User:EtherealT/Echoboy11's TF2 Balancing Document
Contents
Summary
Multi-Class
Multi-Class - Hitscan Changes | |
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Weapon | Changes | New statistics |
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Reserve Shooter |
Added: +20% more accurate Added: -20% bullets per shot Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits Info: Mini-crits are only triggered by the wearer's explosives, but not airblasts |
Mini-crits targets launched airborne by explosions +20% more accurate This weapon deploys 20% faster -34% clip size -20% bullets per shot |
B.A.S.E. Jumper |
Added: Parachute can be redeployed again while at midair with a 1.5 second cooldown Removed: (Hidden) -50% air control while deployed |
Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent. |
Pain Train |
Added: Gain a speed boost while interacting with an objective when active Removed: 10% bullet damage vulnerability on wearer Added: -15 max health on wearer Added: Can now be equipped by the Pyro Info: Actions that count as interacting with an objective include standing on a control point or payload cart, carrying or standing near an intelligence briefcase, etc. |
+1 capture rate on wearer Gain a speed boost while interacting with an objective when active -15 max health on wearer |
Scout
Weapon | Changes | New statistics |
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Force-A-Nature |
Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip Changed: Knockback mechanics now match the mechanics of Sentry knockback Info: With this change, knockback no longer stunlocks the victim |
+50% faster firing speed Knockback on the target and shooter +20% bullets per shot -10% damage penalty -66% clip size This weapon reloads its entire clip at once |
Shortstop |
Changed: Reload time decreased from 1.52 to 1.15 seconds Removed: Increase in push force taken from damage and airblast |
Holds a 4-shot clip and reloads its entire clip at once. Alt-Fire to reach out and shove someone! |
Soda Popper |
Changed: Ammo is no longer lost if the clip is reloaded while there is still ammo in the clip Changed: Hype mode bonus jumps decreased from 5 to 3 Removed: +25% faster reload time |
+50% faster firing speed On Hit: Builds Hype -66% clip size When Hype is full, Alt-Fire to activate Hype mode for multiple air jumps. This weapon reloads its entire clip at once. |
Baby Face's Blaster |
Changed: Damage required to drain all boost increased from 25 to 50 Changed: Boost now gradually drains over 0.5 seconds upon taking damage Changed: Fall damage no longer drains boost Changed: Damage required to build maximum boost increased from 100 to 150 |
On Hit: Builds Boost Run speed increased with Boost -34% clip size -10% slower move speed on wearer Boost reduced on air jumps Boost reduced when hit |
Back Scatter |
Changed: Firing at someone at their back now inflicts full crits instead of mini-crits |
Crits targets when fired at their back from close range -34% clip size -20% less accurate No random critical hits |
Bonk! Atomic Punch |
Changed: Weapon swapping is now possible while under the buff Changed: The slow now takes effect during the buff instead of only taking effect after the buff ends Info: Being hit while the buff is active will slow the wearer for 5 seconds, successive hits will increase the slow effect similarly to vanilla and refreshes the slow duration |
Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active. |
Crit-a-Cola |
Changed: Mark-For-Death now immediately takes effect as soon as the drink is consumed Changed: Mark for death duration increased from 5 to 10 seconds |
While effect is active: each attack mini-crits for 8 seconds, but the wearer is Marked-For-Death for 10 seconds. |
Mad Milk |
Added: The wearer can now coat themselves if they are caught in the splash radius Changed: The debuff can now be removed with health packs Changed: Healing on damage done decreased from 60% to 35% Changed: Base splash radius decreased from 200 to 110 HU Removed: Extinguishing teammates reduces cooldown by -20% Info: The wearer is not covered in Mad Milk if they are on fire Info: The wearer cannot coat themselves in MvM |
Players heal 35% of the damage done to an enemy covered with milk. Can be used to extinguish fires. Be careful of being drenched by milk if you stand too close to the splash radius! |
Pretty Boy's Pocket Pistol |
Added: Gain +15 health on kill Added: -15% damage penalty Removed: +15% faster firing speed |
On Hit: Gain up to +3 health Gain +15 health on kill -25% clip size -15% damage penalty |
Flying Guillotine |
Added: Cooldown reduction increased from -29% to -50% Changed: Bleed duration decreased from 5 to 2.5 seconds Changed: Increased recharge time from 5.1 to 10 seconds Changed: Cooldown now only triggers on kill instead of long distance hits |
On Kill: Reduces current cooldown by -50% No random critical hits |
Sandman |
Changed: Debuff duration decreased from 1-7 to 1-5 seconds Changed: Projectile now disables healing instead of slowing the target on hit |
Alt-Fire: Launches a ball that disables healing on opponents -15 max health on wearer |
Sun-on-a-Stick |
Added: Alt-Fire: Sets the wearer on fire for 6 seconds Added: On Hit: Transfers current afterburn to the victim Added: Holstering while on fire will cause the wearer to take all remaining afterburn damage at once Removed: +25% fire damage resistance while deployed Info: The wearer has 25% damage resistance from self inflicted afterburn |
Alt-Fire: Sets the wearer on fire for 6 seconds On Hit: Transfers current afterburn to the victim 100% critical hit vs burning players Holstering while on fire will cause the wearer to take all remaining afterburn damage at once -25% damage penalty |
Fan O'War |
Added: This weapon holsters 50% faster |
Crits whenever it would normally mini-crit On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits This weapon holsters 50% faster -75% damage penalty |
Atomizer |
Changed: No longer requires deploying the weapon to gain triple jumps Removed: This weapon deploys 50% slower Added: -25 max health on wearer |
Grants Triple Jump Melee attacks mini-crit while airborne. -15% damage vs players -25 max health on wearer |
Soldier
Soldier - Primary Changes | |
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|
Weapon | Changes | New statistics |
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Direct Hit |
Changed: Damage bonus increased from +25% to +33% Added: No damage ramp up Changed: Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect Changed: Damage bonus now only affects players Changed: Hitting a target who is launched airborne by explosives will now refund a rocket back to the clip instantly |
+33% damage bonus vs players +80% projectile speed Instantly refund one rocket upon hitting targets launched airborne by explosions -70% explosion radius No damage ramp up |
Liberty Launcher |
