Table Of Contents
(Click to navigate)
Thoughts On Current Design
I don't actually have much to say about the current passive effects for Heavy besides what changes I'm about to make. They should be self-explanatory.
Balance Changes
Base movement speed has been increased to 80% (from 77%)
This matches Soldier.
Passive 50% resistance to knockback now properly works on all forms of knockback, including fixed ones like airblast, and sentry guns (since it didn't work before?)
Reasons For Changes
Does Heavy being even slower than Soldier do anything? And should Pyro (and sentries) really be allowed to ignore Heavy's passive knockback resistance? My answer to both is the same - I don't think so.
Thoughts On Current Design
I'm going to be perfectly honest - Heavy's secondary slot has had issues ever since the introduction of the Sandvich. Though there are some small scenarios where Heavy might want to pull out a shotgun, they absolutely pale in comparison to Heavy's myriad food items. The popular solution to this has always been to make Heavy have 4 slots. However, both the stock shotgun and Panic Attack are multi-class items, and can't be directly balanced on a per-class basis. This resulted in most 4-slot Heavy suggestions falling flat. Additionally, nerfing the food items to bring them down to shotgun levels of bad is an astronomically bad idea considering that the food items have proven their worth in making Heavy a more balanced class. HOWEVER. With all of that said, I'm of the belief that 4-slot Heavy is feasible with some particularly minigun-shaped changes. Let's get started, shall we?
Changes
Lunchbox items are now in a new 4th PDA slot rather than secondaries
Sandvich is now the new stock item of this 4th slot, see below for those changes.
Reasons For Changes
To give a slight sneak peek, the reason shotguns aren't good on Heavy is because the minigun DOES EVERYTHING. What if it didn't, and could synergize with shotguns while Heavy still gets his needed dose of healing from lunchboxes? Now there's an idea!
Thoughts On Current Weapon
The minigun is... notoriously boring. Sure, it is capable of dishing out a lot of pain, but it almost does its job too well. Heavy is capable of answering most problems the same way - jump rev, shoot the enemy, and hope they die before you. Its flaws rear their head when it comes to the rest of Heavy's kit. Although there are a rare few occasions where the shotgun can be used reasonably instead of the minigun, the problem lies with the fact that's the question you have to ask in the first place - is it worth using instead? Due to the spin-up time, you can't use a different weapon first and then the minigun and expect good results, and due to the spin-down preventing you from holstering your weapon (yet still allowing you to spin-up immediately) means once you start using the minigun, you're gonna continue to use it. I believe addressing this, along with the minigun's general lack of weaknesses (outside of Heavy's general helplessness stemming from low movement speed) are the key components to making the minigun more fun to use, while opening up some more defined shortcomings in preparation for a 4-slot Heavy.
Current Version
Balance Changes
Removed miniguns' inability to cause enemies to flinch when damaged at long range
Spin-down animation no longer prevents swapping to a different weapon
Move speed penalty while revved now scales based off of how long you've been firing, scaling from a minimum of 30% slowdown...
...to 50% (from aprox. 47%)
This is still faster than Heavy is currently while revved due to the base move speed buff, moving at 40% instead of roughly 37%.
Scales linearly, and takes one second of firing to reach maximum slowdown and one second of remaining revved without firing to reach the minimum.
Accuracy and damage ramp-ups now correspond with the above system rather than only take 1 second of being revved to reach their maximum
This means firing your gun will make you move slower but also increase its damage and accuracy, while not firing will increase move speed a smidge but also reset the damage/accuracy ramp-up in the process.
If I had more testing ability to do it right, I'd also increase the pellets and reduce the damage to make a fixed spread system, but I don't, so it's just a potential change for now
Added a description for a few mechanics
Set the firing rate of the minigun to be 0.105, as this is its actual firing rate (not 0.1 flat in the current code), to assist with making the Tomislav's firing rate more accurate
Weapon-Specific Changes
Iron Curtain is now a Limited item as it cannot be obtained anymore by traditional means
New Stats
Reasons For Changes
First things first, I made the spin-down animation no longer prevent weapon swaps. This is THE defining reason the minigun prevented you from synergizing it with other weapons and getting rid of that restriction will single-handedly allow for more potential options for him. The other changes allow for Heavy to have more mobility while maintaining his rev, but now have to sacrifice the damage and accuracy ramp-up to do so, making swapping to the shotgun to potentially do more damage a genuine consideration. This should maintain what Heavy players like about playing Heavy, while only adding to his potential options to make him significantly less boring to those who aren't into his admittedly dull gameplan.
