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Thoughts On Current Weapon
Flamethrowers have had many issues over the years, but fast forward to the present day well past the last balance patch in Blue Moon, and they’ve all become, well... abundantly clear as to why Pyro is the arguable weakest class in the game. It lags behind other primary weapons power-wise, and just one go-through on its dedicated page on the TF2 wiki will show how janky and unreliable they still are, from tons of RNG involved with flame particles to dysfunctional ramp-up systems. There's A LOT to be done, but Pyro deserves it.
Current Version
Base Mechanic Changes
Added secondary flame particles
10 of these are spewed after you stop firing and follow current flame particle behavior. Following changes which mention changing the "main attack" do not affect these particles.
These deal 0 damage but can cause up to 1 second of afterburn.
Removed random speed on main attack
Removed spread on main attack
Main flames will fire straight forward rather than being slightly random.
Removed random lifetime on main attack
Increased base damage per hit to 15 (from 13)
Increased main attack projectile speed to 3,000 HU/sec, and made them not decelerate or drift upwards as they travel
Flames now calculate damage every tick rather than only every 0.075 seconds...
...but reduced firing speed to 0.075 seconds (from 0.03 seconds) and made each flame particle only hit a given target once
They can still hit other targets, but each individual target can be only hit once per particle.
Combined with the firing speed changes, this maintains the Flamethrower's damage rate, but makes it so that missing flames is actually missed damage. It also makes flames do damage as soon as they touch the target rather than only on those set intervals.
Greatly reduced main attack lifetime as to still travel the same distance despite the massive increase in flame particle speed, but travel that distance much faster
Little information exists on flamethrower specifics, so here's some approximations:
TF2 wiki claims a range of 340 HUs which would be 0.1133 seconds.
Ech0 (7ech07 on Discord) claims with in-game testing that it has a range of 315 HUs, which would be 0.105 seconds.
Main attack can now only achieve a maximum of 5 seconds of afterburn
Main attack minimum afterburn time reduced to 2 seconds (from 4)
Reduced afterburn time dealt per hit to 0.2 seconds (from 0.4 seconds)
Reduced flame particle size by half
May increase flamethrower damage even further if changes to firing speed and damaging a given target only once result in too poor of a damage output
Ramp-up based on age of flame particles is now replaced with distance from the enemy like other weapons (still scales from 50% at far range and 100% at point blank)
Ramp-up based on consecutive flaming is now replaced with one based on remaining afterburn duration (Scales from 50% at 0 seconds, 100% at 5 seconds, and up to 150% at 10 seconds)
Other Balance Changes
Extinguishing teammates will now refund the ammo you spent
Now works underwater
Buildings will now ignore damage ramp-up systems and always take base damage
Reflected projectiles will no longer reference your flamethrower as the weapon that spawned the projectile, allowing self-damage resistances and a few other stats to be correct...
...but no longer negate certain penalties on those projectiles either.
On the positive side, currently some projectiles when reflected either lose some of their positive stats or deal an absolute heck ton of damage to the user, such as grenades - this will no longer be the case.
On the negative side, reflected projectiles with reduced splash radius will maintain that drawback rather than losing it after being reflected.
Moved the extinguish benefits down to the description so that it isn’t listed as an “upside” on every weapon capable of it
Weapon-Specific Changes
Edited airblast description on stock Flamethrower to be more specific
Rainblower stats are now neutral rather than being listed as upsides and downsides
Edited the Rainblower's description slightly
New Stats
Reasons For Changes
"What you see is what you get! ...For real this time!" Besides removing the annoyance of having the ammo for extinguishing being listed as an upside on every flamethrower capable of it, these changes aim to make the flamethrower the one thing it has never been - consistent. Random spread, random speed, random life time, two ramp-up systems that both go horribly wrong... these have all been removed and replaced with more sensical versions. The afterburn ramp-up in particular allows the flamethrower much, much more leniency, while also allowing for flamethrower combos with certain weapons coming up later. As for the secondary flame particles, these RNG-based particles are there to allow certain techniques (i.e. getting a Flare Gun crit on an enemy Pyro) that are only possible using lingering flames to still be possible and maintaining their feel. I also removed the inability to use the weapon while submerged as this mechanic unreasonably nerfs Pyro in the water (and it's not like it's meant to follow logic when plenty other weapons that shouldn't work underwater do anyway) and added a refund to the ammo cost to extinguishing teammates so that there is no longer any reason for any Pyro to avoid extinguishing a teammate - to them, it's just free health! Lastly, building damage is now fixed to allow Pyro to do more damage to buildings as he currently struggles with dealing with them without use from the Dragon's Fury, which feels rather unfair.