Added: +35% increased knockback Added: No damage fall off Removed: -25% damage penalty Changed: Clip size decreased from +25% to -25% Removed: +40% projectile speed Removed: -25% blast damage from rocket jumps Added: Rockets travel in a steep arc |
+35% increased knockback No damage fall off Rockets travel in a steep arc -25% clip size |
Cow Mangler 5000 |
Changed: Charged shots now deal double damage to buildings Changed: Charged shot afterburn duration increased from 4 to 6 seconds Removed: Minicrits whenever it would normally crit Added: -25% clip size Changed: The building stun can now be removed with a wrench hit Changed: Replaced mini-crits on charged shots with +35% damage bonus |
Does not require ammo Alt-Fire: A charged shot that deals +35% bonus damage, disables buildings for 4 sec and sets the target on fire for 6 sec -25% clip size Deals only 20% damage to buildings No random critical hits |
Beggar's Bazooka |
Changed: The first rocket from every barrage is now perfectly accurate Changed: Random projectile deviation decreased from 3 to 2 degrees Changed: Consecutive reload time decreased from 1.04 to 0.8 seconds Removed: -20% explosion radius Removed: No ammo from dispensers when active Changed: Initial reload time increased from 1.196 to 1.38 seconds Changed: Firing speed decreased from +70% to +40% Info: Overall reload speed decreased from -30% to -18% |
Hold Fire to load up to 3 rockets Release Fire to unleash the barrage +2 degrees random projectile deviation Overloading the chamber will cause a misfire |
Air Strike |
Added: Ammo is drawn from the reserves while firing during a blast jump Removed: -20% explosion radius while blast jumping Added: -25% clip size Changed: Firing speed while blast jumping decreased from +65% to +40% Changed: Blast damage from rocket jumps increased from -15% to +15% Removed: Clip size increased on kill |
Ammo is drawn from the reserves while firing during a blast jump +40% faster firing speed while blast jumping -15% damage penalty -10% explosion radius -25% clip size +15% damage to self |
Gunboats |
Changed: Blast jump damage taken increased from -60% to -50% Info: Overall blast damage taken from rocket jumps is unchanged |
-50% blast damage from blast jumps |
Battalion's Backup |
Removed: +20 max health on wearer |
Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done. |
Concheror |
Removed: (Hidden) 25% Rage amplification on wearer Removed: +4 health regenerated per second on wearer Info: Now takes 600 damage to charge up like all other banners |
Provides group speed buff with damage done giving health. Gain rage with damage. |
Mantreads |
Changed: Stomp damage multiplier increased from 3x to 10x Info: Damage increased from 75-360 to 227-1177 |
-75% reduction in push force taken from damage Deals 10x falling damage to the player you land on -75% reduction in airblast vulnerability 200% increased air control when blast jumping |
Righteous Bison |
Changed: Base damage increased from 20 to 45 Changed: Base projectile speed increased from 1200 to 2000 HU Removed: Projectiles can no longer damage the same target multiple times Changed: The projectile now does fire damage instead of bullet damage |
Does not require ammo Projectile penetrates enemies Projectile cannot be deflected Deals only 20% damage to buildings |
Equalizer |
Changed: Reworked formula for damage calculation, resulting in more damage at low health Info: Damage increased from 33-107 to 33-149 |
When weapon is active: Damage increases as the user becomes injured -90% less healing from Medic sources |
Disciplinary Action |
Changed: The longer melee range only applies when hitting teammates Changed: Damage penalty increased from -25% to -50% |
On Hit Teammate: Boosts both players' speed for several seconds -50% damage penalty |
Market Gardener |
Added: +15% damage to self |
Deals crits while the wielder is rocket jumping -20% slower firing speed +15% damage to self No random critical hits |
Pyro
Pyro - Flamethrower Changes | |
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|
Pyro - Airblast Changes | |
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Weapon | Changes | New statistics |
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Backburner |
Removed: +150% airblast cost Added: -40% max primary ammo on wearer Changed: The no random critical hits attribute is no longer hidden |
100% critical hits from behind -40% max primary ammo on wearer No random critical hits |
Degreaser |
Changed: Holster speed increased from +30% to +50% Removed: -66% afterburn damage penalty Added: -66% afterburn duration Added: -20% damage penalty Changed: Deploy speed decreased from +60% to +50% |
This weapon deploys 50% faster This weapon holsters 50% faster -66% afterburn duration +25% airblast cost -20% damage penalty |
Phlogistinator |
Added: Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back Added: Up to +200% damage bonus on alt-fire based on the current level of Heat Added: +20% ramp up damage Added: +51% flame reach Removed: No airblast Removed: No random critical hits Added: -32% damage penalty Added: Weapon is disabled if Heat is maxed Removed: Build 'Mmmph' by dealing damage. Added: Firing continuously builds Heat Changed: Fires a hitscan heat beam instead of flame particles Info: +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range Info: Heat builds up at 17% per second, and drains at -33% per second after one second of not attacking Info: The explosive fireball has a projectile speed of 2000 HU/s and disappears after 0.256 seconds Info: The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds Info: The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare Info: The fireball can be used to blast jump, but self damage and knockback do not scale with Heat |
Up to +200% damage bonus on alt-fire based on the current level of Heat +20% ramp up damage +51% flame reach -32% damage penalty Weapon is disabled if Heat is maxed Firing continuously builds Heat Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back Fires a hitscan heat beam instead of flame particles |
Dragon's Fury |
Added: Projectile cannot be deflected or destroyed Changed: Base projectile damage increased from 25 to 27 Changed: Projectile now only breaks if its center collides with map geometry Changed: Increased the center of the projectile to 2 HU wide Changed: Afterburn duration increased from 2.5 to 3 seconds Changed: Projectile range increased from 526 to 600 HU Removed: -50% repressurization rate on Alt-Fire Changed: Damage type changed from fire to fire + explosive Info: Projectiles are able to inflict minor knockback akin to the Detonator |
Projectile cannot be deflected Deals +200% damage to burning targets +50% repressurization rate on hit Uses a shared pressure tank for Primary Fire and Alt-Fire. Primary Fire: Launches a fast moving projectile that briefly ignites enemies Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire. This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage. |
