Maxerhex
Unremarkable User
From what I can see, the main reason why people wanted the KGB to be nerfed is because it synergised too well with the mad milk and ubercharge. Being able to deal 200-ish health per swing was insane, so rather than nerfing how well KGB Heavy pairs with a mad milk scout or a pocket medic, they went ahead and nerfed the damage of it, which doesn't help anything, he's still a complete pain to take down when you're milked or if he's ubercharged, and when he's not he's basically fodder and does a pretty pitiful amount of damage when the boss runs off with a superjump.
So here's my rework that actually deals with the problem instead of nerfing Heavy's only viable way to a shell of its former glory.
- Revert the KGB to its former stats (300 damage per swing etc)
- Give it a 80% or 70% reduction of health regained from healers (Mad Milk and Medics, but not Medkits, like the Valve Backscratcher) or better yet, no health at all from milk.
- Give KGB Heavies the inability to be ubercharged or overhealed... maybe.
This rework is much better in my opinion, it keeps Boxing Heavy as a short range powerhouse that punishes the boss for getting too near without an ambush from above, but reducing how long he can hug the boss with melee hits before he has to retreat.
KGB Heavies get absolutely demolished by rage, he doesn't have a "get out of jail" free card like Demo, Soldier, Sniper, Engi, Pyro etc. he can't whip out a sniper rifle, minigun or pistol when he's too far away. This encourages good KGB heavies to back off every once in a while if they feel that the boss is about to use rage, and makes it completely unavoidable if they are in range, sacrificing continuous damage (which was already lacking) for survivability and staying out of range for potentially lethal stuns.
It also gets rid of the elephant in the room, his "invincibility" from Mad Milk that players cry so much about, with this nerf, Heavy will only be regaining 80ishHP per swing, even when the boss is milked if they add the damage reduction (compared to the boss' 201), but allows him to stay in the fight if he can flank out of Hale's range and take advantage of his own melee range.
Removing Heavies only viable way of playing wasn't a good move. (Vanilla Heavy sucks too, a Medic isn't gonna do such an obscure thing like "heal people" in VSH, they could be running into the boss with a syringe gun and dying) Revert the KGB and give Heavy a more glass cannon playstyle, keep him as a powerhouse but add more risk of continuously dealing damage.
So here's my rework that actually deals with the problem instead of nerfing Heavy's only viable way to a shell of its former glory.
- Revert the KGB to its former stats (300 damage per swing etc)
- Give it a 80% or 70% reduction of health regained from healers (Mad Milk and Medics, but not Medkits, like the Valve Backscratcher) or better yet, no health at all from milk.
- Give KGB Heavies the inability to be ubercharged or overhealed... maybe.
This rework is much better in my opinion, it keeps Boxing Heavy as a short range powerhouse that punishes the boss for getting too near without an ambush from above, but reducing how long he can hug the boss with melee hits before he has to retreat.
KGB Heavies get absolutely demolished by rage, he doesn't have a "get out of jail" free card like Demo, Soldier, Sniper, Engi, Pyro etc. he can't whip out a sniper rifle, minigun or pistol when he's too far away. This encourages good KGB heavies to back off every once in a while if they feel that the boss is about to use rage, and makes it completely unavoidable if they are in range, sacrificing continuous damage (which was already lacking) for survivability and staying out of range for potentially lethal stuns.
It also gets rid of the elephant in the room, his "invincibility" from Mad Milk that players cry so much about, with this nerf, Heavy will only be regaining 80ishHP per swing, even when the boss is milked if they add the damage reduction (compared to the boss' 201), but allows him to stay in the fight if he can flank out of Hale's range and take advantage of his own melee range.
Removing Heavies only viable way of playing wasn't a good move. (Vanilla Heavy sucks too, a Medic isn't gonna do such an obscure thing like "heal people" in VSH, they could be running into the boss with a syringe gun and dying) Revert the KGB and give Heavy a more glass cannon playstyle, keep him as a powerhouse but add more risk of continuously dealing damage.