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  1. Yes. All of them.
  2.  
  3. Here we go.
  4.  
  5. **SIDE NOTE: I'M MERELY SUGGESTING CHANGES FOR THESE WEAPONS, NOT DEMANDING THEM. I MAY BE BIASED OR MAY HAVE BAD SUGGESTIONS.**
  6.  
  7. LEGEND:
  8.  
  9. (?) = A very flimsy suggestion even _I'm_ not sure about.
  10.  
  11. + = A buff to the weapon
  12.  
  13. - = A nerf to the weapon
  14.  
  15.  
  16. ---Scout---
  17.  
  18. Aka Annoying Boston Child
  19.  
  20. -Force-a-Nature-
  21.  
  22. Now, this weapon's broken. Not the phlog during tough break kinda broken, but one of it's penalties doesn't take itself into play. That's right, the damage penalty. Now, if you look on the wiki, you'll notice the Force-a-Nature has the MOST amount of damage output out of all the Scout primaries, so what gives? How about the penalty actually penalizes the gun and doesn't do the opposite?
  23.  
  24. -10% Damage Penalty. For real now.
  25.  
  26.  
  27. -Shortstop-
  28.  
  29. Oh boy, where do I start with this? The shortstop wasn't widely used before MyM. Now it's never used. It's the least reliable primary, even including the BFB, because the Shortstop is quite literally a downgrade from stock. It's stock with a push mechanic that barely ever works out in your favour, and a push vulnerability. The shortstop also has the slowest and unbearably gut-wrenching reload speed, which makes it even worse. Now, I'm thinking of something going like this:
  30.  
  31. +20 Reload Speed (From it's current reload speed, not in general)
  32.  
  33. +20-25 Health Per Kill
  34.  
  35. -10% health
  36.  
  37. -Knockback vulnerability
  38.  
  39. -No Push Mechanic
  40.  
  41. -50% Damage To Buildings
  42.  
  43.  
  44. -Soda Popper-
  45.  
  46. In the right hands, this weapon can be extremely strong and a hyped scout is extremely hard to hit. It can deal a really high amount of damage extremely quickly with a really quick reload speed. I mean, the lowest amount of damage you can have per shot is 85 (at point blank), and with 2 shots fired, it's 170. It's attack interal is 0.3 seconds and the reload speed's 1.2 seconds. So, with that, you can easily get 340 damage off in 2 seconds.
  47.  
  48. Thats fucking insane. On top of all of that, you have a hype boost where you can jump many more times than you could normally, making you a very hard target. And the cherry on top is that you need to get 300 damage to fill up your Hype meter. So, if you hit your shots, your enemies wont be able to hit theirs. Wew.
  49.  
  50. So, how do we nerf it? Easy.
  51.  
  52. -10-15% Damage Penalty
  53.  
  54. This requires more shots to be fired and hit in order to build the hype meter and make it a tad bit harder to two-tap most classes.
  55.  
  56.  
  57. -Baby Face's Blaster-
  58.  
  59. A case of the Shortstop, but a lot more people were using it. Yes, it was a pretty good weapon. Now I NEVER see it get used. Something so small, a single stray bullet can drain half the goddamn boost meter, so my suggestion is:
  60.  
  61. +Make it so more damage is needed to drain the speed meter or just remove it altogether and make up a new downside like bullet or explosive vulnerability.
  62.  
  63.  
  64. -Back Scatter-
  65.  
  66. Well, I love this gun. It's so unique comparing to other scout primaries. It's great for fun but horrible for serious play. The Back Scatter has some... unique downsides, but i find the inaccuracy downside to be pretty good, especially at close range, behind a crowd. But defending yourself with this gun on a head-to-head battle isn't gonna work like stock or even the FaN. So, how about:
  67.  
  68. +10-20% Damage (Not sure how much +10% damage would do, so I put in 20% in case it barely changes a thing.
  69.  
  70.  
  71. -The Winger-
  72.  
  73. As a technical weapon, this gun's pretty good. In combat, you're pretty much dead. For a pistol with 5 shots, most of them aren't likely to hit, 'cause, well, it's a pistol. The jump boost is fine, and I personally really like it, but the Winger needs a small buff.
  74.  
  75. +Jump Height Boost Can Be Utilized Without Deploying the Winger
  76.  
  77.  
  78. -Pretty Boy's Pocket Pistol-
  79.  
  80. This weapon was the bomb. It was pretty damn OP, and I'm glad it got nerfed, but it got nerfed just a tad bit too much. The high risk, high reward idea for this weapon is pretty great, a really good balance, but for a pistol that heals you per every shot you hit, it's pretty goddamn inaccurate. Red Robot talks about this better in his PBPP video, go check it out if you want to. So, my ideas for this weapon are:
  81.  
  82. +60% Accuracy
  83.  
  84. While the accuracy buff might seem a bit too high, remember that you have a damage vulnerability. To everything. So I think it's a bit justified.
  85.  
  86.  
  87. -Flying Guillotine-
  88.  
  89. It's a good and powerful weapon, especially with the Sandman. The Cleaver/Sandman combo is extremely powerful, capable of taking out most classes and even if you miss the cleaver, the stun will surely do some work. I suggest a -10% slower deploy speed and a shorter bleed time. Say, 0.5 seconds shorter?
  90.  
  91. -10% Slower Deploy Speed
  92.  
  93. -0.5s Shorter Bleed Time
  94.  
  95.  
  96. -Bonk! Atomic Punch-
  97.  
  98. It's a good weapon, not very used, but it's balanced. All good here.
  99.  
  100.  
  101. -Crit-a-Cola-
  102.  
  103. Oh boy. I, a Scout main, hate this weapon. I played with it just for shits and giggles with the Crit-a-Cola and stock and I got out of situations I couldn't before. The Cola can be extremely powerful in the right hands and even if it isn't, it can still do a lot of damage. The speed boost doesn't make it any better, too. Aside from a tiny 2-second vulnerability period when it runs out, it's basically a Mini-KritzKrieg ready every 10 or so seconds on the fastest class in the game (which, tbh, doesnt heal him during the duration but whatever, close enough), and makes him faster and harder to hit. This weapon needs a nerf.
  104.  
  105. -Marked For Death for 3 Seconds After Effects Have Worn Off-
  106.  
  107. -No Speed Boost
  108.  
  109.  
  110. -Mad Milk-
  111.  
  112. This weapon's pretty damn good, but not OP. I love it the way it is. All good here.
  113.  
  114.  
  115. -Sandman-
  116.  
  117. The stun's a tad bit OP, but I don't really know what this weapon can have changed, the penalties are good enough as they are. Maybe less stun time on a full distance sandman hit?
  118.  
  119. -Reduce Maximum Stun Time (?)
  120.  
  121.  
  122. -Candy Cane-
  123.  
  124. It's a good weapon, but it's penalty does balance it, a bit too well. Maybe lower the vulnerability a bit?
  125.  
  126. 10-15% Explosive Vulnerability on Wearer(?)
  127.  
  128.  