Thoughts On Current Weapon
It's sad to say, but it's true. The Brass Beast is bad. Though it is capable of doing more damage and allows you to get a slight damage resistance when at lower health, the terrible spin-up speed and ungodly mobility makes these upsides never feel worthwhile as enemies can too easily take advantage of you before the upsides actually make any difference. Additionally, with the All Minigun changes taken into account, I think it's time to move on from the slowness of this minigun and replace it with something more fitting.
Current Version
Balance Changes
Reduced slower spin-up time to 30% (from 50%)
Removed -60% slower move speed while deployed
Damage resistance no longer requires being below 50% health
Added unable to swap weapons or spin-up again while spinning down
New Stats
Reasons For Changes
While thinking about ideas for what to do with the Brass Beast, a realization came to me: why aren’t there any miniguns with a spin-down penalty? This would fit quite well in the Brass Beast’s design and opens up an opportunity to finally get rid of the downside that makes using it so awful - the movement speed penalty. With that out of the way, I decided to make the damage resistance constant so that it's a great gun for tanking and dishing out damage as long as you don't get forced to spin-down. Compared to stock, this one will keep you alive and do more damage once it's ready to fire, but it's less "at the ready" than its counterparts, especially when it comes to its downtime after stopping firing where you're completely vulnerable.
Thoughts On Current Weapon
The Huo-Long Heater's downside of chewing through ammo is interesting on paper, and maybe with the right upsides, it could work out. As one might guess from needing to mention that, the current upsides do not make the weapon work. The fire ring only applies to enemies who are already in Heavy's near-instant kill range, and the damage bonus (which is already hard to achieve without direct help from another Pyro) is greatly hindered by the innate damage penalty. This makes it very, very hard to justify using when stock is usually just a tad bit better in damage and doesn't have that ammo penalty.
IDEA #1 - Flaming Bullets
Current Version
Balance Changes
Added a HEAT meter that can be charged by dealing damage that can be activated by pressing the reload key when fully charged
Takes 500 damage to charge.
HEAT will pierce enemies, ignite players hit, and do 25% more damage for 8 seconds
Burn time is based on distance, with 0.5 seconds at max range, 1 second at base damage, and 4 seconds at point-blank.
Damage penalty now applies only to nonburning players
Removed ammo drain while spun-up
Ring of flames is now exclusive to the HEAT effect
Serves as an additional ignition source and a visual cue when using HEAT.
Increased damage penalty to 15% (from 10%)
Removed damage bonus to burning players
New Stats
Reasons For Changes (Idea #1)
Having a damage bonus that is only possible to activate by yourself by walking in range of a fire ring or needing a Pyro on your team is pretty unreliable, especially since you're the slowest class in the game. Thus, I decided to give a chargeable meter that removes this reliance. The rest of the changes followed suit from there.
IDEA #2 - Firework Cannon
Current Version
Balance Changes
Added a firework that can be launched by pressing 'Reload' when spun-up for 40 ammo
Firework explodes after travelling for 1.5 seconds or hitting an enemy/surface.
Firework blast does 15 damage and sets 1 damage afterburn for 5 seconds.
Requires 8 seconds before it can be fired again, shown in HUD.
Damage penalty now applies only to non-burning players
Removed ammo drain while spun-up
Removed ring of flames while spun-up
Increased damage penalty to 20% (from 10%)
New Stats
Reasons For Changes (Idea #2)
A firework cannon is something that makes complete sense for the Huo-Long Heater design-wise, and it also happens to fix a lot of the problems it has stat-wise. Now you'll have a reliable and consistent way to ignite players on your own, but deal less damage otherwise. Great!
