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
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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
All weapons that inflict bleed have a duration of 5s and reapplications of bleed resets the duration to 5s
Reduces healing from pickups by 50%
Bleed damage now stacks from the same source
Bleed stack damage decreased from +4 to +2
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
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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 consume 35% of the meter 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
Airblasts consume 35% pressure
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
Alt-fire with full boost to gain maximum movement speed for several seconds. Air jumps consume boost while boost is active.
Build 'Boost' by dealing damage
-20% firing rate
20% reduced jump height on wearer
10% slower move speed on wearer
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Changes
Boost can be activated when full to gain maximum move speed (520ms) for 8 seconds
Reduced boost lost from air jumps from 75% to 33%
Boost lost from air jumps requires boost to be active
Boost no longer reduced from taking damage
Increased clip size from 4 to 6
Damage for full boost increased from 100 to 300
Added a shorter jump height on wearer penalty
Reduced attack interval from 0.625s to 0.75s
|
Problem
TODO
Solution
TODO
|
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
Reduced firing rate from 0.3125s to 0.4375s
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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
Improved 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
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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
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Problem
TODO
Solution
TODO
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Bonk! Atomic Punch
Drink to gain 50% knockback reduction against sentries 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
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Changes
Effect no longer puts the Scout in thirdperson view
On-hit effects no longer work against the effect
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% reduced knockback vs sentry guns
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
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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 similar 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.
The consumption has also been made less restricting to make it more seamless.
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Crit-A-Cola
TODO
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Changes
Consumption no longer forces the user into a taunt
Increased consumption time from 1.2s to 2.645s
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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
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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
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Problem
TODO
Solution
TODO
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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
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Problem
TODO
Solution
TODO
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Pretty Boy's Pocket Pistol
+25 health restored on kill
+25% smaller clip size
-20% firing rate
|
Changes
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
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Problem
TODO
Solution
TODO
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Winger
+15% damage bonus
+10% faster firing rate
+25% greater jump height when active
-60% smaller clip size
|
Changes
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.
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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 <50% health
On Kill: Target drops a small health kit
On Kill: Target drops a small ammo pack
-50% max primary ammo
|
Changes
Removed explosive damage vulnerability
Increased health restored by health kits while below 50% health from 125/63/25 to 125/95/40
Ammo packs dropped by killed enemies changed from medium to small
Reduced primary max ammo from 24 to 12
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Problem
TODO
Solution
TODO
|
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
-40% health from pickups on wearer
Killing a dazed enemy rewards both the killer and wielder a speed boost for 4 seconds
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Changes
Changed duration of ball remaining on the ground when launched from 10s (4s) to 8s (8s)
Removed max health penalty
Increased ball base damage from 15 to 35
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 healing from pickups from 125/63/25 to 75/38/15
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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
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Soldier |
Air Strike
-20% blast damage from rocket jumps
+65% faster firing rate while explosive jumping
On Kill: Clip size increases by 1, up to +4
-15% damage penalty
-20% explosion radius
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Changes
Reduced blast jump damage taken from 15% to 20%
Rocket jumping no longer reduces blast radius
Reduced base blast radius from -10% to -20%
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Problem
TODO
Solution
TODO
|
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
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Black Box
On Hit: Gain up to +20 health per attack
-25% smaller clip size
|
Changes
Damage that kills will always restore 20 health
|
Problem
TODO
Solution
TODO
|
Cow Manlger 5000
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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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
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Liberty Launcher
+25% larger clip size
+40% faster projectile speed
-25% blast damage from rocket jumps
-25% damage penalty
This weapon reloads while not active
|
Changes
Passively reloads over time when fully holstered
|
Problem
TODO
Solution
TODO
|
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%
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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
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Problem
TODO
Solution
TODO
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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
|
Problem
Remained as one stat since 2010. They might have nailed this one.
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Manntreads*
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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Righteous Bison
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Disciplinary Action
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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Equalizer
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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Escape Plan
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Market Gardener
TODO
|
Changes
|
Problem
TODO
Solution
TODO
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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 primary ammo on wearer
|
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.
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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.
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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.
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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.
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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.
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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
Reduced recharge damage needed from 750 to 500
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 +100% bonus damage 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
Reduced firing rate 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. Distance increases with more pressure. Increased knockback vulnerability by 50% while in-flight.
