburn
-50% health from healers

Stats
Inferno cannot be extinguished through normal means
Deals 5 damage every half second
Pyros are susceptible to it effects
Takes priority over 🔥Afterburn. Applied afterburn is added towards Inferno for half the duration.

Problem
TODO

Solution
TODO

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

Changes
Heavily inspired by Bad Weapon Rehab
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.
+25% faster firing speed
Base afterburn duration reduced from 7.5s to 3s
Removed Alt-fire extinguishing mechanic

Problem
TODO

Solution
TODO

Panic Attack
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Reserve Shooter
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Scorch Shot
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Thermal Thruster
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Fire Axe
TODO

Changes
Changes apply to all Fire Axes
TODO

Problem
TODO

Solution
TODO

Axtinguisher
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Back Scratcher
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Homewrecker
Damage malforms sappers
+100% damage vs buildings
+40% knockback resistance while active
+40% knockback resistance while active
Damage malforms sappers
Damage malforms sappers

Changes
Hammer type weapons now malform sappers on hit
+100% bonus damage vs buildings

Problem
TODO

Solution
TODO

Hot Hand
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Neon Annihilator
TODO

Changes
Hammer type weapons now malform sappers on hit
TODO

Problem
TODO

Solution
TODO

Powerjack
Damage malforms sappers
+15% move speed on wearer while active
+15% damage bonus
-25 max health on wearer

Changes
Hammer type weapons now malform sappers on hit
No longer has a 20% damage vulnerabiltiy while active
Added: +15% damage bonus
Added: -25 max health on wearer
No longer grants 25 health on kill

Problem
TODO

Solution
TODO

Sharpened Volcano Fragment
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Third Degree
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Demoman

Ali Baba's Wee Booties
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Bootlegger
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Loch-n-Load
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Loose Cannon
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Iron Bomber
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Chargin' Targe
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Quickiebomb Launcher
TODO

Changes
TODO

Problem
TODO

Solution
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
No longer detonates stickybombs at your feet
Stickybomb detonation modified to a clump system
Max charge time reduced 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.
Max stickybombs out reduced from 14 to 12
Removed: 25% faster firing speed
Removed: Able to destroy enemy stickybombs
Stickybombs are destroyed by enemy explosives

Problem
TODO

Solution
TODO

Splendid Screen
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Tide Turner
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Claidheamh Mòr
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Eyelander
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Persian Persuader
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Scotsman's Skullcutter
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Ullapool Caber
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Heavy

Minigun
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Brass Beast
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Huo-Long Heater
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Natascha
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Buffalo Steak Sandvich
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Dalokohs Bar
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Family Business
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Panic Attack
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Sandvich
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Second Banana
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Fists
TODO

Changes
Changes apply to all Fists
TODO

Problem
TODO

Solution
TODO

Eviction Notice
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Fists of Steel
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Gloves of Running Urgently
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Holiday Punch
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Killing Gloves of Boxing
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Warrior's Spirit
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Engineer

Engineer Class
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Buildings
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Rescue Ranger
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Panic Attack
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Pomson 6000
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Widowmaker
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Short Circuit
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Wrangler
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Eureka Effect
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Jag
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Southern Hospitality
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Pip-Boy
Construction PDA Reskin

Changes
Item is now is equippable in the Construction PDA slot

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
TODO

Problem
TODO

Solution
TODO

Syringe Gun
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Blutsauger
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Crusader's Crossbow
TODO

Changes
Bolts now removes 🩸Bleed and 🔥Afterburn
-90% max primary ammo on wearer

Problem
TODO

Solution
TODO

Overdose
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Kritzkrieg
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Quick-Fix
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Vaccinator
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Amputator
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Solemn Vow
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Vita-Saw
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Ubersaw
TODO

Changes
TODO

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
Reloading emits a sound that can be heard from afar
Reserve ammo reduced from 25 to 16
While scoped, the scope emits a small lens flare
Fires Classic-style tracer rounds (except the Machina)

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
TODO

Problem
TODO

Solution
TODO

Classic
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Hitman's Heatmaker
On Kill: Stay focused and remain scoped.
20% faster firing speed
+25% larger clip size
20% slower reload speed
20% damage penalty on body shot

Changes
Focus no longer has a duration and is only gained from scoped kills. On kill, focus is automatically activated.
Firing rate improved from 1.5s to 1.2s
Clip size increased from 4 to 5
Reload rate increased from 2s to 2.4s
Focus no longer grants 25% faster charge rate

Problem
TODO

Solution
TODO

Huntsman
This weapon will reload when not active

Changes
This weapon will reload automatically when not active
Base damage reduced from 50 to 40
Projectile can only headshot when charged for 0.2s
Flaming arrow afterburn duration reduced 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
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Sydney Sleeper
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Cleaner's Carbine
TODO

Changes
TODO

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
Max primary ammo increased from 16 to 20
Sniper Rifle clip sizes increased from 4 to 5
No longer provides flinch immunity
No longer provides knockback resistance

Problem
TODO

Solution
TODO

Darwin's Danger Shield
+15 max health on wearer
Debuffs expire 33% faster

Changes
Max health increased by 15 (to 140)
Debuff durations last 66% as long
No longer provides 50% fire resistance
No longer provides afterburn immunity

Problem
TODO

Solution
TODO

Jarate
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Razorback
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Bushwacka
TODO

Changes
TODO

Problem
TODO

Solution
TODO

Shahanshah
TODO

Changes
TODO

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
Firing rate improved from 0.8s to 0.68s

Problem
TODO

Solution
TODO

Spy

Revolver

Changes
Changes apply to all Revolvers
Bullet spread recovery time reduced from 1.25s to 1
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.
To note, this is makes all revolvers match the Ambassador's bullet spread recovery.

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
TODO

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 also applies to sapper armor
Increased damage bonus from 20% to 25%
Killing an enemy while disguised will not remove your current disguise. The shot fired can still be heard.
Increased firing speed penalty from 20% to 25%
Disguise activation time increased 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
Base damage reduced 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
Outlines 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

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.

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.

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
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.
-50% sapper health
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
Firing rate improved 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
Gain 60 max health on backstab which drains at a rate of 1.5 health per second
Backstab healing reduced 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
Afterburn immunity improved to debuff immunity and duration reduced from 10s to 5s
Fireproof duration increased from 1s to 5s
No longer melts upon being hit by fire
Recharge time improved from 15s to 5s
While active, can be thrown dealing its base damage or critical damage upon hitting the back of a target
No longer reduces recharge time through ammo packs
Backstabs shatter the knife
30% damage vulnerability on wearer while active
Base damage reduced 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: No attack noise from backstabs
+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
Added -33% cloak regen rate penalty

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
Decreased base time to cloak from 1s to 0.75s
Decreased 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
Decreased time to decloak from 1.5s to 1s
Cloak blink time increased 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

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.