Thoughts On Current Weapon
Though the Natascha can serve a purpose of being useful against Scouts, Spies, Pyros, or really any fast-approaching enemy, nobody likes slowing mechanics, end of story. This one’s going to need a near complete rehaul if it’s going to be an acceptable and viable minigun.
IDEA #1 - Health As Ammo Minigun
Current Version
Balance Changes
(All stats removed except for lower damage and replaced with...)
Added 50% of damage dealt is returned as health
No longer uses ammo count for ammo...
...and instead uses your current health as ammo
Added -90% health from healers while deployed
Added wearer cannot be overhealed
New Stats
Reasons For Changes (Idea #1)
Heavy, being the class with the most health by far, seemed like the best class to do a design like this for. Essentially, you can do what the Widowmaker does, except on a minigun at the cost of damage, health from other sources, and the requirement to be doing enough damage at all times to sustain the health cost of firing the gun. With proper positioning and timing, this gun can single-handedly make Heavy a super tank that requires people to get out of the line of fire to stop healing the beast while being a huge hinderance otherwise.
IDEA #2 - Team-Focused Minigun
Current Version
Balance Changes
(All upsides removed and replaced with...)
Added On Hit: Nearby teammates get +2 health
Has the same range as a Soldier banner.
Only counts if each shot hits, so multiple bullets hitting will still only do +2 health.
Added +100% bullets per shot
8 bullets are fired instead of 4 every .105 seconds.
Added kills grant you and nearby teammates a speed boost for 3 seconds, or 1 second on kill assists
Assist priority will be given to you.
Same range as Soldier banners.
Increased damage penalty to -60%
New Stats
Reasons For Changes (Idea #2)
This new design keeps the support role the original was meant to encompass while being a lot more fair and much less annoying to fight. It’s prioritized on keeping your team alive by healing them for every hit (which is made much easier due to double bullets) and giving everyone a speed boost for kills and assists. However, it deals less damage than stock despite the massive bullet count and still spins up slower, so make sure you stick with your team to get the most this gun has to offer.
Thoughts On Current Weapon
The Tomislav is extremely close to being balanced, but the accuracy bonus really has ruined the way that the weapon works. As long as you’re not point blank, it makes more of your bullets land, directly going against the downside of firing less bullets. If you're at point blank range, the Tomislav is oftentimes better still since you can start doing damage earlier due to the spin-up speed. Let's make some adjustments.
Current Version
(Note: Due to a mistake in the minigun's code, the Tomislav's 20% firing speed penalty is only 15% slower than stock.)
Balance Changes
Increased faster spin up to 40%
Removed 20% more accurate
Set the firing speed penalty to 15% rather than 20%, which due to fixing the problem with the minigun's code, will now accurately detail the effect
New Stats
Reasons For Changes
This essentially reverts the weapon back to one of its previous variants that wasn’t at all unbalanced. At the time, this was the new Tomislav right after initial release (which was incredibly busted), and opinions still lingered about it being overpowered, and resulted in further nerfs. However, with that stigma gone, this version allows the Tomislav to still play to its strengths well, but doesn't have the accuracy bonus that takes away the downside's purpose.
Thoughts On Current Weapon
For the few class-specific shotguns, their stats pair up with the class that has it and their abilities. Not the Family Business, though. Its stats not only have nothing to do with Heavy specifically, but they are in complete clash with each other. As a result, the Family Business is the tiniest upgrade to stock with a bit of Soviet branding. However, seeing as we're now working with a 4-slot Heavy where the shotguns no longer have to hold themselves to the unreasonable standard of the lunchboxes' utility, the Family Business now has more freedom than ever to become Heavy's shotgun.
Current Version
Balance Changes
(All stats removed and replaced with...)
Added deploying while minigun is spinning down grants a 3 second speed boost
Requires weapon to be fully deployed before taking place.
Added On Kill: Victim drops large ammo pack
Replaces the usual medium pack.
Added cannot be holstered for 3 seconds after being deployed
Like the Half-Zatoichi's Honorbound stat, you are able to swap weapons still during the deploy animation, but once it's fully deployed the effects take place.
