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BWR - Changelog 09/05/24

May 10th, 2024 (edited)
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  1. Fixes
  2. + Medeival allows all bread items
  3. + Bison & Pomson boosted projectile speed
  4. + Iron Bomber fixed blast on rollers
  5. - Milk & Jarate no longer refill on resupply
  6. - Danger Shield & Spy-Cicle don't instantly cancel debuffs
  7. Fixes to improve consistency of weapon changes.
  8.  
  9. Cow Mangler 3000
  10. + Increased damage to cause misfire to 40 (was 10)
  11. - Damage to cause misfire counts cumulatively
  12. The former damage limit was too low and made charging excessively risky. This increase should make single stronger hits still strong enough to cancel it in close range, but makes chip damage at in mid range less likely to cause it unless consecutive hits are made. Snipers, revolvers, and similar sources should be able to check this at longer ranges.
  13.  
  14. Airblast
  15. + Reduced pressure cooldown to 5 seconds (was 8s)
  16. - Increased airblast pressure reduction to -100% (was -33%)
  17. Feedback had shown Pyro has become too mobile with how active his airblast can recharge, even with the prior nerf, for how little spaced out airblasts took up your charge. This change should make airblast jumps less spammable and force the pyro to make more intentional choices on when he airblasts to extinguish or reflect in a fight, or to keep his pocket mobility boost.
  18.  
  19. Phlogistinator
  20. + Removed crits become minicrits
  21. + Removed slower alt-fire rate
  22. ~ Crit damage scale with temperature, from +35% at min and +100% at max
  23. - Increased alt-fire self-knockback to -100% (was -33%)
  24. - Removed lingering flame bonus
  25. The ability to close the gap with the boosted damage made it rather extreme in how little room players had to escape it. However simply nerfing this mobility would make the boosted damage be a little too underwhelming. Rather than simply increasing this damage, it was instead made to ramp up with temperature from consecutive hits, requiring more accuracy to actually drive up the damage and give more nuance to how the pyro picks targets to melt with his MMMPH.
  26.  
  27. Detonator
  28. - Reduced afterburn duration on splash by 33% (7.5s->5s)
  29. Scorch Shot
  30. - Reduced afterburn duration on splash by 33% (7.5s->5s)
  31. Ranged sources of afterburn proved to be a bit too spammable, so these were de-emphasized save for with direct hits to make their crowd control less oppressive. Providing supplemental mobility should keep these items relevant, Det for it's more consistent jumps and Scorch for the combination jumps.
  32.  
  33. Neon Annihilator
  34. + While intact, weapon deals +150% damage on next hit
  35. + Reduced charge to only 100 damage (was 250)
  36. - Afterburn damage counts at 50% for charge
  37. - Only charges while active
  38. - Removed explosion while intact
  39. The caber version of this weapon was a little too polarizing, in particular for the boosted range. It's reined in with charge now providing a single-target damage boost and needing active usage to charge. The reduced charge amount and it's range should help make gaining the charge not too difficult, basically taking 2 hits to fully charge and allowing you to pocket the 3rd stronger hit.
  40.  
  41. Buffalo Steak Sandvich
  42. + Heals 100 HP on eating
  43. + Recharges with damage dealt, up to 500 to refill
  44. + On-Kill during effects: heal +50 HP and increase duration by 2 seconds
  45. + Removed extra 3 seconds Mark for Death on effect's end
  46. - Removed damage resistance
  47. - Starts empty from spawn
  48. - No longer recharges through healthpacks and with time
  49. - Duration reduced to 12 seconds (was 20)
  50. These changes were coaleced from a great deal of feedback and experience to better fill an intended niche. Firstly, healing on use and on-kill under effects replaces resistance to give Heavy the sustainability and opportunity to use the buff less passively. The duration extending on-kill similarly helps, with a reduced starting duration to make sure the Heavy is no longer shackled to it before cancelling. However, without a passive recharge and coming from spawn, it ought to be seen as more valuable when you have it. The intent with these changes is to provide Heavy an option to help his team push when pushing forward, providing some quick pressure with his speed, damage, and sustainability if he can get the melee kills in.
  51.  
  52. Warrior's Spirit
  53. + Removed deploy penalty
  54. Feedback proved that being forded into a slow deploy when using the item with anything but the Steak drastically reduced it's useability, and was counterproductive.
  55.  
  56. The Razorback
  57. + Critical Hits count for 100 damage absorbed limit, not instantly breaking shield
  58. A little fix to better improve it's performance versus smaller crits, particularly from repeat fire weapons.
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