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- Fixes
- + Medeival allows all bread items
- + Bison & Pomson boosted projectile speed
- + Iron Bomber fixed blast on rollers
- - Milk & Jarate no longer refill on resupply
- - Danger Shield & Spy-Cicle don't instantly cancel debuffs
- Fixes to improve consistency of weapon changes.
- Cow Mangler 3000
- + Increased damage to cause misfire to 40 (was 10)
- - Damage to cause misfire counts cumulatively
- The former damage limit was too low and made charging excessively risky. This increase should make single stronger hits still strong enough to cancel it in close range, but makes chip damage at in mid range less likely to cause it unless consecutive hits are made. Snipers, revolvers, and similar sources should be able to check this at longer ranges.
- Airblast
- + Reduced pressure cooldown to 5 seconds (was 8s)
- - Increased airblast pressure reduction to -100% (was -33%)
- Feedback had shown Pyro has become too mobile with how active his airblast can recharge, even with the prior nerf, for how little spaced out airblasts took up your charge. This change should make airblast jumps less spammable and force the pyro to make more intentional choices on when he airblasts to extinguish or reflect in a fight, or to keep his pocket mobility boost.
- Phlogistinator
- + Removed crits become minicrits
- + Removed slower alt-fire rate
- ~ Crit damage scale with temperature, from +35% at min and +100% at max
- - Increased alt-fire self-knockback to -100% (was -33%)
- - Removed lingering flame bonus
- The ability to close the gap with the boosted damage made it rather extreme in how little room players had to escape it. However simply nerfing this mobility would make the boosted damage be a little too underwhelming. Rather than simply increasing this damage, it was instead made to ramp up with temperature from consecutive hits, requiring more accuracy to actually drive up the damage and give more nuance to how the pyro picks targets to melt with his MMMPH.
- Detonator
- - Reduced afterburn duration on splash by 33% (7.5s->5s)
- Scorch Shot
- - Reduced afterburn duration on splash by 33% (7.5s->5s)
- Ranged sources of afterburn proved to be a bit too spammable, so these were de-emphasized save for with direct hits to make their crowd control less oppressive. Providing supplemental mobility should keep these items relevant, Det for it's more consistent jumps and Scorch for the combination jumps.
- Neon Annihilator
- + While intact, weapon deals +150% damage on next hit
- + Reduced charge to only 100 damage (was 250)
- - Afterburn damage counts at 50% for charge
- - Only charges while active
- - Removed explosion while intact
- The caber version of this weapon was a little too polarizing, in particular for the boosted range. It's reined in with charge now providing a single-target damage boost and needing active usage to charge. The reduced charge amount and it's range should help make gaining the charge not too difficult, basically taking 2 hits to fully charge and allowing you to pocket the 3rd stronger hit.
- Buffalo Steak Sandvich
- + Heals 100 HP on eating
- + Recharges with damage dealt, up to 500 to refill
- + On-Kill during effects: heal +50 HP and increase duration by 2 seconds
- + Removed extra 3 seconds Mark for Death on effect's end
- - Removed damage resistance
- - Starts empty from spawn
- - No longer recharges through healthpacks and with time
- - Duration reduced to 12 seconds (was 20)
- These changes were coaleced from a great deal of feedback and experience to better fill an intended niche. Firstly, healing on use and on-kill under effects replaces resistance to give Heavy the sustainability and opportunity to use the buff less passively. The duration extending on-kill similarly helps, with a reduced starting duration to make sure the Heavy is no longer shackled to it before cancelling. However, without a passive recharge and coming from spawn, it ought to be seen as more valuable when you have it. The intent with these changes is to provide Heavy an option to help his team push when pushing forward, providing some quick pressure with his speed, damage, and sustainability if he can get the melee kills in.
- Warrior's Spirit
- + Removed deploy penalty
- Feedback proved that being forded into a slow deploy when using the item with anything but the Steak drastically reduced it's useability, and was counterproductive.
- The Razorback
- + Critical Hits count for 100 damage absorbed limit, not instantly breaking shield
- A little fix to better improve it's performance versus smaller crits, particularly from repeat fire weapons.
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