Added -50% max primary ammo on wearer
New Stats
Reasons For Changes
Though simple, this new version of the Family Business is here for Heavies who like to mix up their minigun and shotgun frequently, granting a speed bonus for 3 seconds if you deploy it during the spin-down. However, it halves your minigun ammo and forces you to keep it deployed for 3 seconds, meaning you have to make usage of it count - doing so rewards you with a large ammo pack to make the ammo penalty sting less.
Thoughts On Current Weapon
Heavy, like a decent chunk of the classes in the game, simply does not have a good stock melee weapon. "Why?" boils down to three reasons. 1.) Heavy is the slowest class in the game, and he cannot force anyone to fight him at melee range. 2.) His primary weapon doesn't have a clip size nor a way to cleanly switch off of it while using it to combo with other weapons. 3.) Unlocks offer strong utility (GRU and FoS) or incredible upsides (KGB and Holiday Punch), often with little to no downside. Issue 2 has been resolved already, but with the remaining two ponderables in mind, I think it's time to make the stock fists enforce a higher standard.
Current Version
Balance Changes
Reduced attack time to 0.6 seconds (from 0.8)
Added "Running Start", which activates when spawning or touching resupply, allowing the user to move 20% faster and do mini-crits until they holster their melee weapon
No longer uses different fire keys for each fist and instead alternates fists automatically for each swing.
Added a critical hit animation for the left fist
New Stats
Reasons For Changes
Besides giving the fists the ability to, well, act like two fists like you'd expect, the Running Start ability is an ability meant to give Heavy the almost-essential ability to get from the spawn room to where he's needed. 20% movement speed bonus combined with upping Heavy's base movement speed to 80% means that with Running Start in effect, he'll be moving minorly faster than Demo, yet just a little slower than the average speed of 100% (Pyro, Engineer, and Sniper). It also gives the Heavy to dish out some extra mini-crit damage with melee during the effects. Neat!
Thoughts On Current Weapon
The story of the Eviction Notice is a sad one, and after all the changes it's gotten, it's now just a diet version of the Gloves Of Running Urgently. Not only does it give you less speed for having them out while still draining your health, it even deals less damage than the GRU does, even if you hit every punch! What a rip-off!
Current Version
Balance Changes
(removed all stats and replaced them with...)
Added On Kill: Gain +10% faster move speed on wearer (up to 20%)
This is lost upon death.
Can stack with Running Start.
Added 20% damage bonus
Added -30 max health on wearer
"Dreamland Express" taunt now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
Now are Level 10 Brass Knuckles
Weapon is now shown on the Heavy's hands at all times, even with other weapons deployed.
New Stats
Reasons For Changes
The existing stats were really not good candidates for a working, unique Heavy melee, meaning it was best to cut them and start from scratch. This allowed me to give it the damage bonus it deserves, being brass knuckles and all, and give it a new upside that any Heavy can find use for: permanent faster move speed. It does require killing enemies with your melee first, but it’s definitely possible to do if you set your mind to it - especially since you can now swap off the minigun more cleanly and have improved damage and attack speed. However, it always costs max health to have them, so it's never a straight upgrade.
Thoughts On Current Weapon
The Fists Of Steel have generally stood up with the GRU as the only other solid Heavy melee for quite some time. Their ability to nearly double Heavy's health for having them deployed is a strong effect in the right situation. However, I do think they're a little more exploitable than intended so I'll be patching some of those spots, in addition to making sure they don't benefit as much from Running Start.
Current Version
Balance Changes
40% ranged damage resistance is now a non-melee damage resistance
Now includes debuffs like afterburn and untyped damage sources like the Flying Guillotine.
Added Running Start grants no movement speed bonus
-40% max overheal now properly works on wearer
Currently it works more like an while active effect. This allowed you to both ignore the penalty by starting the heal before having them active and have it active for Übercharge purposes even after being holstered by starting the heal with them active. Now, it simply always applies.