Don't worry, I didn't forget - it also just has a higher base damage to better compete with other primaries. Neat!
Thoughts On Current Weapon
The Backburner is one of those (+) stat, (-) stat weapons that feels too much like stock. Heck, it's not just that - the current stat makeup doesn't enforce any sort of playstyle change. Sure, the only upside comes into play when you're behind someone, but the downside is so trivial and only comes into play when you spam airblast like an idiot, and you'll more often get behind somone and crit them at random than you will run out of ammo due to the increased airblast cost. Let’s try to make its gimmick stand out a little more.
Current Version
Balance Changes
Added enemies killed who were recently hit from behind by this weapon drop small health packs
Up to 3 seconds since last back hit.
Removed +150% airblast cost
Added -15% damage penalty from the front
New Stats
Reasons For Changes
Giving a higher incentive to get behind enemies with the Backburner only makes sense, and giving health packs for achieving it would accomplish just that. I also removed the airblast cost penalty and replaced it for a 15% direct flame penalty from the front. This penalty will still give the Pyro the ability to use their flamethrower for frontal burning purposes, but not at the same level as stock, which will better encourage Pyros using it to at least try to play different and use the weapon to its advantages.
Thoughts On Current Weapon
Similarly to the Backburner, the Degreaser suffers from the “too similar to stock” syndrome, except that it completely opens up the concept of combo Pyro to the point of being a near-straight upgrade to it. It may have lower afterburn damage, but as long as you plan to use any of your other weapons besides just your flamethrower, that downside is pretty inconsequential. I mean, even just the deploy speed alone allows you freedom of use on your other weapons while being able to whip out an airblast in record time should a stray projectile come your way. It certainly needs more drawbacks with that kind of power.
Current Version
Balance Changes
Removed +25% airblast cost
Reduced afterburn damage penalty to -25%
Increased holster speed to +40%
Added -15% flame damage penalty
Added -2 sec max afterburn time
3 seconds instead of 5.
Weapon-Specific Changes
The Nostromo Napalmer is now a Degreaser reskin instead, as it fits the Degreaser's homemade look more + Rainblower already exists as a stock reskin
Added a neat description to the Nostromo Napalmer
New Stats
Reasons For Changes
A damage penalty for this weapon has been a long time coming, considering that direct flames have had practically no impact on the combo Pyro loadout that the Degreaser encourages. Going along with this idea is the reduced max afterburn time - this makes the maximum damage obtainable from direct flames even less due to having less ramp-up from afterburn time. With these proper downsides added in, I removed the old ones and gave the holster speed a small increase as compensation.
Thoughts On Current Weapon
Okay, besides this weapon being a beast of a description to read, it does have its uses. It can be particularly helpful against more stationary targets like Heavies and can be stronger against enemy Pyros if you can aim well and they don't airblast the shots back. However, it falls almost completely apart when fighting anything else. Due to the jarring discrepancy on the fire rate based on when you hit a shot or not, it can be very difficult to predict how to aim and dodge it, and this is further compounded by the Blue Moon nerf that requires it to land the projectile dead-center to even get the bonus damage it so heavily relies on. Oh, and don't get me started on the airblast. It's practically unusable!
Current Version
Base Mechanic Changes
Enemy Pyros will no longer be ignited for a shorter period
This also applies similarly to Spy's new afterburn immunity, being able to bypass it (see Spy page for more info).
Increased maximum afterburn to 5 seconds
Each projectile will still only inflict 3 seconds of afterburn each, but be able to build up to a max of 5 seconds.
Projectile no longer has fall-off based on distance
Increased base damage to 100 (from 75)
Increased base firing speed to 0.75 seconds (from 0.8)
Affects both Primary and Alt-Fire, and matches other flamethrower airblast speeds.
Inherits the ramp-up system based on afterburn from regular flamethrowers
Other Balance Changes
Made the bonus damage vs. burning players no longer require hitting the center of their hitbox
Also properly listed it as a damage penalty vs nonburning players since that's how it actually functions.