Detonator |
Removed: -25% damage penalty Removed: +50% damage to self Added: -75% afterburn duration on flare detonation |
100% mini-crits vs burning players +35% self damage force -75% afterburn duration on flare detonation Alt-Fire: Detonate flare. This weapon will reload automatically when not active. |
Manmelter |
Added: On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration Added: 100% mini-crits vs burning players Added: Does not engulf targets in flames on hit Removed: Alt-Fire: Extinguish teammates to gain guaranteed critical hits Removed: Extinguishing teammates restores 20 health |
+50% projectile speed Does not require ammo On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration 100% mini-crits vs burning players No random critical hits This weapon will reload automatically when not active. |
Scorch Shot |
Added: On Hit: Creates an explosion that does high knockback Changed: Damage increased from -35% to +66% Removed: -35% self damage force Added: -50% slower reload time Added: -50% max secondary ammo on wearer Removed: 100% mini-crits vs burning players Removed: Flare knocks back target on hit and explodes when it hits the ground. Removed: Increased knockback on burning players Info: Has a base splash damage of 30 and a minimum splash of 50% Info: Has the same amount of knockback as a rocket, grenade or stickybomb |
On Hit: Creates an explosion that does high knockback +66% damage bonus -50% slower reload time -50% max secondary ammo on wearer This weapon will reload automatically when not active. |
Gas Passer |
Changed: Targets coated in gas now suffer a +100% Overheal drain rate and a -50% healing penalty debuff from all healers Changed: Base cooldown decreased from 60 to 20 seconds Changed: Targets coated in gas now take mini-crit damage from all fire damage sources Changed: Targets coated in gas are considered to be wet Changed: Gas continues to remain on enemies even after they have been engulfed in flames, lasting its entire 10 second duration Removed: Gas meter starts empty Removed: Spawning and resupply do not affect the Gas meter Added: The wearer can now coat themselves if they are caught in the splash radius Changed: The debuff can now be removed with health packs Changed: Projectile can no longer extinguish teammates Removed: Gas meter builds with damage done Info: This means that the same target can be extinguished and still be able to reignite for up to 10 seconds Info: +100% Overheal drain rate means that overheal drains at twice the speed |
Creates a horrific visible gas that coats enemies with a flammable material, which increases Overheal drain rate, decreases healing from healers and causes them to take mini-crits from fire damage, which then ignites into afterburn if they take damage (even enemy Pyros!). |
Thermal Thruster |
Changed: Stomp damage multiplier increased from 3x to 10x Changed: Jetpack jumping now follows explosive knockback Changed: Switch speed is no longer fixed and can now be influenced by switch speed modifiers Removed: (Hidden) This weapon holsters 60% slower Removed: Taking off with the jetpack extinguishes nearby teammates Removed: (Hidden) +75% fall damage resistance on wearer while jetpack jumping Removed: Push enemies back when you land (force and radius based on velocity) Info: Jetpack jumping now has increased air control akin to actual blast jumping |
Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming. Deal 10x falling damage to anyone you land on! |
Axtinguisher |
Changed: Hitting a burning target now inflicts full crits instead of mini-crits Changed: Damage penalty now only affects non-burning targets Removed: This weapon holsters 35% slower Removed: No random critical hits Added: Self mark for death while active Changed: Damage penalty increased from -33% to -50% Removed: Damage increases based on remaining duration of afterburn Removed: Killing blows on burning players grant a speed boost |
100% critical hit vs burning players and extinguishes them -50% damage penalty vs non-burning players Self mark for death while active |
Homewrecker |
Added: When weapon is active: -75% reduction in push force taken from damage Added: When weapon is active: -75% reduction in airblast vulnerability Changed: Damage vs buildings increased from +100% to +150% Removed: -25% damage vs players Added: -40% slower firing speed Removed: Damage removes Sappers |
When weapon is active: +150% damage vs buildings -75% reduction in push force taken from damage -75% reduction in airblast vulnerability -40% slower firing speed |
Powerjack |
Removed: When weapon is active: 20% damage vulnerability on wearer Added: -15 max health on wearer Removed: +25 health restored on kill |
+15% faster move speed while active -15 max health on wearer |
Sharpened Volcano Fragment |
Added: On Hit: Bleed for 10 seconds Added: All damage over time dealt by this weapon is returned to the wearer as health Changed: Increased afterburn duration from 7.5 to 10 seconds Changed: Damage penalty increased from -20% to -35% |
On Hit: target is engulfed in flames On Hit: Bleed for 10 seconds All damage over time dealt by this weapon is returned to the wearer as health -35% damage penalty |
Third Degree |
Added: On Hit: Steals up to +25 Overheal from the target to the wearer Changed: Players connected by banner effects and dispenser heal beams are also hit Added: -30% slower firing speed Added: No random critical hits Info: The wearer cannot exceed the standard Overheal limit through stealing Overheal |
All players connected via banners, Dispenser or Medigun beams are hit On Hit: Steals up to +25 Overheal from the target to the wearer -30% slower firing speed No random critical hits |
Neon Annihilator |
Added: 100% critical hits while the wearer is wet Removed: Damage removes Sappers |
100% critical hit vs wet players 100% critical hits while the wearer is wet No random critical hits -20% damage penalty vs players |
Hot Hand |
Added: Gain a speed boost if slapped by the same weapon Changed: Speed boost on hit increased from 1 to 2.5 seconds Changed: The speed boost fully stacks with each other, adding up to 5 seconds if both slaps connect |
Gain a speed boost when you hit an enemy player Gain a speed boost if slapped by the same weapon -20% damage penalty |
Demoman
Demoman - Class Changes | |
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Weapon | Changes | New statistics |
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Loch-n-Load |
Added: On Hit: Instantly refund one grenade into the clip Removed: -25% explosion radius Changed: Clip size decreased from -25% to -50% Removed: +20% damage vs buildings Removed: +25% projectile speed |
On Hit: Instantly refund one grenade into the clip -50% clip size Launched bombs shatter on surfaces |
Ali Baba's Wee Booties |
Added: -40% blast damage from blast jumps |