  129. -Boston Basher-
  130.  
  131. This weapon's all about timing. It's a pretty good damage-dealing weapon, too. It's great for building up uber and using it as a last resort but nothing much else. It doesnt need any changes.
  132.  
  133.  
  134. -Sun on a Stick-
  135.  
  136. Easy one here: Raise the base damage just a bit.
  137.  
  138. +20% Damage Penalty (Instead of 25%)
  139.  
  140.  
  141. -Fan-o-War-
  142.  
  143. I LOVE this weapon's technicality, but it lacks a certain je ne sais quois. Maybe a 10%-20% Damage Resistance when Deployed/Held in Combat and a -20% holster speed?
  144.  
  145. +10-20% Damage Resistance When Held In Combat
  146.  
  147. -20% Holster Speed (so people dont use it as a damage sponge while going through an enemy-infested area or something)
  148.  
  149.  
  150. -Wrap Assassin-
  151.  
  152. It's a decent weapon, but I feel like it needs a bit of oomph. Maybe it should do more/less damage the farther away you are from the enemy via bleeding?
  153.  
  154.  
  155. -Atomizer-
  156.  
  157. Imo, this weapon's balanced the way it is.
  158.  
  159.  
  160.  
  161. ---Soldier---
  162.  
  163. Aka Blast Radius
  164.  
  165. -Direct Hit-
  166.  
  167. As much as I hate this weapon, it's balanced. It relies solely on aim, and is a good, skillful weapon. All good here.
  168.  
  169.  
  170. -Black Box-
  171.  
  172. Now, the Black Box has a wonky history. It was a pretty damn good alternative from the Rocket Launcher a while ago, but it's recently fallen into mediocrity. Sure, it's a fun gimmick weapon, but it wont really get the job done (without being a little bitch and using the Crutcheror). So, how about we tweak it similarly as to how it was but not as strong.
  173.  
  174. +15 health per enemies hit
  175.  
  176. -The "less damage you give to the enemy, the less health you get back" still applies, though.
  177.  
  178. -It does not increase with critical hits or mini-crits.
  179.  
  180.  
  181. -Liberty Launcher-
  182.  
  183. I kinda like this one. It's damage penalty is a well made downside and doesnt take away TOO much from the weapon, only doing 25 less damage at medium-range with a direct shot then the stock RL. The Liberty Launcher might be lackluster in damage output compared to the Direct Hit, it still has that direct hit rocket speed and extra shot in the clip. I don't see anything wrong here.
  184.  
  185.  
  186. -Cow Mangler-
  187.  
  188. Or as I like to call it, Discount Sentry Buster.
  189. I don't see too many soldiers using the Cow Mangler for actual combat, but it's a great weapon against sentries. While the Direct Hit might be more reliable for sentries, the Cow Mangler might also manage to hit the Engineer and set him on fire, and it also doesn't have the blast damage penalty. I dont see much of anything that's wrong with this weapon.
  190.  
  191.  
  192. -Beggar's Bazooka-
  193.  
  194. What turns me away from this weapon is the rocket spread. I feel like it's just a tad bit too much. Usually, if youre not aiming exactly at the ground (and even then the blast radius reduction shuns this) you wont be able to land all of your shots. While, yes, a weapon like this is hard to balance, I think it should be taken down a notch and decrease the projectile deviation.
  195.  
  196. +2 degrees random projectile deviation (instead of +3)
  197.  
  198.  
  199. -Air Strike-
  200.  
  201. I personally love the spam this weapon can create. The hardest part, though, is getting the first few kills. But when you get to 3.-4 kills, the weapon really starts to shine. You can take out loads and loads of enemies at the cost of being careful not to get Direct Hit'd or shot out of the air by an Amby or a Sniper. Though it's fairly easy to run out of ammo quickly, yet at the same time, it's much too easy to get more ammo from dispensers. So, here are my suggestions:
  202.  
  203. -30% Slower Ammo Dispension From Dispensers (Kinda like the Eureka Effect, but not as strict)
  204.  
  205. +10% Reload Speed
  206.  
  207.  
  208.  
  209. -Buff Banner-
  210.  
  211. Not gonna touch the banners. I dont think they've ever gotten nerfs/buffs so I really don't wanna mess with them at their state right now. Besides, they're great and really supportive weapons towards yourself AND your team.
  212.  
  213.  
  214.  
  215. -Gunboats-
  216.  
  217. Honestly, sacrificing your only other means of reliable defense for lesser blast damage from rocket jumps is enough of a downside by itself. I'm not saying the Gunboats suck, though. In fact, I use them on my main Soldier loadout. The Gunboats dont need a nerf, nor a buff.
  218.  
  219.  
  220. -Mantreads-
  221.  
  222. Now, while this weapon might be unreliable, even for the Trolldier loadout, it doesn't mean it's bad. In fact, it's a weapon that takes a lot of skill to use it effectively, and by effectively, I mean not getting killed before you reach the general vicinity of your target. The Mantreads are fine, just hard to use.
  223.  
  224.  
  225. -Righteous Bison-
  226.  
  227. Oh boy. You know what has to be done. In fact, it needs a buff beyond that. Bringing back the mechanic where you can hit multiple enemies does the Bison some well-deserved justice. And not only that-- since the weapon was pretty damn bad even BEFORE Meet Your Match, it just needs that extra push... So how about +15-20% Damage?
  228.  
  229. -Can Hit Multiple Enemies
  230.  
  231. +15-20% Damage
  232.  
  233.  
  234. -Base Jumper-
  235.  
  236. Let's be honest here... We never see the Base Jumper outside of Hightower and Doublecross (to an extent) and in combination with the Air Strike, and rightfully so. It fills the gimmick of the Air Strike and serves as training wheels for Market Gardening (or makes it tougher, considering you're an easier target for them to shoot out of the air), and there's nothing wrong with that. The Black Box alone might not be as good in the hands of a decent Soldier, but the Conch-Box combo would be much more effective, in those same hands. So, uh, all in all, nah. No changes needed here. Man, Soldier secondaries are pretty damn balanced.
  237.  
  238.  
  239. -Panic Attack-
  240.  
  241. As the name suggests, this weapon works as if you were having a panic attack. And boy oh boy, is it fun to use. Now, we need to take into account that this weapon is multi-class, thus making it harder to balance one thing without making it too good or too bad on another class. This is a hard one to do, for sure, but it doesn't mean it doesn't have flaws that need to be patched up. For example, the potential damage output of this weapon is INSANE. It's literally 4 shotgun slugs simultaneously being shot at someone with a lesser delay, and a faster reload speed to do it once more to another person AND on TOP of that, it deploys much quicker than the shotgun. And, yes, it DOES deal the same amount of damage as the stock shotgun. And while the downside that spread increases as health decreases, that's not much of a problem honestly. Unless you're going for a "Panic Attack ONLY" kinda thing, you'd be better off switching to another weapon and finish up murderizing the enemy (this is especially true for the Flamethrower, Rocket Launcher, and Tomislav). So if you don't have horrible aim and reflexes, this weapon virtually has barely any downside to it. To stop this, and make the downside more effective, I suggest adding a small holster delay, say about 15-20%. Now, this weapon is tricky... It's a pretty damn good weapon but at the same time it's pretty bad and it's in this dilemma where a risk is needed to be taken in order to figure out how to balance this weapon. So, I'm gonna say...