Removed -50% repressurization rate on Alt-Fire
Now works underwater
Removed +50% repressurization rate on hit
Added reflected projectiles do not mini-crit
Reduced high count of flashy particle effects when outside of Pyroland to make the projectiles less laggy
New Stats
Reasons For Changes
Let's tackle this set of changes one at a time. Firstly, the +50% repressurization rate on hit had to go - it makes aiming and dodging this weapon a nightmare. With this out of the way, it now needs buffed, and what way to do that but to re-introduce the afterburn ramp-up that the flamethrowers got! Since the Dragon's Fury only has a max of 3 seconds of afterburn, I increased it to match flamethrowers at 5 seconds. This will let you build up to a higher base damage of 100 rather than 75 on a burning target, or 120 at point blank range! This, combined with no longer needing to hit dead center on a projectile-only weapon, should allow it to be a lot more consistent and pair with more options in Pyro's arsenal. Lastly, the removal of underwater dysfunction is the same as the stock flamethrower - it nerfs Pyro in water for no real reason, especially considering that water already immediately extinguishes flames.
Thoughts On Current Weapon
Oh boy, the Phlogistonator. There is not a good soul in the world that thinks this was a good weapon design. Obviously, this one’s going to need a major rehaul if it’s to remain in the game.
IDEA #1 - Keep MMMPH With A Different Effect
Current Version
Balance Changes
Can now "airblast" to destroy reflectable projectiles and extinguish teammates
Enemies and stickybombs will not be pushed, though stickies will still have their arm time reset (see Demo page for more info).
MMMPH now refills ammo upon use, in addition to returning 60% of all damage dealt as health
MMMPH no longer grants critical hits
Charging MMMPH using other weapons now is 50% less effective
Added cannot be Übercharged during MMMPH
Random crits are disabled, thus “No random critical hits” is no longer necessary
Removed “Being” from the description for grammatical reasons, and the first "all".
Now is "Level x Aether Combuster"
New Stats
Reasons For Changes (Idea #1)
Balancing around the extreme circumstances of full-blown crits at the cost of no airblast is close to impossible, so I changed the effect of MMMPH to be not as overwhelming and made airblast at least capable of defending against rockets and the like. In addition, charging MMMPH with other weapons has been greatly reduced to discourage passive play.
IDEA #2 - Full Rework
Current Version
Balance Changes
(Removed all stats and replaced them with...)
Airblast is now a gust of fire that also briefly ignites players for 1 second
Can ignite enemy Pyros
Primary fire will coat players in 'phlogiston' that can later be ignited to deal big damage
This can be washed off in water or wears off after 5 seconds of not being hit by the Phlogistinator.
The damage dealt is equivalent to if the exposure to the Phlogistinator's primary fire was 100% flamethrower damage - the same as hitting someone with 5 seconds afterburn at point blank with stock.
Enemies coated in phlogiston will be white-ish in color, similar to how Jarate makes enemies yellow-ish.
Primary fire does not start any afterburn
Added -100% damage penalty to nonburning players
To burning players, the primary fire works the same as the normal flamethrower.
Added no health gained from extinguishing teammates
Added +150% airblast cost
Removed “Being” from the description for grammatical reasons
Primary fire can extinguish teammates, but airblast cannot.
Removed “Being” from the description for grammatical reasons, and the first "all".
Now is "Level x Aether Combuster"
New Stats
Reasons For Changes (Idea #2)
For some, the idea of a "super meter" that makes the weapon incredibly strong for a short period at the cost of a weaker weapon otherwise is just not a good design. In the case of the Phlogistinator, this is especially true, so this idea takes a drastically different approach to a Pyro primary. This design works by essentially coating nonburning enemies in a flammable substance known to all as "phlogiston" before using the fire-based airblast to do a large amount of damage all in one go. Used properly, it can deal great damage! Used improperly, and you'll deal zero damage and might as well have done nothing! Alternatively, you can also apply only a small amount of the primary fire before igniting them and treat the weapon as a normal flamethrower, but this basically takes away the upside while forcing all the downsides.
Thoughts On Current Weapon
The Flare Gun has always been a reliable burst-damage secondary for the combo Pyro with good aim. However, outside of needing to address a few things to make it in-line with the changes to afterburn, it's... generally weaker to have than a shotgun. Even if it's capable of matching the shotgun's max damage of 90 with a crit, it has a significantly slower firing speed, wherein the shotgun fires a little more than three times the pace. I think it's deserving of a few solid buffs in its direction.