+25 max health on wearer +200% increase in turning control while charging +10% faster move speed on wearer (shield required) Melee kills refill 25% of your charge meter. -40% blast damage from blast jumps |
Loose Cannon |
Changed: Projectile now explodes on a direct hit vs buildings Changed: Projectile physics now matches stock, allowing it to travel further and more reliably Removed: +20% projectile speed Changed: Damage type changed from explosive to melee on impact Changed: Knockback mechanics now match the mechanics of Sentry knockback Info: With this change, knockback no longer stunlocks the victim |
Cannonballs push players back on impact Cannonballs do not explode on impact vs players Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key. Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims |
Iron Bomber |
Added: Grenades stick onto surfaces Added: Explosions from stuck grenades detonate all other nearby stuck grenades Added: -20% damage penalty on non-direct hits Changed: Fixed a bug where projectiles fired are larger from this weapon Removed: Grenades have very little bounce and roll Changed: -30% fuse time on grenades |
Grenades stick onto surfaces Explosions from stuck grenades detonate all other nearby stuck grenades -20% damage penalty on non-direct hits -15% explosion radius |
Scottish Resistance |
Added: Press your Special Attack key to detonate all stickybombs at once Changed: Stickybombs are no longer detonated if they are under the wearer's feet Changed: Changed the stickybomb detonation search pattern from a cone to a cylinder Info: Cylinder search patterns allow for more precise detonations |
+25% faster firing speed +50% max secondary ammo on wearer +6 max pipebombs out Detonates stickybombs near the crosshair Press your Special Attack key to detonate all stickybombs at once Able to destroy enemy stickybombs 0.8 sec slower bomb arm time |
Chargin' Targe |
Changed: Explosive damage resistance decreased from +30% to +20% Removed: +50% fire damage resistance on wearer |
+20% explosive damage resistance on wearer Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a critical melee strike after impacting an enemy at distance. |
Splendid Screen |
Added: -0.75 sec decrease in charge duration Removed: +20% fire damage resistance on wearer |
+20% explosive damage resistance on wearer +70% increase in charge impact damage +50% increase in charge recharge rate -0.75 sec decrease in charge duration Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a critical melee strike after impacting an enemy at distance. |
Tide Turner |
Added: -20% blast damage from blast jumps Removed: Taking damage while shield charging reduces remaining charging time Removed: +15% fire damage resistance on wearer Removed: +15% explosive damage resistance on wearer |
-20% blast damage from blast jumps Full turning control while charging Melee kills while charging refill 75% of charge meter Alt-Fire: Charge towards your enemies and remove debuffs. You have increased melee range during the charge, and you gain a mini-crit melee strike after impacting an enemy at distance. |
Quickiebomb Launcher |
Added: +15% faster reload time Changed: Clip size increased from -50% to -25% Added: Stickybombs fizzle 2 seconds after landing Removed: Up to +35% damage bonus based on charge time |
Able to destroy enemy stickybombs -0.2 sec faster bomb arm time Max charge time decreased by 70% +15% faster reload time -15% damage penalty -25% clip size Stickybombs fizzle 2 seconds after landing |
Eyelander |
Added: On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds Removed: Gives increased speed and health with every head you take |
On Kill: Gain a speed boost and all attacks mini-crit for 3 seconds +50% longer melee range No random critical hits -25 max health on wearer |
Ullapool Caber |
Added: The warhead replenishes itself over 20 seconds Added: Taunting now delivers a 500 damage hit at the end of the taunt Changed: The wearer gains -40% self damage resistance if no enemies are damaged by the explosion Removed: This weapon deploys 100% slower Added: Cannot be crit or mini-crit boosted Changed: Explosion damage decreased from 75 to 50 Info: If the warhead is inactive, the taunt will only do 55 damage |
-20% slower firing speed Cannot be crit or mini-crit boosted No random critical hits The first hit will cause an explosion High-yield Scottish face removal. A sober person would throw it... |
Claidheamh Mòr |
Changed: Duration required to reach mini-crit or crit swings now matches all other swords Removed: 15% damage vulnerability on wearer Added: -30% slower swing speed Changed: Charge duration rescaled from a fixed +0.5 second charge duration to +50% longer charge duration |
When weapon is active: +50% longer charge duration Melee kills refill 25% of your charge meter +50% longer melee range No random critical hits -30% slower swing speed |
Heavy
Heavy - Class Changes | |
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|
Weapon | Changes | New statistics |
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Natascha |
Added: +20% slower move speed while deployed Removed: -30% spin up time Added: -25% max primary ammo on wearer Changed: Damage penalty decreased from -25% to -35% Removed: On Hit: 100% chance to slow target Removed: -20% damage resistance when below 50% health and spun up |
+20% slower move speed while deployed -25% max primary ammo on wearer -35% damage penalty |
Brass Beast |
Removed: -50% slower spin up time Removed: -20% damage resistance when below 50% health and spun up |
+20% damage bonus -60% slower move speed while deployed |
Tomislav |
Changed: Spin up time increased from +20% to +75% Added: -50 max health on wearer Added: -35% damage penalty |
+20% faster spin up time +20% more accurate Silent Killer: No barrel spin sound -50 max health on wearer -35% damage penalty -20% slower firing speed |
Huo-Long Heater |
Changed: Damage bonus increased from -10% to +567% Changed: Fire ring damage interval decreased from 0.5 to 0.08 seconds Removed: Consumes an additional 4 ammo per second while spun up Added: -50% max primary ammo on wearer Added: -138% slower firing speed Added: -20% ramp up damage penalty Added: (Hidden) -5.6% minimum fall off damage penalty Added: Projectiles fizzle out at long ranges Changed: Base fire ring damage decreased from 12 to 2 Removed: +25% damage bonus vs burning players Added: Fires firework rockets instead of bullets Info: Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU Info: Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage Info: The projectiles are fired from the center, much like the Soldier's Original rocket launcher Info: The projectiles can be airblasted and destroyed by the Short Circuit |
Creates a ring of flames while spun up +567% damage bonus -50% max primary ammo on wearer -138% slower firing speed -20% ramp up damage penalty Projectiles fizzle out at long ranges Fires firework rockets instead of bullets |
