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SSilver

BWR - Changelog 23/12/23

Dec 23rd, 2023
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  1. Third Degree
  2. - Fixed double hit mechanic, disabling old heal connection
  3. Neon Annihilator
  4. + Fixed explosion registering on wet targets
  5. Rainblower
  6. + Fix to Taunt being affected by flamethrower damage tweaks
  7. Natascha
  8. - Fixed healing being possible off of ubered players
  9. Fixes to oversights in the updates to make weapons consistent.
  10.  
  11. Blast Jumping
  12. + Enabled during setup in spawn when movement is frozen
  13. - New methods should more consistently be considered for mini-crits vs blast jumping
  14. Making new methods of movement consistent with others in the use and counters.
  15.  
  16. Dalokohs Bar
  17. - Reverted healing to 100 HP (was 120 HP)
  18. ~ -66% recharge time listed as upside
  19. Items was slightly overtuned when used solo, making Sandvich only especially good with your team and overshadowing Second Banana as a solo heavy's lunchbox item. This change should make the chocolate a little less worse at sustain, giving the Banana a bit more of an edge in that regard.
  20.  
  21. Reserve Shooter
  22. - Removed airblast jump minicrits
  23. Mechanic made it slightly overtuned on pyro without a form of counterplay, only having an execution barrier to get over for the pyro. The accuracy bonus alone should make it at least a situational sidegrade for him.
  24.  
  25. Southern Hospitality
  26. - Added -20% slower upgrade rate
  27. The slower hauling speed was not useful enough as a downside when already setup as one would be incentivized as. The slower upgrade will compound on this downside to be worse at setting up when the need arises.
  28.  
  29. Machina
  30. + Added +50% extra charge damage (up to 350% max)
  31. The weapon was lacking another upside to make it standout from stock. With the existing marriage of downsides seeming quite fitting for its identity, this upside was added. As a variation of its old full charge bonus, this bonus gives you slightly more damage from charge at any level to make up for the slower pace of the weapon.
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