Oh, also isn't it rather weird that this weapon has not one, not two, but three other unlocks that use it as a base, despite being an unlockable weapon? I think there's a neat way to better accommodate that lineup...
Current Version
Balance Changes
Crits vs burning players changed to +200% damage vs burning players
...And added a new sound for hitting a burning player since the crit sound is no longer present.
Increased base damage to 36 (from 30)
Now deals double damage to buildings
Now works underwater
Reduced time between shots to 1.5 seconds (from 2)
Reduced max afterburn time to 5 seconds (from 7.5 seconds, or 10 against burning targets)
Now fires from the center rather than from the side
Added more to its description
Now has separate firing and reload times (0.5 second firing time, 1 second reload time) instead of it being oddly considered both(?)
Ammo count is now showcased as 1 loaded ammo, 15 reserve instead of just 16 reserve
Other Changes
Now is a stock weapon alongside the Shotgun and will no longer be found in via item drops.
All Flare Guns collected before this point will become Genuine, but otherwise remain fully intact and tradable if they were before.
Updated the model to be more stock-like and distinguishable to the Detonator (since they look really similar from the view of other players)
(Model can be found here.)
Crafting the Detonator now requires a Scorch Shot instead.
Crafting the Scorch Shot no longer requires the Flare Gun.
Now is a "Level 1 Flare Gun" like other stock items.
New Stats
Reasons For Changes
The Flare Gun shouldn't be causing the Scorch debuff simply by hitting a flare, so it gets reduced afterburn time in trade for a little more flat damage and the ability to utilize outside crits with its bonus damage + the usual buff to allow it and its counterparts to work underwater like the primary weapons. I also greatly improved its damage to buildings to allow Pyros to have a decent option to harass out of place buildings, being as Pyro is a bit weak against them right now. As for the decision to make it a stock item alongside the shotgun, it fits all of the criteria to make a stock item - it has a simple name, fits Pyros role well, is simple in function, and has multiple unlocks that base their stats directly off of it. Making it a stock item will also allow players who might get their hands on a different flare gun besides this one get a better grasp of the stats they're dealing with.
Thoughts On Current Weapon
The current Detonator is a bit of a mess as it stands. With competition seeking from the Scorch Shot and the Thermal Thruster at the same time, it doesn't really have much of a unique purpose besides being subpar versions of both in most situations. When its claim to fame is the ability to ignite someone on a rooftop... yeah, it's pretty clear why it's rarely used.
Current Version
Balance Changes
All stats removed (save for detonation) and added in their place...
Added -50% self damage taken
Distance covered is still the same despite the damage.
Added -20% holster time
Added -2 sec max afterburn time
3 seconds compared to the Flare Gun's 5 seconds.
Added -50% afterburn damage
Added no bonus damage vs burning players
Explosion now acts like other explosions vs enemy stickybombs rather than destroying them
Ignores stock change to fire from the center
"Alt-Fire: Detonate flare" is now listed as an upside
Added "The" to the name
Removed automatic reload text since the Flare Gun already has it
Stats are now in direct comparison to the now-stock Flare Gun
New Stats
Reasons For Changes
This version encourages aggressive play to use the detonation to propel yourself near the enemy and then switch to your next weapon (such as your flamethrower) to deal with them, in addition to still being a helpful tool for general map navigation-slash-flanking without the annoyance of nearly a third of your health as a cost. This also makes it have a separate use from the Thruster which would be more effective for escapes and making giant leaps. As a downside, however, it doesn’t deal mini-crits vs burning players anymore and has relatively low damage and time for its afterburn, so it’s a better idea to run the other flare guns if you want to harass enemies with afterburn damage.
Thoughts On Current Weapon
The Detonator at least provides SOMETHING for the Pyro to use besides their primary of choice, but the Gas Passer doesn’t even do that. Instead, it forces the Pyro using it to go around and try to get in a massive 750 damage or wait 60 seconds to use it and for an unbelievably underwhelming effect that any other flare gun can do at any time while also being still an actual weapon. This one’s going to need quite a good degree of buffs to be usable alongside other secondaries or even amongst debuff throwables.