Dalokohs Bar |
Added: +50% faster consumption speed Added: Excessive healing is now converted into overheal that drains -100% slower Removed: Adds +50 max health for 30 seconds |
Excessive healing is now converted into overheal +50% faster consumption speed Eat to regain up to 20.5% of your max health. Alt-fire: Share chocolate with a friend (Small Health Kit) |
Buffalo Steak Sandvich |
Added: +50% increase in charge recharge rate Added: Eat to regain up to 100% of your max health Removed: (Hidden) 20% damage vulnerability while effect is active Added: +100% increase in push force taken from damage and airblast while effect is active Changed: Dropped edible healing decreased from a medium to a small health kit Changed: Rescaled speed boost from +30% to +0-60% based on how injured the wearer is Info: The speed to health ratio while injured is identical to the Escape Plan |
+50% increase in charge recharge rate Eat to regain up to 100% of your max health. After consuming, move speed is increased as the user becomes injured, attacks mini-crit, but the wearer is 100% more vulnerable to push force taken from damage and airblasts, and the player may only use melee weapons. Lasts 16 seconds. Alt-fire: Share with a friend (Small Health Kit) Who needs bread? |
Gloves of Running Urgently |
Removed: Maximum health is drained while item is active Added: You are marked for death while active, and for short period after switching weapons Added: -30 max health on wearer |
+30% faster move speed on wearer This weapon holsters 50% slower You are marked for death while active, and for short period after switching weapons -30 max health on wearer |
Warrior's Spirit |
Changed: Damage bonus increased from +30% to +50% Removed: 30% damage vulnerability on wearer Added: -20% slower firing speed Added: Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills. |
When weapon is active: +50% damage bonus +50 health restored on kill -20% slower firing speed Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills. |
Fists of Steel |
Changed: Health restoring penalty decreased from -40% to -20% Removed: This weapon holsters 100% slower Changed: Overheal penalty increased from -40% to -60% Changed: The Overheal penalty is now passive instead of while active Changed: The health restoring penalty is now passive instead of while active Changed: The wearer now gains reduced health from all sources instead of just from healers Info: Medics will now build ÜberCharge slower if the Overheal cap is reached |
-40% damage from ranged sources while active +100% damage from melee sources while active -60% maximum overheal on wearer -20% health from all sources |
Eviction Notice |
Added: On Hit: Bleed for 5 seconds Changed: Damage penalty decreased from -60% to -50% Removed: Maximum health is drained while item is active Removed: +15% faster move speed on wearer |
+40% faster firing speed On Hit: Gain a speed boost On Hit: Bleed for 5 seconds -50% damage penalty |
Engineer
Engineer - Building Changes | |
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|
Weapon | Changes | New statistics |
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Frontier Justice |
Removed: No longer grants revenge crits if the Sentry is not fully built Removed: No longer grants revenge crits if the Sentry is not destroyed by another player Removed: No longer grants revenge crits if the wearer is more than 1200 HU away from the Sentry Changed: Rescaled revenge crits from gaining 1-2 based on Sentry kills/assists to a fixed 1-6 seconds, based on Sentry level Info: Mini Sentries provide 1 second of revenge crits, and normal Sentries provide a base 2 seconds of revenge crits, with each level increasing the crit duration by +2 seconds, up to 6 seconds Info: Destroying a Sentry with the destruction PDA in MvM can still grant Revenge Crits |
Gain up to 6 seconds of revenge crits when your sentry is destroyed. -50% clip size Revenge crits are lost on death |
Pomson 6000 |
Added: Projectile penetrates enemy targets Changed: Base projectile speed increased from 1200 to 1800 HU/s Changed: Base damage increased from 60 to 66 Removed: On Hit: Victim loses up to 10% Medigun charge Removed: On Hit: Victim loses up to 20% cloak Changed: Damage type changed from bullet to fire |
Does not require ammo Projectile cannot be deflected Projectile penetrates enemy targets Deals only 20% damage to buildings |
Rescue Ranger |
Changed: The special bolt now applies its heal over 3 seconds as a buff Changed: Using alt-fire would deconstruct the building for up to 3.425 seconds before teleportation starts Changed: Health to metal ratio increased from 4:1 to 3:1 Info: The total heal amount remains the same and the healing buff stacks with itself Info: The healing buff can only restore as much health as the building had when the bolt hits it, resulting in less healing if the building has surplus health when it is first healed Info: The building deconstructs at a 300% rate of their base construction speed and upgrade time Info: The wearer cannot pick up other buildings while the teleportation is happening, and the building is automatically destroyed if the wearer dies during this process |
Alt-Fire: Use 100 metal to pick up your targeted building from any range after a delay Fires a special bolt that can repair friendly buildings over time -34% clip size -50% max primary ammo on wearer Self mark for death when hauling buildings 3-to-1 health-to-metal ratio when repairing buildings |
Pistol |
Changed: Reload speed decreased from 1.36 to 1.1 seconds Changed: Max secondary ammo decreased from 200 to 36 |
No changes. |
Wrangler |
Added: 30% of Sentry damage dealt while wrangled is returned to the Sentry as health Changed: Level 3 Sentry rocket firing speed while wrangled decreased from 2.25 to 1.53 seconds Removed: Wrangled sentries gain a shield that reduces repairs by 66% Changed: Sentry disabling duration upon unwrangling decreased from 3 to 1 second Removed: Wrangled sentries gain a shield that reduces damage by 66% |
Take manual control of your Sentry Gun. 30% of Sentry damage dealt while wrangled is returned to the Sentry as health. Sentries are disabled for 1 second after becoming unwrangled. |
Short Circuit |
Added: Primary fire can now destroy projectiles Changed: Primary fire range increased to 450 HU Changed: Primary fire now takes on a cylindrical hitbox Changed: Damage increased from -33% to +67% Added: -300% slower firing speed Changed: Ammo per shot increased from 5 to 25 metal Removed: Alt-Fire: Launches a projectile-consuming energy ball. Info: Requires even more precision compared to original design |
Releases an electrical arc that damages enemies and destroys projectiles +67% damage bonus No reload necessary No random critical hits Per Shot: -25 ammo Uses metal for ammo -300% slower firing speed |
Gunslinger |
Changed: Sentry build speed increased from +150% to +262% |