  242.  
  243. -15-20% Holster Speed
  244. -10% Less Spread When Low On Health
  245.  
  246. Sure, the spread is the key downside to this weapon but I feel like the spread is just a bit too harsh. Now, I don't know jack shit about how spread works in all honesty, but I'm just spitballing here.
  247.  
  248.  
  249. -Equalizer-
  250.  
  251. I don't see this used much. I think it's underpowered, if anything. While you want to get that juicy 105 damage off if youre literally at a health percentage smaller than a grain of sand, it's most probably not gonna happen. You'd be shut down in an instant. The only way to use this weapon is to hide around a corner and hope to god you predict them correctly, which you wont a lot of the time, and if you do, the swing speed is still equal to that of the stock shovel, so I'd assume the enemy could press a button faster than the 0.8 second delay on the swing of the Equalizer. This is especially true with Pyros. A sentient Pyro player would airblast you as soon as he sees you with your melee, so how about having 15% fire resistance, at the cost of it not applying to afterburn? . Remember that youre charging at a class that has a weapon that requires no spin-up time, that can push you back, hurt you even after the initial damage has been dealt, and it's pretty damn quick to kill you. That would give you at least a fighting chance against classes chasing you and counter Pyro's w+m1-ness. I really want this weapon to be decent or at least a bit more used. It deserves some love.
  252.  
  253. +15-20% Fire Resistance (Doesn't apply to afterburn)
  254.  
  255. +40% Knockback Resistance (So you get still pushed back but not as much as normal)
  256.  
  257.  
  258. -Pain Train-
  259.  
  260.  
  261. In all honesty, I dont know what to do with this weapon. It stands as a gimmick weapon that helps cap the point/payload quicker but is overshadowed by other melee weapons, and nothing much can be changed about this weapon without removing the focus on the gimmick itself altogether. I guess it's just gonna be... there. Can't do much here. It's gonna have to stay unchanged.
  262.  
  263.  
  264. -Disciplinary Action-
  265.  
  266. By god this is the most painful one to use, especially on teammates. The hitbox is so broken, most of the time you hear the whipping sound but you dont get the speed boost. So really, all this weapon needs is a better hitbox for crying out loud.
  267.  
  268. +Better Teammate Hitbox pls
  269.  
  270.  
  271. -Market Gardener-
  272.  
  273.  
  274. Oh jeez, the Trolldier weapon. Which everyone loves to use but hates to be against. Well, as much as I hate to say it, this weapon is in fact, balanced. Annoying, teeth-gritting, pain in the ass, but balanced.
  275.  
  276.  
  277. -Escape Plan-
  278.  
  279. Man, I love this weapon (hurr no shit its because only pussies use it XDXDXDXDXD). It's a high risk high reward weapon and it's a hell of a good one. It's surprisingly balanced. All good here.
  280.  
  281.  
  282.  
  283. ---PYRO---
  284.  
  285. aka oh boy this class.
  286.  
  287. -Flamethrower-
  288.  
  289. frompyrowithlove.com
  290.  
  291. https://www.youtube.com/watch?v=oYfx64j3BGc (Healing Interruption thing from MyM, video courtesy of sigsegv. Applies to every flamethrower.)
  292.  
  293.  
  294. -Backburner-
  295.  
  296. We do not speak about this weapon lightly. It is the creation of Satan himself.
  297.  
  298. No but seriously, this weapon is painfully overpowered. Guaranteed crits from the back. For the cost of 50 ammo per airblast. While that may be a good downside, the Backburner still has 4 airblast opportunities, and a soldier can be taken out by 2 reflected rockets. If you know what you're doing, this weapon can be the downfall of the enemy team (unless they got a sentry nest and theyre all hiding behind a sentry). Even if you DONT know what youre doing, you can still kill a lot of enemies. In my eyes, the Backburner is a deformed love child of the default Knife and the Phlog and it's goddamn painful to play against. What do I suggest? Bump it down to Mini-Crits from behind. That would do wonders.
  299.  
  300. -35% Afterburn Damage (2 Afterburn Damage Instead of 3, You Already Give Out Enough Damage With The Initial Fire)
  301.  
  302. +Mini-Crits From Behind
  303.  
  304.  
  305. -Degreaser-
  306.  
  307. On the other end of the spectrum sits the Degreaser. Undoubtedly the go-to primary for flare-punching, shotty-punching, or reserve-shitting. This flamethrower frowns upon W+M1, which i'm always thankful for and focuses more on airblast combos and airblasts in general. Since the Tough Kek update, it's gotten a slightly harsh nerf which was a bit necessary, considering it was s t r o n g a s f u c k in the right hands, and it still is, but to a lesser extent. I personally think this flamethrower's okay for now but a small buff would be nice. A small switch-from speed buff is what i'm thinking of.
  308.  
  309. +20% Switch-From Speed
  310.  
  311.  
  312. -Phlogistinator-
  313.  
  314. No one knows true fear until they turn the corner to an almost-done taunting Phlog Pyro. This weapon, while not being as OP as the Backburner (shocker, i know) is still a pain in the ass. It's still overpowered but thankfully underused. Nontheless, when I _do_ encounter a Phlog, what else can I do except sigh and faceroll the keyboard? (hahaha you get it its a reference xdxdxd). While, yes, stickytrapping/sniping/knocking back a taunting phlog Pyro is easy, most of the time the weapon is used while ambushing/getting behind enemies. Wait for a good amount of enemies to turn the corner/wait around a corner, taunt, then just hold down the left button. The only time you'd taunt in the midst of battle is if you want to save yourself or suicide w+m1 which I don't advise doing.
  315.  
  316. The thing is, the Phlog kinda needs to keep it's gimmick, it just needs to tone it down a notch. So...
  317.  
  318. -While in the Critical State, You Cannot Switch Weapons
  319.  
  320. -Crit-time lasts 20% less. I don't know how long the crit time is exactly but I think it's a tad bit too much. Knock it down a second or two.
  321.  
  322. -10-15% Slower Movement Speed When Deployed
  323.  
  324.  
  325. -Reserve Shooter-
  326.  
  327. OH BOY HERE WE GO GUYS
  328.  
  329. -Remove it
  330.  
  331. Nah, but in all honestly, nerf the shit out of it. Please. It's EXTREMELY powerful, even with the stock flamethrower, because it deploys so goddamn quickly. I'd advise removing it off Pyro. Goddamn. But if that won't happen, I've got an idea for it.
  332.  
  333. -When Deployed, The User Takes Mini-Critical Damage
  334.  
  335. -30% Slower Holster Speed
  336.  
  337. Kinda like the GRU for Pyro but it actually does damage.
  338.  