Current Version
Balance Changes
Reduced damage required to charge to 200 (from 750)
Gas debuff now lingers even after being ignited by damage until its timer expires
Healing sources will no longer reduce debuff timer
Gas no longer charges with time
Charging gas now requires hitting players not coated in it
Removed lingering gas cloud, now only debuffs those caught in the initial splash
Splash radius is the same as Jarate and Mad Milk.
Gas debuff reduced to 5 seconds (from 10)
The ability to ignite enemy Pyros (and Spies, see the Spy page!) is now listed as an upside rather than in the description
Removed "The" from the name, like other debuff throwables
Reformatted description to mention that it causes Scorch debuff
New Stats
Reasons For Changes
By making the Gas Passer function very similarly to the other throwable debuff weapons (Mad Milk and Jarate), the Gas Passer will feel more at home in the game, in addition to allowing more room for the gas effect to be stronger. Well... maybe not in the traditional way. See, since afterburn over 5 seconds means getting the Scorch debuff (see Afterburn in the General page), being subject to the Gas Passer is a BIG deal! This, combined with a much reduced damage requirement to charge and flamethrowers dealing larger damage to enemies with longer afterburn times, should make this can of gas much more fearsome and worth sacrificing your secondary for a short time.
Thoughts On Current Weapon
The Manmelter is cool, but rather pointless. The only weapon it pairs with is the Phlogistonator by allowing you to extinguish teammates and rarely the Backburner to save on ammo. So… what do you get for going out of your way and equipping this weapon to extinguish people? A free crit for your flare gun? Please. The Flare Gun already exists. Let’s try to make something that at least isn't Flare Gun with extra steps.
Current Version
Balance Changes
Added up to +150% damage bonus based on distance
Begins scaling upwards at 512 HU, and reaches max at 1024 HU.
Removed Alt-Fire ability
Added -45% flare damage penalty
With the Flare Gun damage boost (see above), it will do 20 damage at the lowest and 50 at the most, excluding burning player/building damage boosts
Added only +100% damage vs burning players (from stock Flare Gun's +200%, see above)
Random crits are disabled, thus "No random critical hits" is no longer needed
Added a "MELTER" meter in the HUD that empties when fired, and regenerates back to full when it is ready to be fired again
Removed "Being" from the description to make it grammatically correct.
Now is "Level 30 Sub-Atomic Disintegrator Pistol"
Removed automatic reload text since the Flare Gun already has it
Stats are now in direct comparison to the now-stock Flare Gun
New Stats
Reasons For Changes
This version gets rid of the reliance on its Alt-Fire gimmick which needed the enemy Pyro to ignite your teammates to get any effects and replaces it for a different specialty: long range damage. This tool is now designed for getting enemies at longer ranges to potentially want to begin to engage you at closer ranges to mitigate the extra damage of the Manmelter, which can play straight into your hands.
Thoughts On Current Weapon
Back in the days where TF2 used to get real updates, people ignored the Scorch Shot for the most part because its damage was awful, but those days are long gone. In fact, we've had the current iteration of the Scorch Shot since Gun Mettle, which is longer than all of the time TF2 existed before that update! ...Man, that makes anyone who played back then feel old, myself included. Ahem, getting off of that tangent, the Scorch Shot is notorious as the multipurpose Flare Gun for ANYTHING that isn’t combo Pyro. It inflicts knockback and the slow debuff on a direct hit that, when combined, effectively stuns you in place and causes it to almost always hit twice on non-burning players. It manages to be easier to hit with the explosion on contact with walls/floors. It deals a decent enough amount of damage to charge the Phlogistonator. The list goes on and on! This needs to change.
Current Version
Balance Changes
(Removed all stats and replaced them with...)
Added +3 sec max afterburn time
This makes it go from the stock Flare Gun's 5 (see above) to 8, which will also Scorch the enemy (see Afterburn changes in the General Changes page).
Added flares bounce upwards on impact, creating a fiery explosion upon landing
No basketball physics here, just rebounding directly upwards.
It will do this regardless of what it impacts, be it a surface, player, or building.
Added only 40% bonus damage to buildings and burning players
From the stock Flare Gun's +100% to buildings and +200% to burning players, see above.
