So Pyro has already been considered an OP class in low level pubs only but comparatively never used in higher level gameplays. The reason of this class having such weird stats has been summarized to a few points, such as normal moving speed making it impossible to make enemies come to close range, which is the only range Pyro is effective at all, and that there are actually classes that it cant dominant in the range that it is supposed to be the best in, such as the heavy. So I have an idea that might not be the solution but might invoke some more ideas, which is the attraction force.
So the idea i have actually comes from Roadhog in Overwatch. He is a slow, tanky hero that has great close-range dmg, with a related orb as well. However he is not limited to close range. To encounter fast and far targets he has the hook. The hook doesn't really do much dmg to the target but forces it to face hog at close range. This brings a possibility for the close range class to not only wait for hitting enemies in the face, but also hunt for the chances
If the pyro is given an attraction force ability that acts most effective at middle range, the class will be able to fulfill what it is designed to be best at-- dealing short-range damage instead of being chipped down by scouts or unable to save a medic from getting backstabbed by spy who is out of range.
So if this idea works, how can we make it practical for pyro in terms of skill requirements, effectiveness? If not, are there similar alternates for soothing the pain of nerfed pyro?
EDIT: Actually I did answer to the question of why the idea differs from the sucker concept of valve, but seems like it would be better for me to answer here instead. The proposed attraction force should be the most effective at mid range and has less to negligible force at long or short range. The reason to that is the pre-nerf airblast force enemy to short range with a lame manner- locking at corners. Also it kind of defeats the points of pyro tring to fight at short range, as the airblash pushes enemy away only, making pyro more like a defense class.