Health from healers is now stated as a "while active" stat, since that's how it actually works
"Dreamland Express" taunt now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
New Stats
Reasons For Changes
Considering that the holster speed will now actually work rather than being entirely avoidable, I made the overheal penalty universal to fix its related jank and made all damage that isn't directly melee be resisted. I also made it have only the mini-crits from Running Start so that it doesn't outclass stock. This should keep the weapon strong while allowing the previously underpowered option have a fair shot at being used.
Thoughts On Current Weapon
The GRU has always been a solid choice for any Heavy, and today it stands as the most balanced it has been in its lifetime if you ignore stock. So... let's not ignore stock this time!
Current Version
Balance Changes
Added always has Running Start when active
They won't be automatically deployed when spawning or using resupply.
Added Running Start grants +30% movement speed (instead of +20%)
Removed 50% slower holster speed
Removed independent +30% faster movement speed when deployed
Added no mini-crits from Running Start
Added "When weapon is active" as all stats only apply when active
Added a passage telling that max health is slowly regained when inactive
Now mentions that deploying the weapon drains 20 max health
Weapon-Specific Changes
Added "The" to the Gloves Of Running Urgently
"Dreamland Express" taunt now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
Crossing Guard is now a GRU reskin to reduce the excessive number of multi-class stock melee reskins
Added a description for the Crossing Guard noting that it's from End Of The Line
Added Limited attribute to the Crossing Guard as the crate that contains it has long since been made unavailable
New Stats
Reasons For Changes
These changes make it function the same as before, but now the downside is something to actively consider. Rather than the speed bonus being directly tied to your health and being able to have some other weapon deployed if you needed to avoid it, Running Start means that you will need your melee deployed if you want to get to the frontlines quickly. Compared to stock, GRU will be able to get you there a tiny bit faster and be helpful for general repositioning + escapes, but your first trip from spawn is going to cost you max health if you want the speed.
Thoughts On Current Weapon
The Holiday Punch in general is extremely reliant on random crits to be effective, and with them being removed, it'll end up being... a really boring unlock. Also, it's plainly better than stock. Let's delve into that, yeah?
Current Version
Balance Changes
Enemies who receive a laugh-inducing hit while airborne will now laugh once they land instead of being unaffected
Added third consecutive hit in a row will crit
Works the same as the Gunslinger.
Removed critical hits do no damage
Added crits when it would normally mini-crit
This will also allow them to make the enemy laugh.
Added -60% damage penalty
Doesn't apply to Showdown taunt.
Added Running Start only grants +10% movement speed
Now initiates the Dueler status instead of only dealing crits against other Holiday Punch users (see General Changes for more info)
Now are Level 10 Mittens
Changed the taunt to be the "Dreamland Express" taunt, which now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
New Stats
Reasons For Changes
This will make it so that the Holiday Punch is not plainly better than stock fists but is capable of causing enemies to laugh without relying on random crits. It may lack the full speed from stock's Running Start, but do note that Running Start gives mini-crits, which now become critical hits and cause laughter... so go nuts! Oh, I also tacked on the Dueler status in spirit of the guaranteed crits against other Holiday Punch users to improve the mischief.
Thoughts On Current Weapon
The KGB has slid on by, being plainly better than the stock fists for a really, really long time now, and only because the stock fists were accepted by Valve as complete garbage. Those days are over! Let's make some adjustments.
Current Version
(Note: The KGB actually gives 6 seconds of critical hits on a kill, not 5.)
Balance Changes
(All stats removed and replaced with...)
Added Running Start grants full crits instead of mini-crits for 10 seconds when activated
Added On Kill: Reactivate Running Start and allow up to 5 seconds of crits to be maintained when holstering
Removed -20% slower firing speed
Added Running Start grants no movement speed
"Dreamland Express" taunt now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
Weapon-Specific Changes
Apoco-Fists are now a KGB reskin instead of the stock fists to be able to explode enemies without reliance on random crits
This includes changing its taunt to the "Dreamland Express".
Apoco-Fists explosion on critical kills is now a neutral stat rather than an upside
New Stats
Reasons For Changes
It’s not really rocket science with this one. It's basically the same as before (without the slower attack speed), but you're now capable of moving around with your melees infinitely with the crits before switching weapons to utilize them. However, since it lacks the main benefit of Running Start, stock now has a chance.
