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TF2 Blog: "Balance Changes"
31
#31
12 Frags +

I love the sniper and scout changes (not pocket pistol, seems a bit strong) with the ambassador change , the best thing to do in my opinion is just damage dropoff thats it, mantreads seems interesting, crossbow is for sure well done change.

I love the sniper and scout changes (not pocket pistol, seems a bit strong) with the ambassador change , the best thing to do in my opinion is just damage dropoff thats it, mantreads seems interesting, crossbow is for sure well done change.
32
#32
51 Frags +

just make headshots minicrit with the amby at a certain range instead adding RNG

just make headshots minicrit with the amby at a certain range instead adding RNG
33
#33
-7 Frags +

>gloves are too strong
>buff the gloves

(why would you nerf engi)

>gloves are too strong
>buff the gloves

(why would you nerf engi)
34
#34
10 Frags +

considering how many times ive gotten a couple saws off as med only to die at ~90% anyway, i actually really like the new vita saw

considering how many times ive gotten a couple saws off as med only to die at ~90% anyway, i actually really like the new vita saw
35
#35
26 Frags +
wickedplayer494Part 2:
TF TeamSoldier

Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.

[quote=wickedplayer494]Part 2:

[quote=TF Team][b][u]Soldier[/u][/b]

[b]Crusader's Crossbow[/b]
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
[/quote][/quote]

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.
36
#36
10 Frags +

Maybe they plan to change the pyro in a way that makes him worse at spychecking and are therefore nerfing spy?

Other than that the spy changes seem pretty out of place.

Maybe they plan to change the pyro in a way that makes him worse at spychecking and are therefore nerfing spy?

Other than that the spy changes seem pretty out of place.
37
#37
0 Frags +

The new vita saw changes might mean the vita saw is a super powerful option (much better than ubersaw) for ultiduo, but everything besides the meta is banned in ultiduo... so... #unbanvitasaw?

The new vita saw changes might mean the vita saw is a super powerful option (much better than ubersaw) for ultiduo, but everything besides the meta is banned in ultiduo... so... #unbanvitasaw?
38
#38
26 Frags +

After thinking about it for a bit, the Vita-Saw seems very powerful. In reality, most of the time you get an ubersaw on someone, you don't get to benefit from it, since you die very soon after (exceptions are when you get 100% and use it instantly).

With the new Vita-Saw, you benefit from it every single time. You might even start a round with 60% uber and have it ready by the time you get to mid. And I'm pretty sure the mechanic will work in humilliation time...

After thinking about it for a bit, the Vita-Saw seems very powerful. In reality, most of the time you get an ubersaw on someone, you don't get to benefit from it, since you die very soon after (exceptions are when you get 100% and use it instantly).

With the new Vita-Saw, you benefit from it every single time. You might even start a round with 60% uber and have it ready by the time you get to mid. And I'm pretty sure the mechanic will work in humilliation time...
39
#39
8 Frags +
Rescue Ranger
- The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
- Changes:
- Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)

I don't think this will be good enough. Say, if your on Upward defending, this negative might be negated by a the abundance of ammo packs or being close to a dispenser. Another example, say your on Gullywash defending last. There is no way a soldier or demo will be open for long enough for them to kill the sentry, especially with the unmodified healing bolts, and when the soldier/demo retreats to reload their ammo, you could just quickly run back into the spawn room if you really need to get more metal.

Then say the enemy team pushes in with an uber, and they do manage to kill your sentry. In any scenario like that, nothing really changes because after your sentry dies either you die or you go back into spawn to change classes.

My best suggestion that I can come up with is to just decrease the healing per bolt to a more wrench-like rate, with the already in-place penalty of having to have a clip. If thats not enough, you could just decrease the reload rate as well.

Also, the Wrangler still needs to be balanced.

[quote]Rescue Ranger
- The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
- Changes:
- Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)[/quote]

I don't think this will be good enough. Say, if your on Upward defending, this negative might be negated by a the abundance of ammo packs or being close to a dispenser. Another example, say your on Gullywash defending last. There is no way a soldier or demo will be open for long enough for them to kill the sentry, especially with the unmodified healing bolts, and when the soldier/demo retreats to reload their ammo, you could just quickly run back into the spawn room if you really need to get more metal.

Then say the enemy team pushes in with an uber, and they do manage to kill your sentry. In any scenario like that, nothing really changes because after your sentry dies either you die or you go back into spawn to change classes.

