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KinCryos

TF2 Admin
Contributor
Mapper
1) this time, they explain their reasoning.
2) the Pyro, the natural predator of the Spy, won last year's war
 

DaivdBaekr

Gaben's Own Aimbot
Contributor
>pyro update weapon balances
>the only mention of pyro is a nerf
MJLj9x5.png
 

Jermaphobe

Moderator
Contributor
Legendary Mapper
I would need to see the YER in action before I come to a conclusion, but the YER didn't need to be changed.
 

SuperNewman

Face-Melting F2Per
it requires a full cloak meter and consumes an entire cloak meter. so.

Plus that %50 faster cloak drain.

RIP YER, because it wasn't bad enough, now they have to make it a little more potato friendly, and make it a straight downgrade in the process, gg.

All it needed to be on par with the other knives was to bring back silent decloaks (from the old set), as they were only really a problem with the pre-nerf Dead Ringer.
 

SuperNewman

Face-Melting F2Per
allowing Spy to disguise with the YER makes him useless?

Well, when you take away all of his cloak to do it, in addition to making it so you have half as much cloak time, yeah, it does.

The only people who had a problem getting the first disguise were either potatoes or comp players, this smells like a move to make it slightly more viable in competitive play, while simultaneously nerfing it into the ground in pubs. The reduced cloak time in comp doesn't matter (less people you have to evade) as much. The problem with TF2 is that competative play was always an afterthought, and you can't balance weapons towards a mode that the vast majority of the playerbase simply does not play. In a world with 12v12 servers with no class or weapon restrictions you can't balance for 6's or Highlander play. Now, if they were to introduce class limits in "regular" 12v12 servers, it could be a little better than trash tier as you won't have to worry about playing Sentry Fortress 2 which are guarded by three pyros and a heavy.
 
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Defibyoulater

Australian Skial God
Contributor

    • Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD)
    • Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.

MEEM

Also, I'm going to make a summary of each change later.
 

KinCryos

TF2 Admin
Contributor
Mapper
the Organ-harvesting concept sounds neat, but since it caps at 4 organs, part of me wants Medics to be able to throw excess organs at players to stun them on-hit for a second

this smells like a move to make YER slightly more viable in competitive play, while simultaneously nerfing it into the ground in pubs.
of course it is. Comp play is just a way for Valve to get more money, especially since Comp Tickets allow vacced players to play
 
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Defibyoulater

Australian Skial God
Contributor
If you're too busy to read the whole thing, I've summed up, sorted, and simplified some of the new stats.


Multi-class

Panic Attack


50% switch speed
50% more pellets / closer you are more max damage / spread is fixed unless you land shots, making spread less.
30% over all less dmg


Spy

Ambassador

First shot is no longer completely accurate. Long range capabilities nerfed.

Dead Ringer

Ammo kits and dispensers no longer refill the Spy's cloak meter

Your Eternal Reward

Can disguise with it now.
Added: Non-kill disguises require (and consume) a full cloak meter
Backstab-based disguises are still free
Reduces cloak duration by 50%


Scout

Sandman

Only slows alt-fire struck targets. No longer disarms.
Max ranged balls do 50% more damage.
Max range for balls are 20% less, but fly with original trajectory and speed.
Ball regeneration time 33% faster. (15sec to 10sec)

Bonk! Atomic Punch

Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed
From -25% at low damage, to -65% at 200+ damage
Lasts 5 seconds

Pretty Boy’s Pocket Pistol

+15% firing speed
Up to +7 hp per hit (from +5)
-25% clip size (9 shots)

Crit-A-Cola

Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
Removed: Marked-For-Death when effect expires
Removed: +25% move speed bonus
Removed: +10% damage taken penalty

The Atomizer

Triple-jump is now only possible while the bat is out
Removed: Self-inflicted damage when triple-jumping
Removed: Attack speed penalty
Added: Melee attacks done while airborne mini-crit
Added: 50% deploy time penalty (to prevent quick-switch by-pass)
Reduced damage penalty vs players to -15% (from -20%)

Flying Guillotine

Removed: Crit vs stunned players (since sandman doesn’t stun anymore)
Removed: Mini-crits at long range
Added: Long range hits reduce recharge (by 1.5 seconds)
Distance considered "long range" reduced by half of the previous value when determining mini-crits


Soldier

B.A.S.E Jumper

Reduced amount of air control while deployed by 50%
You can only deploy parachute once until you touch the ground again.

Mantreads

The second least-used item in the game.
+75% push-force reduction from airblasts
+200% air control when blast jumping


Sniper

Darwin’s Danger Shield

Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
Afterburn immunity
+50% fire resist
(It actually said nothing about sniper vs sniper)

Razorback

Added: -100% overheal penalty
Added: Shield regenerates after 30 seconds


Medic

Vita-Saw

Melee strike people to get “organs.
Organ saves post death uber 15% uber per organ. Stacks 4 organs at 60%

Crusader's Crossbow

Landed shots now out-heal medigun. More health someone has, less uber is returned (like normal medigun).


Heavy

All Miniguns

Only during the first second of a fully spun up minigun do you have damage and accuracy lost.
Mini-gun no longer suffers damage or accuracy loss when you stop firing while minigun is spun.

Gloves of Running Urgently

While active, lose 10hp/s. When re-holstered, regain 10hp/s. (properties like drowning).
Constantly switching between gloves and other weapons causes higher hp loss rate.
No more mark for death. No dmg penalty.

Eviction Notice

Same principle as gloves when it comes to active health loss, but only 5hp/sec.
No more dmg penalty.

Fist of Steel

40% overheal reduction while active
40% healing rate penalty while active


Engineer

Rescue Ranger

Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
 
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KinCryos

TF2 Admin
Contributor
Mapper
I like how everybody in this thread, myself included, forgot this:
  • This is not the complete list of changes. Some items (and classes) are still being worked on, and are not ready for review.
  • We're going a little deeper on some classes this time (e.g. Scout) and not as deep on others (e.g. Demoman)
  • This is a work-in-progress; items may change prior to release.
emphasis mine
 

KinCryos

TF2 Admin
Contributor
Mapper
you really think valve will change items just because the community doesn't like it? i don't think so.
keep reading the beginning of the blog post
These changes are based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing.

Please continue to send us your feedback through the Contact Form on the right taskbar (under "Contact Us"). Hearing from you helps us prioritize our work and influences the direction the game moves in.
 

Purplemonkeyfan

Truly Feared Pyro
going by your status update, you're just salty because the DR will be a little less of a damage sponge
no, im salty because valve is balancing weapons based on comp player's wishes. TF2 isn't meant to be a competitive game. I'm also salty because Valve's is messing with weapons that don't need to be changed. For example, the YER didn't need to be nerfed, the dead ringer didn't need to be nerfed, the sandman didn't need to be nerfed, the bonk didn't need to be nerfed.