Knocks back enemies upon landing (based on velocity)
Deals 3x falling damage to the player you land on
+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
Increased 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.
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Axtinguisher
Deals mini-crit damage against burning targets
Extinguishes burning enemies, dealing any remaining afterburn as bonus damage
Killing blows on burning players grant a speed boost
-20% damage penalty
-25% universal afterburn damage on wielder
This weapon holsters 35% slower
|
Changes
Bonus damage from afterburn is not affected by the global afterburn penalty (calculated as 4, not 3)
Changed damage bonus scaling from 86-167 to 76-178
Increased base damage from 44 to 52
Reduces afterburn damage from 4 to 3 on wielder
|
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 afterburn being slightly less threatening, utilizing this weapon is encouraged to avoid it.
|
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 move speed from 300 to 270 while active
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
Increased firing rate 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 |
Ali Baba's Wee Booties
TODO
|
Changes
|
Problem
TODO
Solution
TODO
|
Bootlegger
TODO
|
Changes
|
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
Killing an enemy with a shield bash now triggers melee-specific on kill bonus effects
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
+50% max secondary ammo on wielder
Max charge time decreased by 25%
Charging increases stickybomb fired up to +2
+4 max active stickybombs
Stickybombs will only arm while not moving
Stickybombs that move must rearm
|
Changes
No longer detonates stickybombs at your feet
Removed stickybomb arm time penalty
Reduced max charge time from 4s to 3s
Increases the amount of stickybombs fired at once by 1 every second charged, up to 3. Any additional stickybombs fired have +2 degrees of deviation.
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
TODO
Solution
TODO
|
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 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 your charge meter
0.5 second decrease in charge duration
|
Changes
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
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 the charge meter
Ammo boxes collected also refill the 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
Shield bashes are now considered melee hits
Increased max primary ammo from 3 to 8
Increased 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 spun up and <50% health
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 spun up from 110HU/s to 138HU/s
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
Reduced firing rate 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 mini-crits on attacks 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
Removed damage vulnerability penalty
Effect duration resets to 12s on melee kill
While the effect is active, primary weapons can be deployed only after a melee kill is earned
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
TODO
|
Changes
|
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 vs targets <50% health
-60% damage penalty vs targets >50% health
Triple Hit Combo! Successive punches with alternating attacks will deal critical damage on the 3rd punch
|
Changes
Increased base damage from 26 to 52
Damage penalty only applies to targets <50% health
Reduced deploy time from 0.5s to 0.35s
Removed the Speed Bonus On Hit stat
Reduced firing rate 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
Increased firing rate 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% bonus damage
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
Reduced firing rate from 0.96s to 1s (0.875s)
|
Problem
TODO
Solution
TODO
|
Warrior's Spirit
Alt-fire: Throw a right hook punch
+30% bonus damage
+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 primary ammo on wearer
Does not refill from resupply cabinets
Self mark 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%
20% vulnerability on wearer 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 90% (270hu/s) to 100% (300hu/s)
Extended build speed bonus to all buildings
|
Problem
TODO
Solution
TODO
|
Jag
Construction hit speed boost increased by 30%
+15% faster firing rate
-33% damage penalty
33% slower repair rate
|
Changes
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
Reduced firing rate 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 1000 to 1250
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 primary ammo on wearer
This weapon reloads while not active
|
Changes
No Headshots stat is now hidden
Decreased max primary ammo from 38 to 16
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
While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%
-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
Patient debuffs expire 150% faster
|
Problem
TODO
Solution
TODO
|
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.
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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
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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
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Problem
TODO
Solution
TODO
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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.
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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%
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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.
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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
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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.
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Problem
TODO
Solution
TODO
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Solemn Vow
TODO
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Changes
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Problem
TODO
Solution
TODO
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Vita-Saw
Collect the organs of people you hit
On Hit: Inflict bleed for 5 seconds
On Death: Wielder drops a small health kit
-15 max health on wearer
Attack an ally to transplant 1 organ, restoring 50 health and adding +25 max health to patient for 30 seconds
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Changes
Attacks inflict bleed on enemies for 5s
Organs can be transplanted to allies when hit, granting them 50 health and +25 max health for 30s
Decreased max health from 140 to 135
Wielder drops a small health kit when killed
Organs no longer retain ÜberCharge on death
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Problem
TODO
Solution
TODO
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Ubersaw
TODO
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Changes
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Problem
TODO
Solution
TODO
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Sniper |
Sniper Rifle
TODO
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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
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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.
