Changes:
# Flames
> Ramp-up is now tracked through averaging missed and hit flame particles. This is done by tracking all particles through a 0.9 second interval and assigning scores to them. Particles which hit award 100 points, particles which disappear having hit nothing take away 225 points, and particles which haven't been fired contribute and take away no points. The final score is the sum of every such score in the time interval. The score interval is 0-6000 points, and the final damage multiplier is calculated as 0.5* (1+score/6000).
Reasoning:
Instant ramp-up reset is incredibly unreliable and an effective nerf to pyro damage. Basing ramp-up on the time a particle is touching an enemy allows for building ramp up while sperging out. This system resolves that and the buff was deemed necessary because pyro in general, and the flamethrower in particular, is underpowered.
# Airblast
> Airblasting costs 20% less ammo
> Reduced damage taken by your own reflected projectiles by 50%, self-knockback unaffected
> Removed the movement control loss enemies experience when airblasted
> Removed pitch control
> The projectile-assigned part of the airblast box is replaced with a truncated cone of the following dimensions: The larger diameter is 127% of the current box's side lenght, the height is 121% of the current box's side length and the smaller diameter is 64% of the box's side length.
Reasoning:
Reduced the control airblast gives pyro over his opponent because it's unfair to the opponent. The buffs exist to offset these nerfs.
The change from box to truncated cone was done to make airblasting more consistent, as the box system massively depends on alignment with the map, while allowing for some deflects at absurd angles.
Changes:
> Removed the +150% airblast cost
> Added a 30% range penalty
> Changed the model for readability
Reasoning:
Airblast penalty removed to allow it to deal with explosive classes more effectively. Range penalty added to extremify the weapon. Model changed because flames easily obstruct the current model's nozzle in the heat of battle.
Changes:
> Added an alt-fire airblast replacement jolt that disintegrates projectiles and extinguishes teammates
> Added a 13 health point cost per alt-fire
> Added a veto on ubercharge while crits are active
> Removed über effect from the activation period
> Changed "Mmmph" build conditions to instead require disintegrating 4 projectiles to fill the bar
> Removed "no random critical hits"
Reasoning:
Airblast replacement added to avoid crippling team-play, offer personal defense, and steer the weapon away from being an extreme example of a crutch. Health cost added to alt-fire to make the weapon's risk more akin to its reward and make counterplay easier. Ubercharge veto added because such an offensively strong weapon shouldn't ever be so defensively strong at the same time. "Mmmph" build conditions changed to promote risk management and mechanical skill as opposed to WM1-ing. Removed the über during activation to require good timing. Removed the random crit exception because there are no longer random crits.
Changes:
> Added a linear bonus damage gradient from 100% to 0% damage from the center to the edges of the projectile hitbox
> Now has normal airblast
> Added deals 25% less damage against pyros
Reasoning:
Currently, the weapon is shy of stock's power. The new bonus damage gradient makes the weapon more consistent. Normal airblast added to let it handle explosive classes as it should. Damage penalty against pyros makes it more fair in 1v1 scenarios.
Changes:
> Increased base damage from 30 to 35
Reasoning:
Flare gun buffed with extra damage to keep it in line with other weapon buffs.
Changes:
> Removed self-damage, self-knockback unaffected
Reasoning:
Buffed an underpowered weapon, separating it further from the scorch shot by making it lean further into movement.
Changes:
> Removed all knockback from the flare
> Removed the stun apllied by the flare
Reasoning:
Currently, the weapon is used to spam cheese combos. Nerfed as little as possible with that in mind to still allow the weapon to be viable.
Changes:
> Added instant charge activation
> Retains shotgun on mouse 1 with -50% clip size and -30% damage
Reasoning:
Useless in its current state in part due to slow activation. Made closer to the shotgun to retain some damage potential and to not give too much in terms of movement.
Changes:
> Changed acquisition rules to match other throwable liquids
> Changed coating so it now also strips overheal and prevents further overheal for the duration of the afterburn
> Removed lingering gas cloud
> Changed coating so it no longer removes itself on ignite and instead persists throughout the duration of the afterburn
Reasoning:
Useless in its current state. Acquisition rules changed to make the weapon available for use more often. Coating overheal strip added to improve the utility of it. Lingering gas cloud removed because there's no reason for pyro to have area denial.
Changes:
> Changed mini-crits on burning targets to crits (crits applied to reduced damage)
> Added marked-for-death on the user while held out
> Decreased -33% damage penalty to -18%
> Removed damage increase being tied to the duration of the afterburn
> Removed the speed boost upon kill
> Removed "this weapon holsters 35% slower"
> Removed no random critical crits
Reasoning:
Damage buffed because the weapon is weak. The tie between damage increase and duration of afterburn removed due to it being inconsistent. Airblasts affecting player movement to a lesser degree is enough to solve the problems of it gaining full-on crits. User Marked-For-Death when the weapon is held out added to offset the damage buff and facilitate counterplay. Holster penalty removed due to being senseless.
Changes:
> Removed "damage removes sappers"
> Added -100% reduction in push force taken from damage
> Added -20% damage from bullets
Reasoning:
There's no good reason for pyro to undo spy's work. Weapons that counter specific classes are extremely hard to justify, and in this case the justification is helping the flow of the game. Still, the weapon should remain niche and isn't meant to compete with proper sentry busters to keep class roles in check. The added bullet resistance lets pyro take more sentry fire while approaching it and the knockback resistance makes a successful approach more likely.
Changes:
> Removed "on kill: restores 25 health points"
Reasoning:
It isn't needed, the weapon is essentially a free speed boost.
Changes:
> Changed +50% health from packs on wearer to +100%
> Changed -75% health from healers on wearer to -100%
> Removed +25% damage bonus
Reasoning:
Damage bonus on a pyro melee means very little. Every other stat change made to make it more consequential and thus, more interesting.
Changes:
> Added "This weapon does an additional full-damage attack's worth of damage to the target's overheal.
> Added a -30% damage penalty
Reasoning:
Buffed because the weapon is underwhelming and underused. Despite being a direct upgrade, the upside is so minor that the strategy required to make use of it makes it arguably worse than stock. Our changes make it lean further into an anti-pocket weapon with a real downside.
Changes:
> Added the ability to extinguish teammates for 40 health
> Added +50% deploy speed
Reasoning:
Buffed the weapon by adding rewarding team-oriented utility.
Note:
Removals are a big no-no in the community because there’s a strong belief that a trader’s puckered prolapse red outline diamondback may be nerfed into the ground and lose 99% of its value; however, apparently, it may not lose the extra percent in the form of a removal. So as to not grow the worthless weapon pile, or worse, keep some of the atrocities in their current state, we "excluded" such weapons from all play but MvM, because while the traders complain, bots don't.
Weapons that are reserved for MvM in this project can theoretically be kept where they currently stand if you find a way to either: a) fix the weapon without removing its core concept or b) recognize that you’re effectively removing the old and adding a new weapon in its place and creating confusion and/or dissonance. However, you may only choose to do so if the solution you provide is in itself balanced and has a purpose. Additionally, it needs to fit the game and the class and be unique to the other weapons.