  339. -Flare Gun-
  340.  
  341. Whether you love to hate, hate to love, love to love, or hate to hate, this weapon is undeniably strong. Yet another victim to the Crit Reliance gimmick, this weapon fun to use but extremely annoying playing against. And honestly, it needs a nerf. The only downside it has is that you cant fight other Pyros as well as you can with a Shotgun. The thing is, I don't know how to balance it because as much as it's annoying and strong, it still has to have it's gimmick. So, I'm just gonna go with:
  342.  
  343. -15% Slower Holster Speed
  344.  
  345. -5% Slower Deploy Speed
  346.  
  347. +Knockback Resistance When Deployed
  348.  
  349.  
  350. -Detonator-
  351.  
  352. The Detonator is kinda like the forgotten long-lost brother to the Flare Gun. In my opinion, the Detonator is the most fun to use and the most fun to play against, though I find it to be a biiiit underpowered. The detonation blast radius, for one, needs to be slightly increased because I have rarely ever hit an enemy with the detonation blast, and I've used the Detonator a lot. Another thing is the damage. Why don't we raise it from 23 to 30?
  353.  
  354. +10% Detonation Radius (?)
  355.  
  356. +Base Damage From 23 to 30 (?)
  357.  
  358.  
  359. -Manmelter-
  360.  
  361. Now lets just take a step back and look at this weapon.
  362.  
  363. You get a guaranteed stored crit from extinguishing teammates, which there will undoubtedly be.
  364.  
  365. The projectile travels at 50% Projectile Speed making it hard to dodge.
  366.  
  367. And it doesn't require ammo.
  368.  
  369. Why haven't more people been abusing this weapon? It literally makes the Pyro a Sniper with afterburn (but less damage). So, 90 damage per a crit landed plus 60 afterburn damage according to the wiki. That's 150 damage. It can take out a Scout, Engi, Spy, Sniper and Medic if they're not near a health pack, especially if they were on fire beforehand. If you think about it, this weapon is pretty damn OP but thankfully no one's been using it. Nontheless, it needs a nerf. So, I suggest taking the projectile speed down a notch and the afterburn as well so low-health classes have a chance to dodge and/or survive.
  370.  
  371. -15% Projectile Speed
  372.  
  373. -50% afterburn time (so 30 damage instead of 60)
  374.  
  375.  
  376. -Scorch Shot-
  377.  
  378. Or as I like to call it, the Detonator's annoying little brother. Now, like some other weapons, the Scorch Shot is hard to change because of it's gimmick. Take away too much and the gimmick's gone and it's a discount Detonator. Take away too little and we still got a problem. The thing is with this weapon is that its rarely ever fatal, just really really annoying with the constant flareshots, especially if youre a Sniper, especially on 2fort (coughcoughdontjudgemecoughcough). What I'd like to do is to make it less spam-able but at the same time make it good enough to use for actual combat. So, how about a longer attack interval, but at the same time, it has a longer afterburn time (13 seconds rather than the normal 10) so it's a long but effective process. This makes it less spam-able but still keeps the gimmick of multiple targets.
  379.  
  380. -2.7 Second Attack Interval Instead of 2
  381.  
  382. +13 Seconds of Afterburn (78 Afterburn Damage)
  383.  
  384.  
  385. -Axtinguisher-
  386.  
  387. Used to be one hell of a strong weapon, and I think Tough Break went a bit too hard on it. Especially with the deploy speed. I barely ever see the Axtinguisher being used anymore, and while I'm partially happy, i'm a bit sad to see it being so underpowered despite all that potential power. So, balancing this weapon is simple:
  388.  
  389. +35-40% Slower Deploy Speed Instead of 75%
  390.  
  391. I feel like the Axtinguisher was supposed to be this "Puff, Breathe, Sting but not any more stings" but they kiiiinda overdid it.
  392.  
  393.  
  394. -Homewrecker/Maul-
  395.  
  396. The ultimate Pybro weapon. Living heaven for Engies, living hell for Spies. Whats this? A Pyro weapon that's actually balanced and doesn't have a crit reliance?! Blasphemy!
  397.  
  398. No but seriously, I love this weapon, and it's really good, but not to the point of OPness (heheheh "oh penis")
  399.  
  400.  
  401. -Powerjack-
  402.  
  403. This weapon used to be on every Pyro loadout... And it still is. It's always either the Powerjack or the Neon Annihilator god damn it. In all honesty, I think the health regen per hammer kill should be increased just a bit from 25 to 35 'cause 25 health can be just as easily taken away from a stray pipe or a non-meatshot scattergun shot. But it doesn't have any overheal, so it's only useful for times where you have low health, but at the same time, if the enemy sees you, youre pretty much dead because you got that damage vulnerability.
  404.  
  405. +35 Health Regenerated Per Hammer Kill
  406.  
  407. -Still no Overheal
  408.  
  409.  
  410. -Back Scratcher-
  411.  
  412. As much as I want to say that this weapon is balanced, it's kinda not. But at the same time, not many people have had trouble or complaints about this weapon. Though a crit can take out 8/9 of the classes, so...
  413.  
  414. -No Random Crits
  415.  
  416. -Maybe Like The Gunslinger Where You Get a Guaranteed Crit But On the 3rd Or 4th Hit (?)
  417.  
  418.  
  419. -Sharpened Volcano Fragment-
  420.  
  421. Never heard of it.
  422.  
  423. In all seriousness, for the love of god: Buff it. Mini-crits on burning targets? Lower Damage Penalty? I dunno.
  424.  
  425. +Mini-Crits on Burning Targets (???)
  426.  
  427. +10-15% Damage Penalty (Instead of the current one) (????)
  428.  
  429. I seriously don't know how to make this weapon good.
  430.  
  431.  
  432. -Third Degree-
  433.  
  434. The only direct stock upgrade there is in the game. And nobody ever uses it. And unless the heal target/Medic are braindead, youre not gonna get away with melee-ing them until theyre both dead. This weapon's extremely situational and rarely ever useful. Maybe like a damage boost?
  435.  
  436. +10% Damage (?)
  437.  
  438.  
  439. -Neon Annihilator-
  440.  
  441. Oh jeez. How many crit-reliant weapons can Valve make?!
  442.  
  443. Yup, here we go. The infamous Pyroshark weapon which makes water pretty much lava if there's a Pyroshark lurking down there. It's especially powerful on 2Fort, where the lack of health packs make it hard to extinguish yourself, so you're forced to go down into Pool. And if there's a Pyroshark there, you're pretty much screwed. So how do we make this weapon require more skill? Since there's already a damage penalty, it wouldn't be all that unique and/or efficient if there's an even lower damage penalty. What is this, the Fan o War? Instead, how about we make it harder to catch up to the enemy?
  444.  
  445. -10-15% Movement Speed Penalty When Deployed
  446.  
  447.  
  448. ---Demoman---
  449.  
  450. Aka finally free from that nightmare of a class.
  451.  
  452.  
  453. -Loch n Load-
  454.  