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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%
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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
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Problem
TODO
Solution
TODO
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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
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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 is now always 80hu/s reguardless of charge level
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Problem
TODO
Solution
TODO
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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
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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 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.
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Problem
TODO
Solution
TODO
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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
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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.
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Problem
TODO
Solution
TODO
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Machina
Fires a laser that penetrates enemies and buildings
Does not require ammo
-20% slower firing rate
Cannot fire unless scoped
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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
Reduced firing rate from 1.5s to 1.8s
Removed damage bonus on full charge
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Problem
TODO
Solution
TODO
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Sydney Sleeper
On Hit: Apply Jarate for 3 seconds
On Unscoped Hit: Gain a speed boost for 3 seconds
+25% max primary ammo on wearer
No reload necessary
Headshots deal mini-crit damage
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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.
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Problem
TODO
Solution
TODO
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Cleaner's Carbine
TODO
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Changes
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Problem
TODO
Solution
TODO
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Cozy Camper
+4 health regenerated per second on wearer
+25% larger clip size to primary weapon
+25% max primary ammo on wearer
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Changes
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
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Problem
TODO
Solution
TODO
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Darwin's Danger Shield
+15 max health on wearer
50% shorter debuffs on wearer
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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
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Problem
TODO
Solution
TODO
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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
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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
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Problem
TODO
Solution
TODO
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Razorback
TODO
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Changes
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Problem
TODO
Solution
TODO
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Bushwacka
TODO
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Changes
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Problem
TODO
Solution
TODO
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Shahanshah
TODO
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Changes
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Problem
TODO
Solution
TODO
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Tribalman's Shiv
On Hit: Inflict bleed for 5 seconds
+25% faster firing rate
-50% damage penalty
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Changes
Increased firing rate from 0.8s to 0.6s
Reduced bleed duration from 6s to 5s
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Problem
TODO
Solution
TODO
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Spy |
Revolver
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Changes
Changes apply to all Revolvers
Reduced bullet spread recovery time from 1.25s to 1s
Bullet spread recovery now occurs gradually
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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.
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Ambassador
Crits on headshot
-15% damage penalty
20% slower firing rate
Critical damage is affected by range
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Changes
Headshots between 1200 to 1536 HU will gradually reduce to base damage
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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.
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Diamondback
TODO
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Changes
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Problem
TODO
Solution
TODO
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Enforcer
+25% damage bonus while disguised
Attacks pierce damage resistance effects and bonuses
On Kill: Current disguise is retained
25% slower firing rate
50% longer disguise activation time
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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 rate from 0.6s to 0.625s
Increased disguise activation time from 2s to 3s
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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.
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L'Etranger
+40% cloak duration
On Hit: Gain up to +24% cloak per attack
-25% damage penalty
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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
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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.
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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.
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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
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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.
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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
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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
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Problem
TODO
Solution
TODO
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Big Earner
+30% cloak on kill
Gain a speed boost on kill
+15% faster firing rate
-25 max health on wearer
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Changes
Increased firing rate from 0.8s to 0.68s
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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.
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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
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Changes
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
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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.
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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
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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
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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.
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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
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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
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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.
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Invis Watch
Alt-fire: Become invisible to enemies
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Changes
Changes apply to all Watches
Changed reduced debuff timer when cloaked to debuffs expire 150% faster while cloaked
Reduced base time to cloak from 1s to 0.75s
Reduced base time to decloak from 2s to 1.5s
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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.
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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
0.5 second increase in cloak blink time
No cloak meter from ammo boxes when invisible
-35% cloak meter from ammo boxes
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Changes
Motion to cloak conversion slightly improved. Total duration while running improved from
6.6s to
8s
Increased cloak blink time from 0.5s to 1s
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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
Offering more cloak duration will help reduce idling in between position changes.
The increase in blink time makes it more punishing if you are caught out, encouraging you to decloak and make a move when enemies are more aware of your presence.
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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
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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
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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.
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Disguise Kit
Hold 'Special Attack' to ignore set disguise speed
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Changes
Hold 'Special Attack' to run at normal speed regardless of current disguise
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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.
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