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The Manmelter + Reverted ability to gain crits from extinguishing teammates - Removed damage bonus based on afterburn of target The extinguishing losing its crits felt a tad too extreme in trying to make the weapon less dependent on enemy Pyros. With the changes to providing crits on-kill and on hitting burning enemies, it feels like it ought to be easier to get crits without enemy intervention, even if the two exist side-by-side. With the increased quantity of crits however, it was felt that the extra bonus damage was unnecessary - as that upside feels like it was meant to compensate for a previous state of the weapon having less crits to make each hit more valuable. Scorch Shot - Increased damage penalty to -25% (was -15%) Damage appeared to be too high for the relative safety one has to spam it, thus was nerfed slightly. The Homewrecker + Removed holster penalty - Decreased damage resistance to -20% (was -30%) Trying to simplify the weapon a fair bit and make it less punishing when committing to its more aggressive use-cases against structures. Reining in it's resistance a tad was done as compensation for this increased flexibility. Sharpened Volcano Fragment + Removed deploy penalty - Added: All your afterburn is extinguished on death - Removed holster bonus The weapon switching speed tweaks seemed a tad overkill in giving this weapon a designated niche. However the weapon was additionally in some need of another downside, and with removing the deploy penalty some other downside was required. Forcing the Pyro to be more considerate about their survivability lest they lose their lingering sources of damage felt like a reasonable one for a weapon that encourages a more unique method of spreading afterburn. Third Degree + Reduced damage penalty to -15% (was -25%) - Removed damage bonus against burning targets The weapon appeared to demand a lot from users to have respectable damage, and with the loss minicrit part of the melee combo it appeared too difficult to ignore. The damage vs burning enemies was thus removed as a requirement and the damage penalty made less severe to be provide more decent damage when taking enemies by surprise. Hot Hand - Reduced maximum speed stack time to 8 sec (was 10 sec) - Reverted damage penalty The weapon appeared to have too many upsides stacked in its favor, being especially too punch with it's back-to-back crits and allowing for a very long speed boost uptime. It's been nerfed in both regards to help limit the uptime a pyro can get and how much impact their melee swings will be. The Eyelander - Reduced speed boost on-kill to 2 sec (was 3 sec) The weapon performed too well with its speed boost at allowing the user to escape unharmed. It's been reduced to hopefully rein this in, while being more than enough for closing the gap against other enemies. Brass Beast + Increased damage resistance to -30% when below 50% health (was -25%) Making the weapon just a little more imposing once in position, as it otherwise has been improved enough with the holster buffs. Eviction Notice + Decreased damage penalty to -50% (was -55%) Making the buff a little more respectable, offsetting the minicrit being removed from the melee combo. The Vaccinator Healing from Uber bubbles count towards your healing points This is a change to mainly provide synergy with the Vita-Saw. Some other forms of healing added might still need to be accounted form. The Ubersaw + Removed holster speed penalty - Reverted firing speed penalty The weapon felt like it was making the Medic a little too vulnerable if he committed to going for his melee, both for extended fights but even for quicker opportunistic strikes. Switching to it's old firing speed penalty feels like a more appropriate downside to keep it definitively weaker when relying on it for self-defense or when exploiting the weapon for uber farming too much. Sydney Sleeper + Increased base Jarate duration to 3 seconds on-hit (was 2 seconds) - Removed faster firing speed While the firing speed was meant to aid in spreading jarate on multiple targets, it also made the act of going for charged damage for picks less required since you often outdamaged it with 3 consecutive shots. Thusly it was removed in favor of increasing the base Jarate time, making it easier to have multiple targets at once soaked without the need to go for headshots. Tribalman's Shiv - Reverted bleed duration The weapon felt like it came with too much upside, thus it's bleed was reverted to not be as debilitating to targets you can flee from. The Bushwacka + Removed firing speed penalty + Removed damage penalty - Increased deploy speed penalty to 30% slower (was 20%) - Reverted damage vulnerability The weapon was largely simplified, as it's combination of traits made it resoundingly worse for both use on it's own and when combo'd with other weapons. Thusly the firing speed penalty was removed to make follow-up hits not as clunky, while it's deploy speed was worsened somewhat to still remain poor in a combo without some finesse. Additionally the damage vulnerability was returned to maintain some risk for holding it out too long.
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