  455. The Loch n Load. Sacrificing a pipe and explosive radius for faster projectile speed and more damage inflicted on buildings. This one's a tough nut to crack. While this weapon is undeniably strong, not much can be taken out of the current stats without flipping it on it's head, making it either extremely good or horribly bad. Tbh, the Loch n Load needs aim, and that takes enough skill in it of itself, even if the projectile's quicker. I don't think it needs a change right now.
  456.  
  457.  
  458. -Ali Baba's Wee Booties/Bootlegger-
  459.  
  460. At the cost of not having a grenade launcher, if you're not playing demoknight and using stickies, you get the health of a Soldier. If you ARE playing demoknight, you get more turning control, the health of a Soldier, a faster movement speed and a quarter charge recharge boost per kill. THAT is pretty damn strong. It's a bit hard to balance this weapon to make both sides happy, the user and the enemy. So, how about...
  461.  
  462. -The Health Boost Only Applies When A Shield Is Equipped
  463.  
  464. -Melee Kills Refill 20% Of Your Charge Meter (instead of 25%)
  465.  
  466.  
  467. -Loose Cannon-
  468.  
  469. Oh boy. Im gonna be honest, I hate this weapon. Not because of it's double donk or its jumping mechanism. It's the knockback. While it's an essential part of the weapon, it has to be toned down just a bit. Fighting back as a Pyro, Battle Engi, Sniper, Spy and even Scout is pretty hard when youre being knocked backwards and you have no control of where youre going and your aim's fucked up. While double donks should still be a thing, normal knockback from this weapon is a pain in the ass.
  470.  
  471. -Normal Knockback Should Be Reduced (just a little bit so it still has that push).
  472.  
  473. +Double Donks Should Still Exist, Though
  474.  
  475.  
  476. -Iron Bomber-
  477.  
  478. This weapon's great. In order to be efficient with this, you gotta aim the grenades to either hit the enemy directly or get close to them, because less rolling mechanic and less explosive radius count on that. This works more on individuals or duos rather than a crowd like stock does. This weapon's balanced in my eyes.
  479.  
  480.  
  481. -Scottish Resistance-
  482.  
  483. The stickybomb launcher made for stickytraps. No, literally, it was made for the sole purpose of stickytraps. Honestly, it's a shame not seeing more people use it, it does it's gimmick well, but not TOO well like weapons such as the Phlog. I think a small buff would attract some people towards it. It's got an unique mechanic with the detonation of specific stickies and all that, but it lacks that extra push. The detonation time takes too long, honestly. Imo, it should be reduced from 1.7 seconds to 1.3 so it still has a longer detonation time than stock but not too quick.
  484.  
  485. +1.7s Detonation Delay Reduced to 1.3s (Arm time isn't affected)
  486.  
  487.  
  488. -Chargin' Targe-
  489.  
  490. The Targe's a really good shield to use. In order to use it, you'll need prediction of where the enemy'll probably go, and even then, they can strafe out of the way. This shield, unlike the Tide Turner and to an extent, the Splendid Shield does not have much, if any at all-- turning control, but it's accompanied by two resistances (fire and explosive). This shield is mostly used in conjunction with the Eyelander, making you an almost unstoppable killing machine once you get to 4 heads. What I'd like to see is a knockback vulnerability on this weapon in order for Pyros to be more effective against Demoknights.
  491.  
  492. -Knockback vulnerability
  493.  
  494.  
  495. -Splendid Screen-
  496.  
  497. An amazingly strong shield, and I don't know why people haven't been using it more often. While it's resistances are lower than the Targe, it's shield bash damage and recharge rate more than make up for it, and the shield bash damage just gets higher the more heads you get with the Eyelander. The shield bash damage should be decreased just a bit, down to 75, which would be preferrable, since you can easily just bash into any low health class and just finish them off with your sword.
  498.  
  499. -Shield Bash Damage Reduced From 85 to 75
  500.  
  501.  
  502. -Tide Turner-
  503.  
  504. Alright. Full movement control while charging. That, by itself, is OP. 15% Resistance on both Fire and Explosive damage. That's decent on it's own. Melee kills recharge the charge meter by 75%. That's pretty damn strong. Alright, now just take them and
  505.  
  506. Combine them.
  507.  
  508. The only two downsides to this shield is a Mini-Crit on hit/shield bash instead of a crit and less charge time while being damaged. While those might sound like good downsides, they are! It's just that the positive stats are a tad bit too... good. The recharging charge meter thing, for example. Charge into an enemy, bash into them for 50 hp, then Mini-crit them for 88 (except in the case of the Caber or Skullcutter. Thats, what? 138 Damage? Then you get your charge back in a matter of a second or two, and you rinse and repeat. And you have full turning control. While, yeah, getting damaged _will_ lower your charge time, if you use the Tide Turner correctly, that'll hardly be a problem since you can juke the fuck out of the enemy. I suggest lowering the recharge per melee kill from 75% to 50 or 60%.
  509.  
  510. -Lower Recharge Refill From 75% To 50-60%.
  511.  
  512.  
  513. -Quickiebomb Launcher-
  514.  
  515. The polar opposite of the Scottish Resistance. The Quickiebomb Launcher, like its name suggests, does everything quicker. It's perfect for combat, but not so good for sticky-traps like stock and the Resistance are. The Quickiebomb is for a certain kind of playstyle and barely for anything else, and it does it very well, but not too well. The gimmick's amazingly done and it's balanced, at least in my eyes. Maybe make the charge time (to determine how far it'll go) a bit slower?
  516.  
  517. -Reduced Charge Time Speed From 70% to 50% (?)
  518.  
  519.  
  520. -Bottle-
  521.  
  522. Make it break again.
  523.  
  524.  
  525. -Eyelander-
  526.  
  527. Oh god, the Eyelander. This sword is strong, to say the least. With 4 heads, you're an almost-Scout speed Soldier with the Battalion's Backup with a guaranteed crit when timed right for the downside of not having random crits and -25 less health when started.
  528.  
  529. The health penalty is a pretty large downside but it's not enough. When you get to 4+ heads, the only thing that can stop you is a sentry, a (pocketed) Heavy and a Pyro with airblast. I honestly don't know what to do with the Eyelander's stats. So, how about focusing on the attack interval (yes, the attack interval again) and the health + speed boosts.
  530.  
  531. -Raise The Attack Interval From 0.8 Seconds to 1 Second (Its a sword for pete's sake)
  532.  
  533. -Lower The Final Speed Boost From 32% Speed Increased To 29% (So a Scout has a CHANCE to outrun the shouting drunk scotsman with a sword)
  534.  
  535.  
  536. -Scotsman's Skullcutter-
  537.  
  538. I've been waiting to talk about this one.
  539.  
  540. This one's simple:
  541.  
  542. -Remove the Random Crit Chance
  543.  
  544.  
  545. -Ullapool Caber-
  546.  
  547. Another easy one. The caber used to be a BEAST in a lot of situations and could destroy crowds of people, especially when using a shield in conjunction. Now, that sounds OP and it was! But it got a really harsh nerf making it almost useless. So, yeah. Raise the damage but don't raise it too much, just enough to be effective.