My best suggestion that I can come up with is to just decrease the healing per bolt to a more wrench-like rate, with the already in-place penalty of having to have a clip. If thats not enough, you could just decrease the reload rate as well.

Also, the Wrangler still needs to be balanced.
40
#40
37 Frags +

Really glad they nerfed Dead Ringer.

Shit weapon.

Really glad they nerfed Dead Ringer.

Shit weapon.
41
#41
-24 Frags +

kind of garbage

kind of garbage
42
#42
32 Frags +

im just happy that theyre actually communicating now

im just happy that theyre actually communicating now
43
#43
Valve
207 Frags +

On the Ambassador change - Keep in mind that revolvers in general already have a pretty tight cone. We found that having a 50% reduced spread on your first shot still results in nearly perfect accuracy at short-to-medium ranges (But, as mentioned, these changes are not set in stone)

On the Ambassador change - Keep in mind that revolvers in general already have a pretty tight cone. We found that having a 50% reduced spread on your first shot still results in nearly perfect accuracy at short-to-medium ranges (But, as mentioned, these changes are not set in stone)
44
#44
23 Frags +
kaidus

crossbow works differently from medigun, the uber built is proportional to heals put out

[quote=kaidus][/quote]

crossbow works differently from medigun, the uber built is proportional to heals put out
45
#45
Twitch Prime
27 Frags +

yea but how about that demo nerf a while back :)

yea but how about that demo nerf a while back :)
46
#46
22 Frags +
ZwocklMaybe they plan to change the pyro in a way that makes him worse at spychecking and are therefore nerfing spy?

Other than that the spy changes seem pretty out of place.

To be fair the spy has gotten literal buff after buff after buff (first spycicle, then DR, then speedboost to DR, then fire-resist on DR...) that made getting away from pyros way easier than it used to be. They might just be evening it back out. In highlander I'll go from killing a spy running invis-watch a dozen times one game to literally never killing a DR spy the next.

I think the bigger problem with the amby was how easy a spy can get into position to freely spam it from distance. It prolly shouldn't have it's accuracy removed, but maybe just have it limit cloak in some way.

[quote=Zwockl]Maybe they plan to change the pyro in a way that makes him worse at spychecking and are therefore nerfing spy?

Other than that the spy changes seem pretty out of place.[/quote]

To be fair the spy has gotten literal buff after buff after buff (first spycicle, then DR, then speedboost to DR, then fire-resist on DR...) that made getting away from pyros way easier than it used to be. They might just be evening it back out. In highlander I'll go from killing a spy running invis-watch a dozen times one game to literally never killing a DR spy the next.

I think the bigger problem with the amby was how easy a spy can get into position to freely spam it from distance. It prolly shouldn't have it's accuracy removed, but maybe just have it limit cloak in some way.
47
#47
24 Frags +
VariWhy would they nerf spy? these spy changes don't make any sense.

It's the DR/Amby combo that doesn't make any sense looking at the class original design y know.

[quote=Vari]Why would they nerf spy? these spy changes don't make any sense.[/quote]

It's the DR/Amby combo that doesn't make any sense looking at the class original design y know.
48
#48
26 Frags +

A Deadringer spamming Ambassador spy is also very annoying

A Deadringer spamming Ambassador spy is also [i]very[/i] annoying
49
#49
7 Frags +

I really do appreciate the communication from the dev team on planned/ upcoming changes, but some of these balance changes don't exactly sit well with me. A lot of them seem almost arbitrary or don't really seem to address the original problem of the weapon (or create new problems).

Sandman:
While I feel like the proposed changes are sort of a step in the right direction, it still doesn't address the issue of having your movement restricted. Having your movement limited by another player in as random of a way as lobbing a ball across the map will never be seen as not an issue
Bonk:
Regardless of the slow down effect the user receives after the bonk effect wears off, its still just as easy to bypass players. Maybe having the slowdown effect being immediate would help with this issue?
Crit-a-cola:
The proposed changes actually seem like more of a buff than anything. Now you need to fire before taking extra damage. What is stopping someone from holding off their shots and bee lining for a med and one shotting him?
Guillotine:
I always thought the most troubling aspect of the guillotine was the fact it was an easily spammable 90 damage that regenerated fairly quickly, not the fact it could crit if you combo'd it with the sandman. Even without the crit-gimmick it still seems like a straight upgrade to the pistol in most situations
Vita-saw:
The idea of retaining uber after death will always be flawed, even if you have to "work" for it.