Thoughts On Current Weapon
The Warrior’s Spirit makes you deal and take 30% more damage, but you also get health for killing people! ...Safe to say, outside of medieval mode, the extra damage taken is more significant than the upsides, which make them arguably even worse than stock. Let’s try and fix that!
Current Version
Balance Changes
(Removed all stats except for damage bonus, and added in their place...)
Added +40% critical damage bonus
Makes mini-crits do 126 damage.
Now gains Running Start after consuming a food item
Will always deploy after consuming a food item, even if a different weapon was out before, and deploy cannot be interrupted until finished.
Added Spirit-Bound: Once deployed, holstering deals up to 50 damage unless it kills
Will become blood-spattered like the Half-Zatoichi when a kill is made.
Running Start will come into play right as food is eaten, giving them a mini-crit glow to show this weapon is equipped
Now are Level 10 Bear Hands
"Dreamland Express" taunt now does a no-knockback attack for each punch, with 2nd consecutive hit briefly stunning the enemy, and hitting all 3 being a guaranteed kill
Added unique kill icons for each weapon that has this taunt.
Weapon-Specific Changes
Warrior's Spirit is now Level 10 Bear Hands
Bread Bite is now a Warrior's Spirit reskin, as it fits the weapon better and makes room for the Crossing Guard to be the GRU's new skin
Bread Bite is now Level 1 - 100 ...Boxing Gloves?
New Stats
Reasons For Changes
Combined with my changes to the Buffalo Steak Sandvich (the secondary in the item set), the two would make a great pair to go wrestle with the enemy team with your “bear” hands while also still being good for dispatching those pesky lunchtime attackers/reposition with other lunchbox items - something that the Brass Beast (the primary in the item set) really likes to do. However, you will want to watch out for the renamed Honorbound stat - having that Warrior's Spirit within you means not getting kills with your melee will cost you 50 health, which may cut some of the health you just got from your food!
Thoughts On Current Weapon
With lunchboxes being in their own slot, Heavy is in a better spot... though there are some small things that still bother me. Namely, I think sharing could use some adjustments.
Current Version
Balance Changes
Alt-Fire now only uses 60% of the FOOD meter
Alt-Fire now only heals for 25% base health
This lines up with the change to small health packs.
Health packs will no longer refresh cooldown when at full health
Dropped ammo boxes while the Sandvich is deployed will now provide ammo/metal instead of healing, and instead any class can pick up a dropped Sandvich with H to get the healing it has now
Moved the origin of the Sandvich projectile a bit forward and downward so it no longer blocks your view for a short time when throwing it
Both Sandviches are now Level 1 Edible Device
Weapon-Specific Changes
Made Sandvich description more detailed, being that it's now a stock item
All Sandviches collected before this point will become Genuine, but otherwise remain fully intact and tradable if they were before.
Crafting the Dalakohs Bar and Buffalo Steak Sandvich will now require a Second Banana instead of a Sandvich
New Stats
Reasons For Changes
It's my opinion that the food items have needed a nerf to their support throwing for a while now, and being that Heavy is being allowed to do more via 4 slots, it's a decent time to put that into action as seen here. I also removed the ability to refill the recharge meter by picking up health packs while at full health, as this not only felt awkward and unnecessary, but it especially made throwing packs to your Medic while picking up small health kits yourself far more effective than it should have been.
Thoughts On Current Weapon
Man, the Buffalo Steak is super bad. It forces the slowest class in the game to use their melee and even makes you take more damage during the effects. Considering Demoknight is a thing in the same game, it's going to need to do more than that. The new Running Start effect comes to mind...
Current Version
Balance Changes
(All stats removed and replaced with...)
Added -50% consumption time
Consumption re-activates the Running Start effect, boosting its effects with +10% more move speed and +20% damage bonus until user's melee is holstered
Read above on stock Fists changes to read more on Running Start.
+10% move speed is additive, i.e. normal Running Start goes from +20% to +30%.