Added fires encased flares that don't ignite on initial impact
Added -50% slower reload speed
Increased reduced self-damage force to -100%
Explosion now acts like other explosions vs stickybombs rather than destroying them
Ignores stock change to fire from the center
Removed passive reload text since the Flare Gun already has it
Stats are now in direct comparison to the now-stock Flare Gun
New Stats
Reasons For Changes
As one might figure, for a weapon called the Scorch Shot, it inheriting the new Scorch debuff from longer afterburn times only makes sense as a new feature for it to have in place of all of the other stuff that needs to go (the knockback, instant explosions on surfaces, etc.). However, to prevent it from being able to Scorch any enemy you see fit, I have now made it shoot encased flares that always bounce regardless of what it hits, and made the explosion be the cause, in addition to a reload speed penalty. This means spamming it at groups will serve as moderate area denial, but won't be a consistent source of Scorching, and for 1v1 situations, it can made traps via hitting the flare where you don't want the other player to go, otherwise they risk taking much more flamethrower damage via the Scorch.
Thoughts On Current Weapon
Surprisingly enough, the jetpack for Pyro ended up being extremely balanced… for the most part. The massive amount of mobility is great and fair, but some of the gimmicks are less than desirable and often aren't enough of a substitute to not have a secondary weapon.
Current Version
Balance Changes
Added +25 max health on wearer
Listed reduced fall damage while using jetpack and increased it to full immunity while blasting
Decreased locked holster time to 0.5 seconds (from 0.8)
Holster/deploy animations are now holster/deploy penalties
This will allow holster/deploy bonuses like the Degreaser to reduce the animation time.
This will also allow you to change weapons during the deploy/holster animations rather than being forced to commit to your initial choice.
Removed hidden +50% more knockback while launching stat
Increased recharge speed for each rocket blast to 10 seconds (from 15)...
...but you can now only hold one charge instead of two.
Shockwave that pushes enemies when landing is now an MvM upgrade, replacing the old double launch upgrade since it can no longer be used
Removed Mantreads falling damage stat
No longer extinguishes teammates
New Stats
Reasons For Changes
These changes make the weapon’s ability to jump to higher places or engage in bombing missions much more reliable and improve the weapon’s functions, which might make it worth equipping over a damaging secondary. +25 max health makes this dream more realistic by being yet another feather in the weapon's cap to be viable to other secondaries. As for removing the Mantreads falling damage stat and extinguishing teammates... when have you used either of these features? Only when the weapon came out? Yeah, let's be simple and take away the fluff to make room for what's more important.
Thoughts On Current Weapon
I can't even begin to really begin to explain how bad the stock Fire Axe is. It doesn't do enough damage to switch off the flamethrower for, it doesn't have any bonus to work towards, and above all else, literally every single other Pyro melee (outside of the Sharpened Volcano Fragment) is undeniably better than it in every situation - some by a significant margin.
Current Version
Balance Changes
Increased damage dealt to 85 (from 65)
Added On Kill: Gain a speed boost for 5 seconds
Balance Changes
Lollichop's stats are now neutral rather than being listed as upsides and downsides
Edited the Lollichop's description to make actual sense.
New Stats
Reasons For Changes
Considering that every single Pyro melee is either utility or is about getting a combo kill, stock needs to standardize one of these things, so I decided that making the Axtinguisher's speed on kill the new central figure, in addition to a well-deserved damage increase.
Thoughts On Current Weapon
Though a bit stat-heavy, the Axtinguisher has finally reached a point in its lifetime where it stands balanced, outside of being a stock upgrade. Luckily, that last part is easy to address now, but I also need to take into account the afterburn changes made earlier. Sigh.
Current Version
Balance Changes
Damage penalty is now vs nonburning players
Now makes burning enemies take an extra 8 damage per remaining afterburn tick on a successful hit...
...and removed the mini-crit and existing bonus damage vs burning enemies stats
Removed speed boost on burning target kills and all kills in general inherited from stock
Increased holster penalty to 50% (from 35%)
Increased damage penalty to -40%
Random crits are disabled at default, thus "No random crits" is no longer needed.
Listed extinguishing burning enemies as a downside
New Stats
Reasons For Changes
Turns out this was simple enough to do, and it made things easier to understand in the process. This should keep the damage still comparable to what it was before despite afterburn times being generally lower than before, while giving stock the room to compete with less max damage but having a 5 second speed boost while the Axtinguisher no longer does.
