So my 2cents are about the biggest item issues i can think of. Fixing these should not resolve all items issues, but the most obvious ones at the moment.
Reserve shooter : straight upgrade from the stock shotgun given it does the same damage + the airborne targets system
- 25% damage penalty
- faster weapon switch removed
Baby Face Blaster : the concept is cool but the current numbers make it way too strong, mostly because it charges way too fast.
- Max boost attained with 400 damage dealt instead of 100
- 10% damage penalty
Soda popper : this thing should not reload faster than the FaN
Crit-a-Cola : how can an item give a speed boost to the already fastest class in the game? If scouts want to use it then it should make them be REAL glass cannons.
- damage taken increased from 10% to 25%
- no longer gives speed boost
Pretty Boy Pocket Pistol : So 210 HP overhealed scout with almost no counterpart? seems legit. I propose a true drawback to balance this one.
- 50% Fire damage vulnerability changed to bullet damage vulnerability
Disciplinary Action : A cool item overall that poses problem only in sixes. I think it should be doable to 'slightly' modify it so using it forces boosted players to be a bit more careful.
- speed boosted players take mini crits for the duration of the boost
- no longer boosts multiple teammates
Loch-n-Load : So, it cannot one shot scouts anymore, which is good, but the 3 sized clip makes it still too strong.
- clip size changed to 2 from 3
Natascha : I read the wiki and it seemed that the maximum slowdown effect that was attainable was way too much thus making it completely unfun to fight against
- maximum slowdown is now equal of heavy's walking speed
Dalokohs Bar : this thing is never used to my knowledge, if it gave something else than the sandvich maybe it could have some uses
- the 50 health bonus now affects overheal too
- equivalent to a small healthpack instead of a medium one
GRU : The trick is (once again) to make this item not OP in sixes while retaining its impact for highlander.
- speed boost changed from 100% speed to 94% (demoman's speed)
Rescue Ranger : the building pick up mechanic is great, but the amount of damage you can repair from a distance is just way too much and makes sentry nests too strong for fluid pushes to occur
- repairs 50 health instead of 75
- building pick up costs 100 metal instead of 130
Wrangler : a 300 health minisentry? a 648 health level 3 gun? ok lol
- shield now absorbs 33% of damage instead of 66%
Short Circuit : it was *somewhat* fine before the buff it got, i think it's a numbers problem. If it rewards more precise timing and can get saturated of projectiles to the point it cannot stop everything it might be fine
- rate of fire increased to 0.75s (similar to airblast)
- each shot costs 20 metal no matter what
- destruction radius reduced to 50° from 75°
Mini Sentry gun : I would like to see a version of it that still makes it useful while not completely stopping a bomb or a scout, so that the engineer presence with his primary weapon would still be mandatory to hold a position
- no longer fires 50% faster than a lvl 1 sentry gun -> dps should be 50% of lvl 1 sentry gun instead of 75%
- no longer rotates 35% faster than a lvl 1 sentry gun
Quick fix : As said previously, in sixes it currently promotes passiveness : the uber builds faster, you don't have to build it (LOL) and on top of that, you get increased heal rate + mobility to avoid or kite anything. It should be made in a way that promotes non uber play and agressivity instead of reliance on ubers.
- No longer builds 25% faster
- slow build speed triggered at 120% health or higher instead of 142%
Vaccinator : the concept is ultra cool, however you often face more than 1 damage type, so buffing the item a bit could help. It should also be more of a counter to kritz play IMO, the way it currently works with crit tanking is gimmicky.
- Overheal build rate changed to -33% from -66%
- Crit tanking expense for explosions changed from -75% to -25% (allowing a full vaccinator uber to tank 4 explosions instead of 1)
Bazaar bargain : it's glitched :(
Sydney sleeper : It charges faster than regular sniper and yet it doesnt need to be fully charged to apply jarate. That seems a bit odd to me.
- Applies jarate on full charge only
Classic : to please bldsire ofc
- Can fire while jumping
- Bodyshot damage penalty removed
Darwin's Danger Shield : this item should help sniper be on the frontlines and get the sick quickscopes. It should NOT give that big of an advantage in sniper duels.
- prevents crosshair flickering
- still gives +25 max health
- 20% bullet vulnerability
Cozy Camper : I had to tweak this because its main mechanic was transfered to the DDS :|
- Health regen increased from 1 HP/s to 2 HP/s
- Overall knockback no longer reduced by 20%
- damage vulnerability removed
- On hit with sniper rifle : tags players through walls for 5 seconds
Razorback : Some people complain about highlander being about snipers way too much. Playing with razorback close to the combo makes you pretty much unkillable by anything else than the other sniper. Adding a penalty to overheals would mean more risks in running it close to the combo and more chances to get killed by regular damage.
- 66% reduced overheal rate
Enforcer : why would this weapon have a different spread than the revolver? I also think of it as the opposite to l'Etranger.
- spread recovery changed from 0.95s to 1.25s (similar to revolver)
- -20% cloak duration
There you go. With these changes, every item can somewhat be used, if only situationally.