I really do appreciate the communication from the dev team on planned/ upcoming changes, but some of these balance changes don't exactly sit well with me. A lot of them seem almost arbitrary or don't really seem to address the original problem of the weapon (or create new problems).

Sandman:
While I feel like the proposed changes are sort of a step in the right direction, it still doesn't address the issue of having your movement restricted. Having your movement limited by another player in as random of a way as lobbing a ball across the map will never be seen as not an issue
Bonk:
Regardless of the slow down effect the user receives after the bonk effect wears off, its still just as easy to bypass players. Maybe having the slowdown effect being immediate would help with this issue?
Crit-a-cola:
The proposed changes actually seem like more of a buff than anything. Now you need to fire before taking extra damage. What is stopping someone from holding off their shots and bee lining for a med and one shotting him?
Guillotine:
I always thought the most troubling aspect of the guillotine was the fact it was an easily spammable 90 damage that regenerated fairly quickly, not the fact it could crit if you combo'd it with the sandman. Even without the crit-gimmick it still seems like a straight upgrade to the pistol in most situations
Vita-saw:
The idea of retaining uber after death will always be flawed, even if you have to "work" for it.
50
#50
-3 Frags +

is the amby change 50% reduced spread on the first shot or 50% reduced spread all the time? cause 50% reduced spread all the time would be dank as fuck imo that would make me want to pub again but im assuming its just instead of perfect accuracy for the first shot its 50% reduced spread for the first shot?

is the amby change 50% reduced spread on the first shot or 50% reduced spread all the time? cause 50% reduced spread all the time would be dank as fuck imo that would make me want to pub again but im assuming its just instead of perfect accuracy for the first shot its 50% reduced spread for the first shot?
51
#51
-14 Frags +

someone needs to revive the rtf2 cringe thread just because of this blog post

someone needs to revive the rtf2 cringe thread just because of this blog post
52
#52
-1 Frags +
CheesyMacgyveris the amby change 50% reduced spread on the first shot or 50% reduced spread all the time? cause 50% reduced spread all the time would be dank as fuck imo that would make me want to pub again but im assuming its just instead of perfect accuracy for the first shot its 50% reduced spread for the first shot?

50% reduced spread all the time and no shots are perfectly accurate, but at close to medium range it basically is perfectly accurate, only long range is it more difficult than before for the first shot

[quote=CheesyMacgyver]is the amby change 50% reduced spread on the first shot or 50% reduced spread all the time? cause 50% reduced spread all the time would be dank as fuck imo that would make me want to pub again but im assuming its just instead of perfect accuracy for the first shot its 50% reduced spread for the first shot?[/quote]

50% reduced spread all the time and no shots are perfectly accurate, but at close to medium range it basically is perfectly accurate, only long range is it more difficult than before for the first shot
53
#53
13 Frags +
trippakaidus
crossbow works differently from medigun, the uber built is proportional to heals put out

Yes, but they state in the notes:

"Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat"

For me this is ambiguous whether it only affects building or heal output as well. The wording suggests medigun build rate is connected to heal rate. It could just be poorly worded, and the intended meaning is "and therefore, Ubercharge build rate [of the crossbow]" however that is not how the sentence reads in its current structure.

[quote=trippa][quote=kaidus][/quote]

crossbow works differently from medigun, the uber built is proportional to heals put out[/quote]

Yes, but they state in the notes:

"Ubercharge gain rate reduced [b]in the same way[/b] that the[b] Medigun's healing (and therefore, Ubercharge build rate)[/b] is - based on the last time the target was in combat"

For me this is ambiguous whether it only affects building or heal output as well. The wording suggests medigun build rate is connected to heal rate. It could just be poorly worded, and the intended meaning is "and therefore, Ubercharge build rate [i][of the crossbow][/i]" however that is not how the sentence reads in its current structure.
54
#54
0 Frags +
kaiduswickedplayer494Part 2:
TF TeamSoldier

Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.

I think what they did was add in "crit uber %" for the crossbow specifically. So when the player has crit-heals, they also get the max uber % gain from the crossbow, whereas if they get bowed right after getting damaged, it's only a third of what it currently is.

[quote=kaidus][quote=wickedplayer494]Part 2:

[quote=TF Team][b][u]Soldier[/u][/b]

[b]Crusader's Crossbow[/b]
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
[/quote][/quote]

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.[/quote]

I think what they did was add in "crit uber %" for the crossbow specifically. So when the player has crit-heals, they also get the max uber % gain from the crossbow, whereas if they get bowed right after getting damaged, it's only a third of what it currently is.
55
#55
5 Frags +
CapuAfter thinking about it for a bit, the Vita-Saw seems very powerful. In reality, most of the time you get an ubersaw on someone, you don't get to benefit from it, since you die very soon after (exceptions are when you get 100% and use it instantly).