Also affects items that have no bonus move speed from Running Start in the same way, going from +0% to +10%.
Damage boost is also additive with the Warrior's Spirit's in the same way.
Added consumption only heals 100 health
Can no longer be consumed during the period of immobility at the start of a game
Added a steak icon above the user's head and in their HUD during the effects
All stats are now compared to the Sandvich rather than some being in the description
Removed "The" from the name like other consumables and now is a Level 5 Edible Device
New Stats
Reasons For Changes
This new Buffalo Steak works in tandem with the stock Fist changes, allowing the user to quickly regain a stronger version of their melee's Running Start effect in trade for only healing the user for 100 health on use. This will allow for similar antics to take place, but allow for significantly more freedom when you want to cancel the effects and especially no longer get punished with a damage vulnerability. Neat for repositioning over longer distances and to allow you to get melee kills easier for the weapons that need them, and especially works well with the reworked Warrior's Spirit to dish out some real hurt.
Thoughts On Current Weapon
Even if the in-game tips say otherwise, the extra health the Dalokohs Bar provides is not all that advantageous in battle. The only time it does is when you pair it up with the Fists Of Steel to tank tons of damage, but even that's situational at best since you need to spend the time eating. Though, despite that, it manages to also lack any sort of indication when its effects are in play, so you can't even be sure if a Heavy you're fighting has 350 health or not. Yikes!
"Current Version"
(Note: Current TF2 does not list the +66% faster recharge rate on either stat card)
Balance Changes
Added health healed can go into overheal
Is hard capped at 450 health to prevent the years-dated infinite health bug.
Also works for Alt-Fire.
Overheal gained from consuming will only begin to decay after the taunt has finished.
Increased health healed to 150 (from 100)
Added self-consumption overheal decays 33% slower
20 seconds to decay from full (from 15).
Removed hidden +66% faster recharge rate
Added sharing requires 75% of recharge meter (compared to baseline 60%)
Removed adds +50 max health for 30 seconds
Stats are now compared to the Sandvich
Balance Changes
Removed "The" from Dalakohs Bar and made it a Level 5 Edible Device
Fishcake is now also Level 5
New Stats
Reasons For Changes
Making the health gained from the Dalokohs Bar go into overheal will boost its power while keeping the current purpose. It also allows enemies to see that you have extra health via the overheal particles. In turn, I increased the recharge to a little longer than the Sandvich and upped it to a medium health pack + potential overheal for throwing as well.
Thoughts On Current Weapon
The weapon surprisingly ended up being the best weapon introduced in Jungle Inferno despite being the consolation prize offered to Heavy for not winning. In fact... it's WAY better than it was originally pitched to be. Granting 200 health instead of 150 and only needing a 10 second recharge instead of 15. Admittedly, it does only output a small health kit for teammates, but even then this can outclass the Sandvich sometimes due to offering more frequent afterburn and bleed cures and outputting 60% max health healed per 30 seconds vs the Sandvich's 50%. It's also available pretty much immediately after a fight (10 seconds recharge - 4 seconds spent eating = 6 second effective recharge!) while healing enough health to continue fighting. Let's tone it down.
"Current Version"
(Note: Current TF2 lists +50% recharge rate, but it's actually +66% in practice)
Balance Changes
Added -50% consumption time
Consumption now only requires 80% of the meter to be recharged...
...but increased recharge time to 18 seconds (from 10)
This means it takes 14.4 seconds of the meter for a Heavy to consume it.
Added sharing requires full recharge meter (compared to baseline 60% recharge meter)
All stats are now compared to the Sandvich
Yet again removed "The" and made it a Level 5 Edible Device
New Stats
Reasons For Changes
This slower recharge aims to make the Second Banana not be ready again so fast to where it will consistently be available after every single scrap you get yourself in, making you the slightest bit more reliant on alternative health sources, in addition to now outputting less health over time than the regular Sandvich for teammates. However, as compensation, I also gave it the ability to be consumed in approximately 2 seconds rather than 4, which will let a roaming Heavy who is most inclined to equip the Second Banana get back into the fight all that much faster.