+25 max health on wearer Sentry build speed increased by 262% Third successful punch in a row always crits. Replaces the Sentry with a Mini-Sentry |
Southern Hospitality |
Removed: 20% fire damage vulnerability on wearer Added: The wearer can build an additional Mini-Dispenser Added: -25% slower firing speed on Sentry Gun Info: Level 3 Sentry rocket firing speed is also slowed |
On Hit: Bleed for 5 seconds The wearer can build an additional Mini-Dispenser -25% slower firing speed on Sentry Gun |
Jag |
Changed: Construction speed boost increased from +30% to +100% Removed: -20% slower repair rate Removed: -25% damage penalty Removed: -33% damage penalty vs buildings Added: Can only build up to level 2 Sentry Guns and Dispensers Removed: +15% faster firing speed |
Construction hit speed boost increased by 100% Can only build up to level 2 Sentry Guns and Dispensers |
Eureka Effect |
Added: Constructed Teleporters travel both ways Changed: The wearer can also teleport to the Teleporter entrance now Changed: Teleporting to spawn now automatically resupplies the wearer from the cabinet |
Press your reload key to choose to teleport to spawn or your teleporters -50% metal cost when constructing or upgrading teleporters Constructed teleporters travel both ways Construction hit speed boost decreased by 50% 20% less metal from pickups and dispensers |
Mini-Dispenser |
Info: Restores 10 health and 20% of the target's max ammo per second in a radius Info: Does not dispense metal Info: Costs 70 metal to build Info: Has a base construction time of 3.36 seconds Info: Has a base redeploy time of 1.05 seconds Info: Cannot be upgraded Info: 100 max health |
-30% construction cost +150% faster construction speed +150% faster redeploy speed Cannot be upgraded Does not dispense metal -50 max health on this building |
Medic
Medic - Class Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Blutsauger |
Added: Health gained on hit can overheal Changed: Health gain on hit increased from 3 to 5 health Changed: Health regeneration decreased from -2 to being completely disabled |
On Hit: Gain up to +5 health Health gained on hit can overheal Health regeneration is disabled on wearer |
Crusader's Crossbow |
Changed: Base damage rescaled from 38-75 to 45 at all ranges Changed: The special bolt now applies its heal over 2.25-4.55 seconds based on distance as a buff Changed: Penalties that affect healing from healers now fully affect this weapon Removed: Healing from this weapon grants a small amount of ÜberCharge Info: The healing is fixed at 33 health per second, but the buff duration scales based on distance Info: Only one instance of the crossbow healing buff can be applied at a time Info: The healing buff can only restore as much health as the patient had when the bolt hits it, resulting in less healing if the patient has surplus health when it is first healed |
No headshots -75% max primary ammo on wearer Fires special bolts that heal teammates and deals damage over time based on distance traveled This weapon will reload automatically when not active |
Overdose |
Added: Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds Removed: -15% damage penalty Added: -100% ÜberCharge rate for 3 seconds after using alt-fire Added: -30% slower firing speed Removed: While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% |
Alt-Fire: Consumes 15% ÜberCharge to gain a speed boost for 3 seconds -100% ÜberCharge rate for 3 seconds after using alt-fire -30% slower firing speed |
Quick-Fix |
Changed: Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds Changed: Heal rate increased from +40% to +50% Changed: ÜberCharge rate increased from +10% to +50% Changed: ÜberCharge duration is no longer reduced when changing patients Added: -37.5% base ÜberCharge duration Changed: Max Overheal decreased from -50% to -100% Changed: ÜberCharge rate is slowed if the patient has more than 97.5% health Removed: ÜberCharge grants immunity to movement-impairing effects Removed: Mirror the blast jumps and shield charges of patients |
+50% heal rate +50% ÜberCharge rate Every 50 health restored during ÜberCharge will increase the current duration by 0.25 seconds 100% max overheal -37.5% base ÜberCharge duration ÜberCharge increases healing by 300% |
Vaccinator |
Removed: -33% ÜberCharge rate on Overhealed patients Changed: ÜberCharge only has 1 bar that lasts 8 seconds instead of 4 bars that last 2.5 seconds each Changed: Only one patient at a time can receive ÜberCharge from the wearer Removed: ÜberCharge no longer lingers if the wearer disconnects from the patient while ÜberCharging Removed: Shield effects no longer linger if the resistance type is swapped during ÜberCharge Removed: ÜberCharge blocks 100% crit damage of the selected type to the Medic and Patient Info: Despite having one bar only, the wearer can still activate ÜberCharge if they have more than 25% ÜberCharge currently |
+67% Übercharge rate Press your reload key to cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type. Übercharge can be activated if there is more than 25% charge -66% Overheal build rate. Übercharge provides a 8 second resistance bubble that blocks 75% base damage of the selected type to the Medic and Patient. |
Ubersaw |
Changed: Firing speed decreased from -20% to -40% |
On Hit: 25% ÜberCharge added -40% slower firing speed |
Vita-Saw |
Added: On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects Added: +70% longer melee range vs teammates Removed: -10 max health on wearer Added: -20% damage penalty Removed: A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. |
Collect the organs of people you hit On Hit Teammate: Consumes an organ to restore 100 health and cleanse them of all negative status effects +70% longer melee range vs teammates -20% damage penalty |
Amputator |
Added: Alt-Fire can be prematurely cancelled by jumping or taunting, with a 1 second outro animation Changed: Taunt duration is now permanent until cancelled Changed: During the taunt, the wearer can see the health of all nearby allies that are close to the crosshair |
When weapon is active: +3 health regenerated per second on wearer Alt-Fire: Applies a healing effect to all nearby teammates -20% damage penalty |
Solemn Vow |
Added: Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds Removed: -10% slower firing speed Added: -50% damage penalty Removed: Allows you to see enemy health Info: Only one enemy can be affected at a time Info: Has a max range of 600 HU Info: This cannot reveal enemy Medic Übercharge percentages |
Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies -50% damage penalty |
Sniper
Sniper - Primary Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Huntsman |