With the new Vita-Saw, you benefit from it every single time. You might even start a round with 60% uber and have it ready by the time you get to mid. And I'm pretty sure the mechanic will work in humilliation time...

If it's unbanned I feel like it could operate as a hedge against the risk of making aggressive moves. If a push starts going badly wrong then you start swinging to mitigate the failure, but it will presumably still only preserve uber already built so immediately post uber it's value is low as there's nothing to keep.

It might work out that it encourages more aggressive play by potentially reducing the penalty for failure.

[quote=Capu]After thinking about it for a bit, the Vita-Saw seems very powerful. In reality, most of the time you get an ubersaw on someone, you don't get to benefit from it, since you die very soon after (exceptions are when you get 100% and use it instantly).

With the new Vita-Saw, you benefit from it every single time. You might even start a round with 60% uber and have it ready by the time you get to mid. And I'm pretty sure the mechanic will work in humilliation time...[/quote]
If it's unbanned I feel like it could operate as a hedge against the risk of making aggressive moves. If a push starts going badly wrong then you start swinging to mitigate the failure, but it will presumably still only preserve uber already built so immediately post uber it's value is low as there's nothing to keep.

It might work out that it encourages more aggressive play by potentially reducing the penalty for failure.
56
#56
0 Frags +
Lunacidekaiduswickedplayer494Part 2:
TF TeamSoldier

Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.

I think what they did was add in "crit uber %" for the crossbow specifically. So when the player has crit-heals, they also get the max uber % gain from the crossbow, whereas if they get bowed right after getting damaged, it's only a third of what it currently is.

Yeah my intuition is this as well.Since valves seem to be active in this thread I hope this can be clarified.

[quote=Lunacide][quote=kaidus][quote=wickedplayer494]Part 2:

[quote=TF Team][b][u]Soldier[/u][/b]

[b]Crusader's Crossbow[/b]
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
[/quote][/quote]

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.[/quote]

I think what they did was add in "crit uber %" for the crossbow specifically. So when the player has crit-heals, they also get the max uber % gain from the crossbow, whereas if they get bowed right after getting damaged, it's only a third of what it currently is.[/quote]

Yeah my intuition is this as well.Since valves seem to be active in this thread I hope this can be clarified.
57
#57
-18 Frags +

bad (warning opinion)

bad (warning opinion)
58
#58
29 Frags +

cant wait for shotgun pocket to be viable again and have to look at the ugly as fuck panic attack and cow mangler in frag vids

cant wait for shotgun pocket to be viable again and have to look at the ugly as fuck panic attack and cow mangler in frag vids
59
#59
16 Frags +

I stopped playing spy to main exclusively soldier some time ago but ambassador was the only fun part about it. I'd rather see them increase the headshot cooldown than decrease accuracy, so that good players could still consistently headshot but you cant get 204'd out of existence from across the map

edit: also having played spy in plat hl for a while i never felt like the ability to headshot people was broken, just felt dirty by being able to feign away constantly after i hit one. I think if anything valve should see how the dr nerfs make ambassador worse by default before kinda killing it

I stopped playing spy to main exclusively soldier some time ago but ambassador was the only fun part about it. I'd rather see them increase the headshot cooldown than decrease accuracy, so that good players could still consistently headshot but you cant get 204'd out of existence from across the map

edit: also having played spy in plat hl for a while i never felt like the ability to headshot people was broken, just felt dirty by being able to feign away constantly after i hit one. I think if anything valve should see how the dr nerfs make ambassador worse by default before kinda killing it
60
#60
-6 Frags +

Pretty Boy’s Pocket Pistol

- Up to +7 hp per hit (from +5)

This isn't necessary and in-fact i think it should be reduced to like +3 since it just seems like a straight upgrade.
Or even remove this gimmick entirely as the passive bonus of no fall damage is really useful with very little downside.

Pretty Boy’s Pocket Pistol

- Up to +7 hp per hit (from +5)

This isn't necessary and in-fact i think it should be reduced to like +3 since it just seems like a straight upgrade.
Or even remove this gimmick entirely as the passive bonus of no fall damage is really useful with very little downside.
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