Thoughts On Current Weapon
The Back Scratcher is a good tool for the independent Pyro who doesn’t need to rely on the team’s Medics or Engineers to heal him up. …Oh, and it has a damage bonus. Good idea to help make it more viable, but not extending this courtesy to the stock Fire Axe will continue to baffle me to the end of my days. Luckily, here in Balance Land, stock got the damage increase and this weapon no longer needs it.
Current Version
Balance Changes
Added On Kill: A small health pack is dropped
Only applies to the weapon itself, not overall like the Candy Cane.
No speed boost is granted on kill
Removed +25% damage bonus
Updated the model to be slightly more lethal than a garden rake, and made it a Level 10 Pitch Fork accordingly
Model can be found here.
New Stats
Reasons For Changes
The Back Scratcher has proven that having extra damage on a Pyro melee makes it valid enough as a finisher, hence why stock has this already baked into its design. So with that old stat removed, I also decided to further cater towards its health pack upside by making it drop a small health pack when killing with it instead of stock's speed bonus. That way, both stock and the Back Scratcher are about even!
Thoughts On Current Weapon
Pybros already greatly reduce the chances Spy has when it comes to tackling enemy Engineer nests, and the Homewrecker further reduces that “really low chance” to “completely impossible”. Even with the Spy-Cicle, all the Spy can do is just stab the Engineer and get out of there, since the Homewrecker makes his sappers useless. If I were given the chance, I'd probably ramble for another two paragraphs about how much this single weapon breaks Spy as a consequence of allowing Engineer to mostly ignore sappers, but honestly I'd rather just get the inevitable full rework for it over with. Though it may be hard to give up to some Pyros, this design cannot stay in the game with good conscience.
Current Version
Balance Changes
All stats removed and replaced with...
Added On Kill: Gain Reinforcement for 5 seconds
"Reinforcement" being the Battalion's Backup's effect, given a new name (see General page for more information).
Added no speed boost on kill
Added -100% slower holster speed
Added -15% slower move speed when active
New Stats
Reasons For Changes
Since this weapon needed to start from scratch, that means making a melee weapon that doesn’t do what the other Pyro weapons do, and eventually it came to providing defense. This design essentially allows you to get the usual melee kill and gain a large damage resistance in trade for the speed boost, though it holsters slower and makes you move slower when deployed to make this arguably better reward harder to get and slower follow up with your other weapons during the buff. I believe this will prove to be a valuable asset to Pyros who want an option that greater survivability after getting a kill and don't mind having a less versatile melee combo in trade.
Thoughts On Current Weapon
This weapon was added as a joke, but unlike the Holy Mackerel before it, the joke didn't really land, likely as a result of it being its own unique weapon - and one that just sucks. Even used as a meme, the Hot Hand just can't do anything right. Let’s at least make it capable of achieving something.
Current Version
Balance Changes
All stats removed (including double slap mechanic) and replaced with...
Added +50% faster switch speed on all weapons
Added +10% faster movement speed on wearer
Added -25 max health
Move speed bonus could be increased if it ends up being weaker than intended
Added "When this weapon is equipped" since all stats are passive.
Made the glove always visible on the Pyro who has it equipped
Added more flair to the description.
Now is "Level 1 - 100 Glove"
New Stats
Reasons For Changes
The Hot Hand, as the name suggests, only makes sense to boost your all around speed, and what else to penalize passive speed than with passive health? It also doesn't overlap the Powerjack since it's an entirely passive choice rather than an active one.
Thoughts On Current Weapon
For the same reasons as the Homewrecker, sapper removal on classes besides the Engineer is distasteful. In addition, the weapon is a little lackluster as it stands, being useful only in a very niche scenario that can't even happen in over 95% of all TF2 maps... that any shotgun in the secondary slot can also be good in. This weapon, like many other Pyro melees, needs something new.
Current Version
Balance Changes
(removed all stats except for crits vs wet players and added in their place...)
Added +40% faster swing speed
Added electrical arcs that fire when missing
Each do 25 damage, travel at 1,800 HU/sec, and span 3/4th of the distance of the 2Fort bridge before expiring.
These arcs do not count for doing crits vs wet players nor the damage penalty.
They have some width to their hitbox (about player width), but no height.
Added -33% movement speed while active
Added -75% melee damage vs dry players
New Stats
Reasons For Changes
"Ranged melee? Isn't that what the flamethrower does?" Normally, yes. However, these electric arcs travel further than the flamethrower, fire quite fast, and don't need to reload at any point like a flare gun would have you do. This will allow for Pyro to still have a quick and repeated option at a longer range and still do combos in water while having to sacrifice melee effectiveness.
