Changes:
> Removed the increase in push force taken from damage and airblast
> Removed the push
> Added self-knockback akin to 50% of the Force-a-Nature's per shot self-knockback, activated on alternate fire.
> Changed the model to make it look in line with the other scatterguns
Reasoning:
Push is a gimmick that only inhibits movement. Model changed because it can be easily confused with a pistol. Self-knockback added as a replacement to push for spice.
Changes:
> Changed -66% clip size to -50%
> Reduced the first reload from 0.7 to 0.5 seconds
> Reduced consecutive reloads from 0.5 to 0.3 seconds
> Hype bar broken into 4: Each quarter bar gives two jumps, each is activated individually and each drains after 5 seconds upon activation and/or after midair jumps.
> Changed the model to detangle it from the now excluded force-a-nature.
Reasoning:
Converted into a modified scattergun because it no longer has FaN's damage profile and clip size. Damage profile changed due to the existing one being hard to react to and unengaging to fight. Reload time reduced to make it more similar to vanilla. Hype bar broken up to give the weapon more utility and as a natural incentive to alleviate the accumulation issue rather than being a hard mechanical limiter.
Changes:
> Removed "On hit: builds Boost"
> Removed "Run speed increased with Boost"
> Added +15% passive speed boost
> Added - 20% damage penalty
Reasoning:
Boost traded for a more present upside to make the weapon useable while removing the accumulation issue. Damage penalty added so that it trades something for it.
Changes:
> Removed +20% less accurate
> Changed mini-crits to the target's back to +75% damage to the target's back
> Changed -34% clip size penalty to -25% damage penalty
> Removed no random critical hits
Reasoning:
This version allows scout to be slightly more comfortable with his range, therefore it makes no sense to have the stat that forces closer range. Flat damage penalty added to incentivize using the weapon so it's truer to its name. Removed the random crit exception because there are no longer random crits.
Changes:
> Increased health gain per hit from 3 to 6 HP
> Health gain delayed by 5 seconds
Reasoning:
Health gain conditions changed because it is unfair and annoying to fight a healing enemy. Massive health gain buff made to offset the nerf and because the weapon is weak in its current state.
Changes:
> Health gain from damage done to the enemy increased from 50% to 100%
> Increased the cooldown reduction from extinguishing teammates from -20% to -37.5%
> Health is restored after a 5-second delay
Reasoning:
Health gain conditions changed because it is unfair and annoying to fight a healing enemy. Health gain increased to offset the nerf. The recharge buff serves to promote teamplay and offset the nerf.
Changes:
> Removed bleed
> Increased base damage from 50 to 70
> Removed no random crits
Reasoning:
Damage over time replaced with direct damage up to a point to boost engagement in fighting against the weapon. Removed the random crit exception because there are no longer random crits.
Changes:
> Changed -15 max health on wearer to a -30% damage penalty
> Slow replaced with marked for death for 8 seconds
> The moonshot mechanic now does a fixed 80 damage
Reasoning:
Removing the slow mechanic really is the only way to keep the weapon. That leaves marked for death as the only effect that would make sense for the projectile to apply. Max health penalty exchanged for a damage nerf because the weapon is weak. Moonshot damage changed to a reasonable midpoint.
Changes:
> Removed 25% explosive damage vulnerability on wearer
Reasoning:
Arbitrary downside removed both because its arbitrary and because the weapon is weak in its current state.
Changes:
> Removed bleed
> Increased base damage from 35 to 60
> Does 40 self-damage on miss
Reasoning:
Damage over time replaced with direct damage up to a point to boost engagement in fighting against the weapon. Increased self-damage to make the weapon more cerebral.
Changes:
> Added "On Hit: Ignite target for 1 second"
> Removed +25% fire damage resistance while deployed
> Changed -25% damage penalty to -40% damage penalty
Reasoning:
Weapon shifted from useless to a consecutive hit weapon. Removed the fire resistance as it was an arbitrary stat.
Changes:
> Added "This weapon holsters 50% faster
> Reduced the damage penalty from -75% to -50%
Reasoning:
Weapon's damage and holster buffed to make it competitive with the other weapons in that slot.
Changes:
> Removed bleed from the ornament
> Increased bauble base damage from 15 to 40
> The moonshot mechanic now does a fixed 80 damage
Reasoning:
Damage over time replaced with direct damage up to a point to boost engagement in fighting against the weapon. Moonshot damage changed to a reasonable midpoint.
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.