  548.  
  549. -Raise The Damage To The Point Of It Being Effective (but not as much as before) (so like, half as much, i guess)
  550.  
  551.  
  552. -Claidheamh Mor-
  553.  
  554. The last easy one in a while. The Claidheamh Mor, the mistreated, discount Half-Zatoichi Demoman melee only needs one change to make it good as it was pre-Tough Break:
  555.  
  556. -Revert the Tough Break changes
  557.  
  558.  
  559. -Half Zatoichi-
  560.  
  561. Oh boy. The Half Zatoichi is capable of team wipes. No, seriously. I once took out a 9-man team on Doublecross using the Half Zatoichi in the same fight. I'm not saying that the Zatoichi's OP, but it's pretty damn good. And there's honestly nothing much that you can change about it without making it horrible. I think less healing from medkits/healthpacks would make it less good, especially on non-medieval servers and solidify it's gimmick of regaining health when you get a kill.
  562.  
  563. -25% Less Healing From Health Packs (Kinda like the opposite of the Back Scratcher)
  564.  
  565.  
  566. -Persian Persuader-
  567.  
  568. The perfect Demoknight sword, I don't know why more people don't use it. I mean you basically never run out of charge if you keep consistently hitting-- (yes, hitting, not killing) enemies or if you're in a map with a high amount of ammo packs. The downside? Less ammo on your primary and secondary and no random crits. That's nothing. No downsides at all, if you're using the Booties, Shield and Persuader. And holy hell is it fun to use. But the thing is, it's easily counterable because it doesn't have a damage, speed, or health gimmick like the other swords. Nontheless, it's great. It's balanced in my eyes.
  569.  
  570.  
  571. ---Heavy---
  572.  
  573. Aka mussle man
  574.  
  575.  
  576. -Natascha-
  577.  
  578. This Heavy primary is... unique. It can slow down the target being shot by it, which is very effective against Scouts and Pyros, but it has a damage penalty and a slower spin-up time. The 2nd upside is damage resistance... While you're under half health and you're spun up. Now, I don't know much about playing Heavy but I'm fairly certain if you have low health (under, say, 100), if you'd have any sort of common sense, you'd retreat to a health pack or a corner to eat your sandvich and not continue on fighting hoping the damage resistance'll let you survive. It wont. So, I think the damage resistance restriction is a good idea, just not that good in execution. For one, the damage resistance itself can be raised to 25% and make it so you don't have to be spun up to actually have it... yknow. Resist. That way, it's easier to get out of sticky situations when you're low on health.
  579.  
  580. +25% Damage Resistance
  581.  
  582. +The Damage Resistance Is Applied Regardless Of Whether It's Spun Up Or Not
  583.  
  584. -The Damage Resistance Is Only Applied While Having The Natascha Deployed
  585.  
  586.  
  587. -Brass Beast-
  588.  
  589. Undoubtedly the strongest minigun. No, not stat-wise. Damage-wise.
  590.  
  591. It deals 20% more damage than the stock Minigun yet it's downsides consist of being slower during the spin-up time which doesn't make it ideal as an offensive weapon, and slower movement speed, which means it was designed to be a defensive minigun, to hold a point or to use the strategy known as "Sentry Heavy". Though it can be extremely effective if used correctly, most of the time while assaulting the enemy with the Brass Beast (or even just moving through the map), you can easily be ambushed from the back by a Scout or Pyro that loop around you constantly. You'd be dead quickly with barely any time to start shooting. What changes should be made to this weapon? I don't really know. While the Brass Beast can be insanely strong when spun up, it's slower speed counters it. But if it was to be buffed via faster speed, it would be too strong. So, I suggest adding something to it. More damage dealt against buildings. That gives incentive to try to clear out a sentry nest instead of being the sentry nest yourself, and to make it viable for offense. But, to balance this, a 10% Slower Holster Speed should be added, too, in order to make it more difficult to switch to the GRU or something to escape, if it hasn't already been implemented into the Brass Beast already.
  592.  
  593. +15% Damage Against Buildings
  594.  
  595. ++The Damage Resistance Is Applied Regardless Of Whether It's Spun Up Or Not
  596.  
  597. -10% Slower Holster Speed
  598.  
  599.  
  600. -Tomislav-
  601.  
  602. Like it or not, this minigun's the best one aside from stock. It's only downside is slower firing speed, while being 20% more accurate and having 20% faster spin-up time and no rev-up sound which is amazing for ambushes or surprise attacks. It's a great minigun, honestly, and the best non-ironic alternative to stock. It's a good, balanced weapon because it's also easily counterable by another Heavy. No changes needed here.
  603.  
  604.  
  605. -Huo Long Heater-
  606.  
  607. Definitely the most ammo-consuming of the Heavy primaries, with 4 ammo per second. While spun up. That's right, you can drain yourself out of ammo without even firing the gun. And what do you get in return? A ring of fire around you and a damage bonus against burning players. Now, I assume that the ring of fire was probably meant to be a counter to spies, but they can just as easily jump over the fire and backstab you in mid-air. There's not much I can do without fucking up the balance of this weapon myself, but increasing the fire ring hitbox in order to actually be effective against good spies. An additional fire damage resistance would be great, aesthetically and stat-wise to be more effective against Pyros, too.
  608.  
  609. +Larger Ring Of Fire Hitbox
  610.  
  611. +15-20% Fire Resistance When Deployed
  612.  
  613.  
  614. -Family Business-
  615.  
  616. The Family Business. I can't say much about it, because the stats already say enough. It's good, but not TOO good, what with the damage penalty. It's a simple weapon, honestly, and it's great to use, and I've never seen complaints about it. All good here.
  617.  
  618.  
  619. -Sandvich-
  620.  
  621. It's good.
  622.  
  623.  
  624. -Dalokohs Bar-
  625.  
  626. The younger brother to the Sandvich. While it's practically faster in every way, it only restores a third of your health, which is 100 HP. In theory, the Dalokohs is great, but in practice, not so much. Sure, it's a really nifty weapon, but it's not good enough. So, how about buffing the health received from it to 125 or 150 to make it more appealing as an alternative.
  627.  
  628. +Increased Health Received To 125 (or 150)
  629.  
  630.  
  631. -Buffalo Steak Sandvich-
  632.  
  633. This edible item for Heavy is pretty straight-forward. When consumed, you are buffed with mini-crits and have your speed increased, in exchange of a damage vulnerability. There's not much that can be changed about the Steak, but I feel like a reduced recharge time would make it slightly more viable, even in Medieval mode.
  634.  
  635. +Reduced Recharge Time From 30s to 22.5s
  636.  
  637.  
  638. -Killing Gloves of Boxing-
  639.  
  640. The KGB, the perfect weapon combo with the Steak Sandvich. I honestly find this weapon to be balanced, considering you need to time your swings all while you lug around as the slowest class in the game (2nd slowest in conjunction with the Steak). The reward? 5 seconds of guaranteed crits, which isn't all that much, considering if you want to switch to the minigun, the deploy and rev-up time do take away from the crit time, which forces you to be quick and precise.