Thoughts On Current Weapon
The Powerjack was originally the direct upgrade to the stock axe with “No random crits” and nothing else apparently making for a fair and balanced downside. Then came along the Gas Jockey set that gave increased mobility for having all the set items! ...And then set bonuses were removed. However, some of the weapons included in the sets retained a fragment of the abilities from the set. As we stand now, the Powerjack is extremely useful and is basically the go-to for a standard Pyro since the downside is easily outclassed by the speed bonus.
Current Version
Balance Changes
Speed bonus normally gotten on kills is now active whenever this weapon is
Damage vulnerability swapped for Mark-For-Death while active and for a short period after switching weapons
Removed faster movement speed when active
Removed +25 health on kill
Weapon-Specific Changes
Postal Pummeler is now a Powerjack reskin instead of an Axtinguisher one, as the Axtinguisher already has Australium and Festive variants + it fits the Powerjack's speed way more than dealing extra damage to burning targets
New Stats
Reasons For Changes
The health restored on kill is a remnant of the first ever Powerjack and no longer needs to be in the weapon, and the damage vulnerability is rather lackluster at stopping the weapon from being a great escape tool. Borrowing the Escape Plan's downside should hopefully keep it valid as the Escape Plan has proven to be, but still more in-line with other Pyro weapons.
Thoughts On Current Weapon
The Sharpened Volcano Fragment and the Sun-On-A-Stick weren't originally unique weapons. They were going to be reskins, with this one specifically being an Axtinguisher reskin. However, for whatever odd reason, Valve decided against this and quickly fabricated some stats and shipped them out without giving any actual thought in their balance. Considering Pyro has this thing called a flamethrower, the Volcano Fragement is completely useless outside Medieval mode, and even there, it’s only a side-grade to stock... while the Back Scratcher is already leagues ahead. Let's finally make it helpful.
Current Version
Balance Changes
Increased afterburn duration to 10 seconds (from 7.5 seconds)
This will cause the Scorch debuff (see Afterburn changes in General page).
Added +33% faster holster speed
Now can also ignite enemy Pyros
And Spies, see the Spy page for more details.
Increased damage penalty to -50% (from -20%)
It’s now correctly spelled “volcanoes” in the description. Whoops!
Now is "Level 10 RIFT Volcano Axe"
Added a unique hitsound
New Stats
Reasons For Changes
The Sharpened Volcano Fragment is an axe made of literal lava, and so it being based around dealing more fire damage makes a great deal of sense. It would make for a reverse Combo Pyro who first swings their melee when the opportunity presents itself and then uses their flamethrower and/or their flare gun of choice to finish the job. In addition, the Scorch debuff also busts through those pesky resistances and makes fighting the Chargin’ Targe, Battalion's Soldiers, etc. a lot easier. Hopefully, this gives the lava-spewing volcano fragment a spot alongside other Pyro melees.
Tl;dr - SVF is now a reverse Axtinguisher that penetrates resistances. Cool!
Thoughts On Current Weapon
This weapon is thought to be unworkable by many. It stands right now as the definition of “straight upgrade” with the upside of Medigun beam damage transfer and ZERO downsides, and yet remains as the third worst Pyro melee, only beaten by stock and the Sharpened Volcano Fragment. However, I do have a major rework idea that could help it fit better into the Moonman set while still being useful with other weapons. Here goes nothing...
Current Version
Balance Changes
(All stats (stat?) removed and replaced with...)
On Hit: Increase Degree by +1, up to 3
Alt-Fire when at the Third Degree to gain guaranteed mini-crits for 10 seconds
Mini-crits carry over weapon switches.
+33% faster swing speed
-40% damage penalty
10% primary ammo lost per swing
Now is "Level x Atom Splicer"
New Stats
Reasons For Changes
Hoo boy, was this weapon quite the toughie to make a new design for. It's still a weapon designed to be used with the Phlogistonator and its new MMMPH effect, though it can still be used with other weapons. I believe the changes speak for themselves, but in case they don’t, this redesign is a fast-swinging melee that takes three hits to build up a meter to get guaranteed mini-crits, but deals less damage overall and costs primary ammo for every swing, be it a hit or a miss.