Changes:
Base damage per particle increased to 15, from 13
“Temperature” damage ramp up reset time increased to .25 seconds, from .015 seconds
Flame particle travel direction, speed and lifetime is no longer random
Targets on fire now reduce the healing from all healers by 33%
Afterburn no longer reduces resist shields.
Extinguishing teammates no longer restores 20 health
Reason: Cleans up a lot of the jank from the flamethrower and gets rid of any needless stats that may have been tacked on over the game's life.
Changes:
Back hitbox radius increased to 90 degrees, from 70
Added -10% damage penalty
Reason: The Backburner isn't all that much of an issue, although the Backburner's "back burning" is notoriously inconsistent
Changes:
Removed -25% airblast cost
Reduced Afterburn damage penalty from -66% to -50%
Added -15% damage penalty
Reason: Adjusts for the new base damage of the flamethrower and gets rid of a few garbage stats
Changes:
Replaced No Airblast with Alt-fire to inhale debuffs and projectiles
Added Does not require ammo
Added +20% damage bonus
Added +10% faster move speed based on charge amount
Removed current MMPH meter, and all stats relating to it
Added MMPH: Meter decreases when fired, if empty, weapon becomes unusable until fully charged again
Alt-fire: -50% MMPH per second
MMPH meter takes 6 seconds to fully deplete, and 6 seconds to charge from 0% to 100%
The original MMPH Meter has been repurposed as a Mann vs Machine upgrade for all Flamethrowers except for the Backburner and Dragon’s Fury.
Reason: The Phlog is easily the most controversial weapon in the entire game, and it's a weapon that's extremely polarized in how it's designed. Thus, a complete and total rework of the Phlog is long overdue.
Changes:
Removed -66% damage penalty vs. non-burning targets
Decreased re-pressurization penalty on airblast from -50% to -30%
Projectile no longer has to hit center mass in order to officially count as a hit
Decreased base damage to 65 from 75
Decreased ammo to 35 from 40
Decreased afterburn duration to 1.5 seconds from 2 seconds
Cleaned up weapon description
Reason: As much as it pains me to say, the Dragon's Fury kinda sucks. Sure, its damage output can be very good and rewarding, but there in lies the issue, it can do that but it likely won't due to the Dragon's Fury being ridiculously demanding in how much effort must be put in at all times to get good use out of it, for a reward thats ultimately not that much greater than just using the stock Flamethrower or just pulling off combos with the Degreaser. The Dragon's Fury is simply far too overbalanced for its own good.
Changes:
Can no longer be used by the Pyro
Added, instead, The Fiery Fiasco, a new unlockable secondary weapon for the Pyro.
Reason: Go to the Soldier section to see why.
Changes:
Added Up to +100% damage done at longer ranges
Added No Projectile arc
Removed Alt-Fire: Extinguish teammates to gain guaranteed critical hits
Removed extinguishing teammates restores 20 health
Added Up to -50% damage done based on distance traveled
60 damage at max ramp up, 15 at minimum
Reasons: The Manmelter is pretty forgettable, and does something a Pyro already does well enough without it.
Changes:
Removed -35% self damage force
Removed -35% damage penalty
Flare now bounces off of surfaces or players once before exploding
Removed knockback and hitstun on target
Removed Mini-Crits on burning targets
Reason: Clean up some of the fatty stats that make this weapon as overtuned as it is. Makes it a good crowd control weapon without being infuriating to play against
Changes:
Can no longer be used by the Soldier, Engineer or Heavy.
All of the current stats for the Panic Attack remain the same for Pyro.
Reason: See Soldier section.
Changes:
Added +25 max health on wearer
Added Wearer never takes falling damage
Removed User takes 30% more knockback on wearer
Removed Pushes nearby enemies away when landing
Removed deal 3x falling damage to anyone you land on
Added Wearer cannot carry the Intelligence Briefcase or PASS Time JACK
Removed extinguishes teammates at the beginning of launch
Reason: The Jetpack is honestly pretty garbage. Getting rid of some of the garbage stats and adding a generally applicable passive bonus makes this weapon much better as a utility.
Changes:
Damage required to fully charge decreased to 550 from 750
Recharge time decreased to 40 seconds from 60
Added Coated enemies take Mini-Crit fire damage
Added Players continue to be coated even after being ignited
Reason: It should go without saying just how awful this weapon is, and it was in desperate need of a buff. Now the Gas Passer actually does something
Changes:
Fire Axe base damage increased to 85 from 65, and all Pyro melees are based on this damage.
Reason: It’s no secret that Pyro’s stock melee has been garbage for a while, so a buff was in desperate need, and since we want to avoid giving random gimmicks to stock weapons, a base damage increase is very much warranted.
Changes:
Changed Mini-crits burning targets to Crits burning targets
Removed damage is increased based on afterburn
Added 25% slower swing speed
Reason: The Axtinguisher is a "rule of cool" weapon at the current moment. It basically entirely relies on being flashy in order to justify itself, but in reality, the Axtinguisher is incredibly lackluster in the grand scheme of things.
Changes:
Added Primary Ammo can be used as metal to repair friendly buildings
Added Alt-Fire: Use 100 primary ammo to drop a medium ammo kit
Removed -25% damage vs. players
Added -25% slower swing speed
Added No ammo gained from dispensers on wearer
Added -30% less primary ammo gained from packs on wearer
Removed Damage removes sappers
Removed +100% damage bonus vs buildings
Repair rate mimics the wrench, using 1 ammo for every 3 health healed by the Homewrecker.
Cannot drop ammo or repair buildings if the flamethrower doesn't have enough ammo or if the user is using the Phlogistinator.
Reason: The Homewrecker’s idea of being an Engineer supporter is honestly pretty good, but the way it goes about it is flat out atrocious.
Changes:
Removed +25 health on kill
Added -40% damage penalty (damage now 51)
Reason: Gives the weapon an actual, tangible downside.
Changes:
Added +50 health on kill
Removed +25% damage bonus
Added Medics gain 25% less uber while healing you
Reason: Just a simple stat clean up, is all.
Changes:
Added All targets currently ignited by you are also hit
Increased damage penalty to -25% from -20%
Reason: It’s the volcano fragment. WHAT is there to say?!
Changes:
Added Afterburn damage heals you for as much damage as it deals
Added On death: enemies are extinguished from your flames
Removed Targets connected via Medi beams are also hit
Reason: This weapon is basically as blank slate as its as humanly close to a stock reskin as you can possibly get while still being a unique weapon.
Changes:
Added Kills with this weapon restores all ammo, clips and remaining ammo on all user’s equipped weapons
Removed Damage removes sappers
Increased damage penalty vs players to -25% from -20%
Reason: Makes the weapon not entirely map dependant and removes its dumb stat.
Changes:
Added 3rd consecutive slap in a row always Mini-crits
Added 4th consecutive slap in a row always Crits
Speed boost duration increased to 3 seconds
Reason: If this is gonna be a joke weapon, it could at LEAST be good at slapping people