  641.  
  642.  
  643. -Gloves of Running Urgently-
  644.  
  645. In order to be effective with this weapon, you have to be alert and hope to god you're not about to get shot in the back by a Scout, because if that happens, you're practically dead. I find the GRU to be surprisingly balanced if you're smart with using it. No changes needed here.
  646.  
  647.  
  648. -Warrior's Spirit-
  649.  
  650. I never see this weapon used. Hands down. Never seen it being used. And honestly, who can blame us? Unless you got a pocket, this weapon's practically useless and the health returned doesn't do much when you lose your health three times as much as health gained back? Lowering the damage vulnerability would do it justice and a quicker firing speed would at least try to incentive-ize people to use it. (Is incentivize a word?)?
  651.  
  652. -20% Damage Vulnerability
  653.  
  654. +10% Firing Speed
  655.  
  656. -20% Damage Bonus (Instead of 30)
  657.  
  658.  
  659. -Fists of Steel-
  660.  
  661. I don't know what to say about this weapon. It's good if you use it correctly, but not too good to sponge anything and everything. It's balanced.
  662.  
  663.  
  664. -Eviction Notice-
  665.  
  666. So, this melee's a shitfest. It's practically the flamethrower but much, much, much, much worse. And it's pretty damn easy to fix: Raise the damage. For crying out loud, you can deal 78 damage in 1.2 seconds with this weapon, when you can instead deal 130 in almost the same time. And what's the incentive? A few seconds of faster movement speed.
  667.  
  668. Wow.
  669.  
  670. So, lower the damage penalty from 60% to 40% or something, because this weapon's pretty much useless unless youre being pocketed and/or the person on the receiving end of the punch doesn't know how to shoot.
  671.  
  672. +40% Damage Penalty (Instead of 60%)
  673.  
  674.  
  675. And Finally, The Best Weapon In The Game...
  676.  
  677. -The Holiday Punch-
  678.  
  679. There's nothing wrong with it.
  680.  
  681. It's amazing and I love it.
  682.  
  683.  
  684. ---Engineer---
  685.  
  686. Aka 4, 1, 4, 2, +crouch, +attack
  687.  
  688.  
  689. -Frontier Justice-
  690.  
  691. This one's a tough one to balance, because, well. It's pretty balanced, and rightly so to an extent. The reason why this shotgun's so powerful is due to the Gunslinger's Mini-Sentry, which has lower health but literally takes a few seconds to build, so if your first mini doesn't do jack shit, the second, or third, or fourth, or fifth (etc, etc) one will. Now, getting a crit from an assist is pretty... rewarding. I mean, all your sentry needs to do is get a shot on someone and have another teammate finish them off. And that crit can kill off... 7/9 of the classes on a point-blank slug? (excluding full Eyelander demoknight). So, I'd suggest toning it down a bit. Why not have a crit every 2 assists? That would make it at least more challenging to get crits via assists.
  692.  
  693. -1 Crit Gained Per Every 2 Assists (Instead of 1)
  694.  
  695. Don't worry, the Gunslinger's getting a beating soon.
  696.  
  697.  
  698. -Widowmaker-
  699.  
  700. One of my personal favourite weapons, and for all the right reasons. It's amazingly balanced. My only complaint is that more people don't use this slugtastic shotgun.
  701.  
  702.  
  703. -Pomson 6000-
  704.  
  705. Engineer shouldn't counter pocket medics. I know "counter" is a strong word, but for christ's sake, 10% uber gone every time youre hit with this goddamn gun. While I want to say that this weapon's overpowered, it's really not. It's just extremely goddamn annoying. Though it should keep that cloak drain as a kind of counter to Spy.
  706.  
  707. -Remove Uber Draining
  708.  
  709.  
  710. -Rescue Ranger-
  711.  
  712. The go-to weapon for keeping your sentry alive but not putting yourself in danger while doing it. While it can and will be annoying in a good spot, it's extremely easy to counter with a good Spy. While that probably won't happen in pubs, you yourself can switch over to Spy and try taking it out. So. Enough of that. Is it good or is it bad? Well, like I said before, it's extremely easy to counter if you take out the Engi from behind, but at the same time, it's pretty damn hard to take down the sentry without having the WHOLE team gang up on it. So, what should be changed about the Ranger? The firing speed. It's current attack interval is approximately 0.625 seconds, so why not raise it to 0.850? That way, Engies cant consistently sit down next to a dispenser and just hold m1 as easy as they do now.
  713.  
  714. -Attack Interval Increased From 0.625s to 0.850s
  715.  
  716.  
  717. -Wrangler-
  718.  
  719. Undeniably one of the most useful and effective weapons for Engie, but also the most frustrating one to play against. Gaining manual control of your Sentry's aim is strong enough, but the shield around it when wrangled protects it from 66% of the incoming damage. That's insane. Unless you're ubered or it has a single pixel of health, you won't be taking out that sentry, guaranteed. So, how can this be toned down a bit? I've got two suggestions. Reduce the overall damage shield/repair penalty down to 40-50% OR have the damage shield while firing/controlling it shield 33% but once the Wrangler is holstered, the damage shield protects the Sentry (while it's cooling down) from 66% of the incoming damage, like it is normally. It's one or the other.
  720.  
  721. -Reduced Damage Shield and Repair Penalty down to 45-50%
  722.  
  723. OR
  724.  
  725. -Damage Shield While In Control Blocks 33% Of All Incoming Damage, But It Blocks 66% When Cooling Down
  726.  
  727.  
  728. -Short Circuit-
  729.  
  730. I really don't know what to say about this weapon. It's pretty self-explanatory, and I personally think it's balanced. Maybe bump up the m2 projectile vaporizer metal usage to 20?
  731.  
  732. -Raised Projectile Vaporizer Metal Usage From 15 to 20 (?)
  733.  
  734.  
  735. -GUNSLINGER-
  736.  
  737. I hate this weapon. I hate this weapon. I hate this goddamn weapon.
  738.  
  739. Infamous for being the most annoying weapon in the entire goddamn game, you get +25 health which makes you ever so slightly harder to kill. Then, you've got a quicker build time to build up the minisentry, which means:
  740.  
  741. If it gets destroyed...
  742.  
  743. And you've got a constant supply of metal...
  744.  
  745. ITS JUST GONNA BE BACK UP SECONDS LATER.
  746.  
  747. So, basically, as long as you've got a dispenser/ammo pack near you, the mini-sentry won't go down for longer than like 5 seconds. AND, the mini-sentry has a smaller hitbox, making it harder to hit. Oh, and it also has the same range as a normal sentry. And the same damage as a Level 1 Sentry if i remember correctly. Oh, also, it's repairable. And it can have unlimited range with the Wrangler. And you get guaranteed crits if you use the Frontier Justice with it. MAN, THE GUNSLINGER SURE IS BALANCED!
  748.  
