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Wrap Assassin + Reverted recharge rate Was unnecessary as it's on-hit bonus wasn't as impactful as the Sandman's. Natascha + On hit: gain up to 10 HP based on damage dealt (1:4 ratio) - Removed health on kill - Removed primary ammo bonus The health on kill was not quite enough and harder to secure with the reduced damage of the weapon. Instead this provides a more immediate gain in health in exchange for the lowered damage, which should allow heavy to better tank damage in engagements if they are tracking their targets. The Manmelter + On Hit: extinguishes burning targets to gain a guaranteed crit and 20 HP Adding an additional method of gaining crits over distance without needing to use a finicky suction. It should allow a pyro to retain some crits used in engagements with the flare if used properly. Tribalman's Shiv + On Hit: Gain a 2 second speed boost + Increased bleed duration to 8 seconds - Reverted damage penalty to 50% Rather than focus on direct damage, this intends to lean on the damage over time and provide an additional boost to give the Sniper options: use the speed to better engage in close quarters or use it to retreat. The Phlogistinator + Crits become minicrits only while being healed by a Medic - No longer has mini-crit afterburn The mini-crits did not make the weapon very helpful without an airblast, even with the alt-fire. This change makes it so the Pyro retains their crits so long as they are not being pocketed and allow them to deal max damage while solo. Thermal Thruster + Hover given a more substantial boost - Hover cannot be cancelled The Hover was a little too unwieldy and didn't get the user much movement. It was given an initial boost similar to the old mini-boost for more height and better juking of enemies, but without covering the same distance to allow a pyro to close gaps with ease. The Eyelander + For each head up to 4, max health is increased by 5 - Max health penalty increased to -20 Bringing it closer to the original Eyelander, however the snowball bonus on health is reduced drastically, only allowing the demoknight to go back to their original base health at max heads.
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