Changes:
The Heavy’s 50% knockback resistance now applies to all forms of knockback
Changes:
Removed 1 second of accuracy and damage ramp up after spinning up
Reason: The Love and War update's nerf to the Minigun was completely unneeded and dumb, and Jungle Inferno's weird half measure certainly helped, but I feel as if Heavy didn't need to have this change in the first place, as spinning up the minigun still takes time.
Changes:
Removed -25% damage penalty
Removed +30% slower spin up time
Added User is immune to critical hits, debuffs and all forms of enemy knockback while spun up
Removed 100% to slow target on hit
Removed +20% damage resistance while spun up and below 50% health
Added -25% max primary ammo on wearer
Added wearer cannot be overhealed while spun up, and does not affect ubercharge rate. Any overheal currently applied to the Heavy immediately decays when the gun spins up regardless of the Heavy being healed or not.
Added No ammo from dispensers and Payload carts while active
Reason: No one likes slowdown mechanics, and no one likes the Natascha, so a new design it is! This version will lean into the "immovable anchor" aspect of the Heavy, being a Minigun that is excellent at pushing advantage but has significant trouble with sustained fights.
Changes:
Reduced spin up penalty from 50% to 25%
Changed -60% slower move speed while deployed to -20% move speed while active
Removed +20% damage resistance while spun up and below 50% health
Reason: Boy, the Brass Beast. Yet another example of Heavy weapons being doomed to mediocrity. The Brass Beast feels as if Valve was very afraid of giving Heavy a weapon with a damage bonus for some reason. While in theory that could be quite powerful, the amount the Brass Beast limits you, to me, just makes it flat out bad. This will keep the idea of the Brass Beast mostly intact, while making its downsides feel much less insurmountable to overcome.
Changes:
Increased spin up time bonus from 20% to +40%
Removed 20% more accurate
Reason: Why the Tomislav was ever changed after this specific version is beyond me. This version is pretty much perfect for the kind of playstyle the Tomislav wants to enable. Being a weapon that is great for more mobile and ambush Heavies but is effectively a downgrade for Heavies that prefer to defend or play more passive.
Changes:
Increased base damage of ring from 12 to 20
Added While On Fire: Attacks deal 1 second of damageless afterburn
Removed 10% damage penalty
Added +20% fire vulnerability on wearer
Added Press reload to set yourself on fire for 4 seconds
Reason: To give the bonus against burning targets a bit more of a leg to stand on and gets rid of a completely superfluous downside, as the ammo drain is already an incredibly limiting downside that balances this weapon on its own.
Changes:
Is now the stock secondary weapon for the Heavy. The Sandvich will replace the Shotgun and the Heavy will thus be unable to equip the stock Shotgun. All currently existing unique Sandviches have been given a special quality.
Reason: While many people tout the solution to Heavy’s secondaries to be giving the Heavy a 4th slot, I personally feel as if Heavy’s stock secondary should have been the Sandvich from the very beginning, as the Shotgun simply has 0 place in Heavy’s arsenal. Don’t get too upset though, remember there still is 1 Shotgun Heavy can use that isn’t fully gone yet.
Changes:
Increased max health increase when eating from +50 to +100
Increased recharge from 10 seconds to 15 seconds
Added -100% max overheal on wearer
The Dalokohs Bar is now the Heavy Milestone 1 Achievement Item
Reason: The Dalokohs Bar was needlessly nerfed in Jungle Inferno for a weapon that it just so happened to be broken with. It already wasn't an amazing weapon but the nerf really tipped it over the edge. Here we will try to make the Dalokohs Bar an actually useful sidegrade again.
Changes:
Increased health gained when eating the steak to 80 health from 0
Decreased Cooldown time to 15 seconds, from 30
Removed 20% damage vulnerability while under effects
Increased Move speed while under effect from 299 hu/s to 311 hu/s
Added On melee kill: gain a speed boost
Dropping the steak only grants a small health kit
Reason: It should go without saying that the Steak is simply awful. Now the Steak doesn’t need to be excellent or anything, but it most certainly shouldn’t be completely and totally worthless most of the time, especially since this is the closest thing Heavy has to an alternate playstyle.
Changes:
Added This weapon will automatically reload when not active
Changed -15% damage penalty to +25% damage bonus
Added +25% faster reload speed
Removed +15% faster firing speed
Removed +34% larger clip size
Added Cannot be eaten
Reason: Now the the Stock Shotgun is gone, the Family Business can be a blatant upgrade without needing to worry since it no longer has to be held up to the standard of stock, and can be as powerful as a Heavy shotgun needs to be to be viable
The Panic Attack
Changes:
Can no longer be equipped by the Heavy
Sorry, Heavy fans. No replacement for you, not like you’d miss it :b
Changes:
The Base damage of the fists have been increased to 100 from 65, and all Heavy melee weapon stats are based on this damage value.
Reason: Same deal with Pyro, for the most part.
Changes:
Removed 20% slower firing speed
Added -35% damage penalty (damage is now 65)
Reason: To adjust for Heavy’s new melee damage, now the KGB is much worse at killing than the Fists but yields much greater reward
Changes:
Added -35% damage penalty
Reason: Ditto for the KGB.
Changes:
Removed +30% damage vulnerability on wearer
Added Damage deals additional knockback (similar to the Force a nature)
Added Knocked back targets take damage when colliding with a surface (similar to fall damage)
Removed +30% damage bonus
Removed +50 health on kill
Added Honorbound: One drawn, holstering damages user for 100 health unless it kills
Added Environmental kills with this weapon count as a kill
Changes:
Removed +30% damage vulnerability on wearer
Increased health on kill to 125 from 50
Removed +30% damage bonus
Added Honorbound: Holstering this weapon will damage the user for 75 health unless it kills
Reason: Full send the weapon into a HP sustain melee without having the crippling damage vulnerability
Changes:
Removed -40% maximum overheal on wearer
Removed -40% health from healers on wearer
Added Blocks healing
Changes:
Changed -60% damage penalty to +25% damage bonus
Removed Maximum health is drained on wearer
Removed On hit: gain a speed boost
Removed 15% faster move speed on wearer
Added 60% slower holster
Changes: While the design might be a bit boring, it fits the weapon thematically and anything is an improvement over the original Eviction Notice. Also, yes they ARE considered Boxing Gloves weirdly enough.
Changes:
Added the 3rd consecutive punch in a row always crits
Removed On Hit: Force enemies to laugh who are also wearing this item
Added -80% damage penalty
Reason: Let's not kid ourselves, The Holiday Punch pretty much exclusively relies on Random Crits in order to accomplish its main goal. Allowing this item to not be so reliant on Random Crits while also giving it a real downside will make the weapon perfect in my eyes. If you're too afraid of making stuffing Ubers easier, if you let a Heavy punch you 3 times in a row, without him missing, and you don't kill him, frankly the jokes on you.