  749. So... No one likes playing against the Gunslinger. At all. Ever.
  750.  
  751. And 90% of the time, it's used as a tool to annoy people with. It needs a hard nerf, right now.
  752.  
  753.  
  754. -Cannot Repair The Mini
  755.  
  756. -Sentry Build Speed Knocked Down to 120%
  757.  
  758. -15% Smaller Range
  759.  
  760. -10-15% Less Damage
  761.  
  762.  
  763. -Southern Hospitality-
  764.  
  765. This wrench is... Pretty damn bad. The only upside this weapon has is the bleed effect, which doesn't really mean much, considering in order to inflict an enemy with it, you need to get dangerously close to them, and you'll probably die afterwards. Uncle Dane made a video about the Hospitality a while ago where he explains it better, but essentially, it's main gimmick is you having to get extremely close to your enemy, which in most cases would be a Spy, and melee them. Now, a good Spy can juke you out and trickstab you if you go for the melee which isn't ideal. And if he doesn't, he's still faster than you and can outrun your swings while shooting at you with his revolver. And if you DO hit him, he'll probably just Dead Ringer away. Now, what do I suggest to add to this weapon? Extra damage and a small blast damage resistance would be nice, giving more incentive to actually go forward and try to melee your enemy.
  766.  
  767. +15-20% Damage Boost
  768.  
  769. +15% Blast Damage Resistance
  770.  
  771.  
  772. -The Jag-
  773.  
  774. It's all good here. It's balanced fairly well.
  775.  
  776.  
  777. -Eureka Effect-
  778.  
  779. It's honestly balanced the way it is. The gimmick's done well and the downsides and upsides are really well made. Even then, it's not really useful mid-game, but nontheless, it's still a good weapon, and it's balanced. Nothing wrong here.
  780.  
  781.  
  782. -MEDIC-
  783.  
  784. aka the class everyone loves but no one wants to play
  785.  
  786. -Blutsauger-
  787.  
  788. The Blutsauger's all about hitting your shots. The syringes that you do inflict damage with give you back health, while you have less regenerative health than normal. And this is surprisingly balanced, aside from the fact that if you can aim your syringes well, you could survive an attack from a Scout. A bad one, at that, but nontheless, the Blutsauger's a good weapon. Nothing wrong here.
  789.  
  790.  
  791. -Crusader's Crossbow-
  792.  
  793. I really wanted to talk about the Crossbow and I'm glad I can now. It's a good weapon. But it's way better than any other Medic primary there is. It's practically the meta: Every Medic HAS to have the Crossbow. And I actually agree with this, because the Crossbow is a damn good weapon. It's healing & damaging mechanic is great and all that, but the damage is what bugs me, and other people (mostly competitive, unlike me...). You can two-shot a lot of classes (including another Medic!) at a fair distance away where you (mostly) aren't in danger. So, what I suggest is simple.
  794.  
  795. -Lower Medium and Long Distance Damage To 50 and 65, respectively.
  796.  
  797.  
  798. -Overdose-
  799.  
  800. Oh jeez, I love the concept of this weapon. But the execution's just... Meh? But the thing is, nothing much could be added to this weapon without jumbling everything up, so... How about increasing the ammo in the clip from 150 to 175?
  801.  
  802. +Ammo in Clip/In Reserve Increased from 150 to 175 (?)
  803.  
  804.  
  805. -Kritzkrieg-
  806.  
  807. It's fine.
  808.  
  809.  
  810. -Quick Fix-
  811.  
  812. The Quick Fix was great, probably the only Medi-Gun (aside from stock) that I saw in pubs. Then MyM came and... it got outshined by the other medi-guns, due to the speed buff every medigun got and the Quick Fix nerfs. One thing in particular was the Ubercharge rate nerf, which really made this medi-gun go from one of the most used to the least used. While, yeah, 25% was a bit too high, 10% is a bit too low. I suggest putting it at a 15% Uber Rate.
  813.  
  814. +15% Ubercharge Rate (Instead of 10)
  815.  
  816.  
  817. -Vaccinator-
  818.  
  819. It's good, it's balanced and I love it.
  820.  
  821.  
  822. -Ubersaw-
  823.  
  824. It's good, it's balanced and I hate it.
  825.  
  826.  
  827. -Vita-Saw-
  828.  
  829. It's great, it's balanced and it's underused as fuck.
  830.  
  831.  
  832. -Amputator-
  833.  
  834. The Amputator got a nerf during the Tough Break, a big one. And not directly to the Amputator, the change was the self-health regen ramp-up, which made the Amputator's 3 hp per second on wearer practically useless, especially when the wearer is being affected by bleed or fire damage or taking constant ticks of damage from a scout or heavy. MysteriousRanch talks about it more clearly in his video: https://www.youtube.com/watch?v=VGuZtdlE0F8
  835.  
  836. Anyways, I'd recommend fixing that up. Other than that, the Amputator's balanced, it's great and it's underused as fuck.
  837.  
  838.  
  839. -Solemn Vow-
  840.  
  841. It's balanced, it's useful and it's underused as fuck.
  842.  
  843.  
  844. Surprisingly, Medic's somewhat balanced.
  845.  
  846.  
  847. -Sniper-
  848.  
  849. Aka the class everyone hates but everyone wants to play.
  850.  
  851. -Huntsman-
  852.  
  853. This one's easy:
  854.  
  855. +Fix the hitboxes.
  856.  
  857. Like seriously. I watched a slow-motion replay of me getting shot by a Huntsman arrow towards the right part of my chest and got headshot. Like, please.
  858.  
  859.  
  860. -Sydney Sleeper-
  861.  
  862. If you wanna be supportive but at the same time, you wanna play Sniper, use the Sydney Sleeper, please. Use it. It's amazing. It's really balanced too, please don't change it Valve.
  863.  
  864.  
  865. -Bazaar Bargain-
  866.  
  867. It's a really good weapon if you get enough heads, but I suggest nerfing it a bit so it isn't TOO strong. What I propose is lowering the charge boost from 25% to 20% after getting 2 heads, so as soon as it's at the normal charge rate, you get a slight decrease in the charge rate per every headshot kill you get, so it takes 5 headshots to get to 100% charge rate rather than 4.
  868.  
  869. -After 2 Heads Have Been Obtained, The Charge Rate Boost Is Lowered to 20% Per Headshot
  870.  
  871.  
  872. -Machina-
  873.  
  874. This is a good weapon, but it's more of a crutch than anything, really. The no no-scoping downside isn't all that bad, considering you have a Spray n Pray weapon as your default secondary. The Machina can headshot a Demoman and Pyro down to 2 health at minimal charge, which can REALLY fuck them over. I suggest nerfing it, since it's practically a direct upgrade from stock if you have the SMG and can aim well enough to hit headshots. How about a 20% slower reload speed? It's a strong, heavy caliber gun which can penetrate through _enemy skulls_, so a clunkier and slower reload speed would make sense aesthetically, and would balance it well.
  875.  
  876. -20% Slower Reload Speed
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