Added: +25 max health on wearer Added: This weapon will reload automatically when not active Changed: Arrows need to be charged for at least 0.2 seconds before they can headshot Changed: Arrows suffer from up to a 50% minimum damage fall off after 1000 HU, reaching minimum damage fall off at 1200 HU Changed: Arrows cannot headshot if the target is over 1200 HU Changed: Aim fatigue threshold decreased from 5 to 3 seconds Removed: This weapon cannot be charged while in mid-air Removed: (Hidden) +66% faster move speed while scoped in Changed: Arrows are now fired from the center, much like the Soldier's Original rocket launcher Changed: Headshot hit detection formula is revamped, resulting in increased consistency |
+25 max health on wearer This weapon will reload automatically when not active |
Sydney Sleeper |
Added: +33% faster reload time Changed: Charge rate increased from +25% to +200% Added: -20% charge damage penalty Added: Unscoped shots have damage fall off Removed: Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. Changed: Fires darts instead of bullets Info: Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU/s Info: Darts travel in a straight line and leave a trail of Jarate droplets in flight Info: In other words, the damage multiplier at full charge is only 2.4x instead of 3x |
+200% charge rate +33% faster reload time Fires Jarate dipped darts instead of bullets -20% charge damage penalty Unscoped shots have damage fall off No headshots |
Bazaar Bargain |
Added: +55% faster reload time Added: +50% max primary ammo on wearer Added: No unscoping between shots Removed: Base charge rate decreased by 50% Added: -20% damage penalty Added: No charge Removed: Each scoped headshot kill increases the weapon's charge rate by 25% Added: -50% less zoom magnification |
+55% faster reload time +50% max primary ammo on wearer No unscoping between shots -20% damage penalty No charge -50% less zoom magnification |
Classic |
Removed: No headshots when not fully charged Changed: Damage penalty increased from -10% to -30% Changed: Damage penalty is now universal instead of just body shots |
Charge and fire shots independent of zoom -30% damage penalty |
Jarate |
Added: The wearer can now coat themselves if they are caught in the splash radius Changed: The debuff can now be removed with health packs Changed: Base splash radius decreased from 200 to 110 HU Removed: Extinguishing teammates reduces cooldown by -20% Info: The wearer is not covered in Jarate if they are on fire |
Coated enemies take mini-crits. Can be used to extinguish fires. Be careful of being drenched by Jarate if you stand too close to the splash radius! |
Darwin's Danger Shield |
Added: +25 max health on wearer Added: -18% max Overheal on wearer Removed: +50% fire damage resistance on wearer Removed: Immune to the effects of afterburn |
+25 max health on wearer -18% max Overheal on wearer |
Cozy Camper |
Added: +100% max primary ammo on wearer Removed: No flinching when aiming and fully charged Removed: Knockback reduced by 20% when aiming |
+4 health regenerated per second on wearer +100% max primary ammo on wearer |
Cleaner's Carbine |
Added: On Kill: Gain 50% Crikey Changed: Activating Crikey now inflicts full crits instead of mini-crits Changed: Base buff duration decreased from 8 to 5 seconds Changed: Damage required to charge Crikey increased from 100 to 300 damage |
Dealing damage fills charge meter. Secondary fire when charged grants 100% critical hits for 5 seconds. On Kill: Gain 50% Crikey -20% clip size -25% slower firing speed No random critical hits |
Tribalman's Shiv |
Changed: Damage increased from -50% to -35% |
On Hit: Bleed for 6 seconds -35% damage penalty |
Bushwacka |
Added: On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second Removed: 20% damage vulnerability on wearer Added: On Miss: Mark yourself for Death for 3 seconds |
When weapon is active: Crits whenever it would normally mini-crit On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second On Miss: Mark yourself for Death |
Shahanshah |
Changed: Damage increased when health >50% of max from -25% to +50% Changed: Damage decreased when health <50% of max from +25% to -35% |
+50% increase in damage when health >50% of max -35% decrease in damage when health <50% of max |
Spy
Spy - Invis Watch Changes | |
---|---|
|
Weapon | Changes | New statistics |
---|---|---|
Ambassador |
Changed: Critical damage falloff range threshold increased from 512 to 1000 HU Added: Wearer cannot see enemy health Info: This means that damage will only start to fall off from 1000 to 1200 HU, with the inability to crit attribute still remaining the same at 1200 HU |
Crits on headshot -15% damage penalty -20% slower firing speed No random critical hits Critical damage is affected by range Wearer cannot see enemy health |
L'Etranger |
Changed: Cloak on hit increased from +15% to +35% Removed: +40% cloak duration |
+35% cloak on hit -20% damage penalty |
Diamondback |
Added: -50% clip size Removed: Destroying buildings with the sapper no longer provide crits Changed: Rescaled the method of obtaining crits from gaining one upon backstabs to a fixed 1.8 seconds |
On Backstab: 1.8 seconds of 100% critical chance -15% damage penalty -50% clip size No random critical hits |
Your Eternal Reward |
Added: +40% cloak duration Removed: +33% cloak drain rate Removed: Normal disguises require (and consume) a full cloak meter Added: Wearer cannot disguise Info: Backstabbing a robot in MvM now properly automatically disguises the wearer |
Upon a successful backstab against a human target, you rapidly disguise as your victim Silent Killer: No attack noise from backstabs +40% cloak duration Wearer cannot disguise |
Conniver's Kunai |
Added: +100% Overheal drain rate on wearer Info: Despite the wording, Overheal duration is decreased from 60 to 30 seconds |
On Backstab: Absorbs the health from your victim -55 max health on wearer +100% Overheal drain rate on wearer Start off with low health Kill somebody with this knife Steal all of their health |
Dead Ringer |
Changed: Cloak gained from ammo boxes increased from -100% to -80% Changed: Upon feigning death, all debuffs are cleansed instead of just afterburn Added: Damage taken during cloak reduces cloak duration Changed: All cloak gain, including from weapons, are reduced Removed: Speed boost upon feigning death |
+50% cloak regen rate +40% cloak duration -50% cloak meter when Feign Death is activated Damage taken during cloak reduces cloak duration -80% cloak meter from all sources on wearer Cloak Type: Feign Death Leave a fake corpse on taking damage and temporarily gain invisibility and damage resistance |
Alternative/Miscellaneous Balance Suggestions
Weapon | Changes | New statistics |
---|---|---|
Baby Face's Blaster Version 2 |
Added: +40% more accurate Added: Boost can be obtained while active Changed: Damage required to drain all boost increased from 25 to 100 Changed: Boost only starts draining when the buff is active Removed: -34% clip size Removed: Boost reduced when hit Added: -30% damage penalty Added: No double jump Changed: Damage required to charge Boost increased from 100 to 200 Changed: Boost drain now happens upon jumping Changed: Boost drain on air jumps increased from -75% to -100% Changed: Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds |
+40% more accurate On Hit: Builds Boost Boost can be obtained while active -30% damage penalty -10% slower move speed on wearer No double jump Boost is depleted upon jumping When Boost is full, Alt-Fire to gain a massive speed boost. |
Phlogistinator Version 2 |
Added: Does not require ammo Added: Regenerates up to +33% ammo per second when not attacking Changed: 'Mmmph' is now activated through an animation and audio cue, similar to Soldier's banners Added: -100% maximum overheal on wearer while 'Mmmph' is active Added: -50% max primary ammo on wearer Changed: 'Mmmph' can only be charged by this weapon Removed: Invulnerable while 'Mmmph' taunting. |
Does not require ammo Regenerates up to +33% ammo per second when not attacking Build 'Mmmph' by dealing damage with this weapon Alt-Fire on full 'Mmmph': Gain crits for several seconds. No random critical hits No airblast -100% maximum overheal on wearer while 'Mmmph' is active -50% max primary ammo on wearer |
MvM Changes
Modified classes' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Level | Notes | |
+2 Health Regen | All classes | 100 | 5 | Max level increased from 3 to 5 Cost decreased from 200 to 100 | |
+10% Jump Height | 200 | 3 | Jump height decreased from +20% to +10% Cost increased from 100 to 200 | ||
Afterburn Specialist | Pyro | 250 | 4 | +25% afterburn duration, +100% afterburn damage and -25% Flamethrower ignition time per point. Burn damage increased from +25% to +100% Can affect all weapons that inflict afterburn | |
+5 Metal Regen | Engineer | N/A | N/A | Removed |
Modified primary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Rocket Punchthrough | Soldier | 300 | 4 | Projectiles penetrate enemy players if the damage inflicted exceeds the target's current health until it can no longer kill on hit. Rank increases the base damage of the rocket after penetration by +50. The base damage of the rocket after penetration can never exceed its base damage regardless of the amount of upgrades in Rocket Punchthrough | |
Airblast Mastery | Pyro | 350 | 1 | Reflected projectiles inflict afterburn on hit (for 6 seconds), instantly refund 1 Pressure meter and have +100% projectile speed. On Direct Hits: projectiles do maximum damage and stuns target. Renamed from Airblast Force to Airblast Mastery Reflected projectile base damage will increase based on Flamethrower damage upgrades | |
+25% Burn Damage | Pyro | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | |
+25% Burn Time | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | ||
Projectile Penetration | Pyro | 400 | 1 | Affects both primary fire and alt-fire | |
Larger Heatsinks | 400 | 3 | +100% Heat capacity per point. Does not affect Heat build and drain rate The increased Heat capacity will also directly affect alt-fire damage | ||
+20% Damage | Demoman | 400 | 1 | Cost decreased from 500 to 400 Damage bonus now fully affects impact damage from the Loose Cannon | |
+25% Projectile Speed | Demoman | N/A | N/A | Removed | |
+10% firing speed | Demoman | N/A | N/A | Removed | |
Taunting Rage | Heavy | 400 | 1 | Generate Rage by dealing damage. When fully charged, press the Special-Attack key to inflict slow on hit and taunts robots into attacking the wearer. Cost increased from 350 to 400 Max level decreased from 3 to 1 Renamed from Knockback Rage to Taunting Rage The slow effect and duration are identical to the Natascha Robots will still take priority towards Spies and players within 48 HU | |
Destroy Projectiles | Heavy | 300 | 2 | Cost decreased from 400 to 300 Accuracy and frequency at level 1 is increased by +100% | |
+10% Firing Speed | 500 | 2 | Cost increased from 350 to 500 Max level decreased from 4 to 2 | ||
Destroy Projectiles | Heavy | N/A | N/A | Removed | |
+25% Damage | Engineer | 400 | 4 | Normally unavailable; only accessible if the Gunslinger is equipped | |
Infinite ammo capacity | Engineer | Medic | 400 | 1 | Ammo capacity increased from +50% to infinite Cost increased from 250 to 400 Max level decreased from 3 to 1 |
Sentry kills Extend Revenge Crits | Engineer | 400 | 1 | Each Sentry kill before it is destroyed grants an additional second of Crits, to a max of 40 seconds. | |
Projectile Penetration | Sniper | N/A | N/A | Removed | |
Explosive Headshots | Sniper | 500 | 1 | Headshots (lethal or otherwise) damage enemies near target. Explosion no longer inflicts a brief slow Cost increased from 350 to 500 Max level decreased from 3 to 1 Explosion damage rescaled from 150 to 75-170 based on charge level | |
+25% damage | Sniper | 400 | 4 | Damage bonus now properly applies to charged arrows | |
Projectile Penetration | 400 | 1 | Arrows will properly penetrate through Übered players and will not get stuck until it hits a proper surface | ||
Arrow Mastery | 200 | 3 | +20% reload time and +20% charge time per point. Cost decreased from 250 to 200 Renamed from Reload Speed to Arrow Mastery | ||
+5s Bleed On Target | 200 | 3 | Bleed damage is now increased by +100% from level 2 onward, up to +200% bleed damage at level 3 | ||
Explosive Headshots | Sniper | N/A | N/A | Removed |
Modified secondary weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
-35% Speed On Target | Scout | Sniper | N/A | N/A | Removed |
100% Critical Chance | Scout | Soldier | 400 | 1 | This weapon is permanently crit boosted. |
Pyro | Heavy | ||||
Engineer | Sniper | ||||
Infinite ammo capacity | Scout | Soldier | 400 | 1 | Ammo capacity increased from +50% to infinite Cost increased from 125 to 400 Max level decreased from 3 to 1 |
Pyro | Heavy | ||||
Engineer | Sniper | ||||
Spy | |||||
+25% Burn Damage | Pyro | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | |
+25% Burn Time | N/A | N/A | Removed and replaced with the Afterburn Specialist upgrade | ||
Able to re-launch while already in-flight | Pyro | 200 | 1 | Cost decreased from 400 to 200 | |
Stun enemies when you land | N/A | N/A | Removed | ||
Explode on Ignite | Pyro | N/A | N/A | Removed | |
+10% Firing Speed | Demoman | N/A | N/A | Removed | |
Consuming Grants Crits | Heavy | 400 | 1 | ||
+5 Metal On Hit | Engineer | 100 | 4 | ||
+25% ÜberCharge Rate | Medic | 300 | 4 | Max level increased from 1 to 4 | |
Healing Mastery | Medic | 300 | 4 | +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point. The increased heal rate now fully affects the Amputator as well, including its passive health regeneration and its taunt | |
+25% Damage | Spy | 200 | 1 | ||
Mini Explosive Headshots | Spy | 350 | 1 | Headshots (lethal or otherwise) damage enemies (100 damage) near target (200 HU). |
Modified melee weapons' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Weapons | Cost | Level | Notes | |
Mark-For-Death On Hit | Scout | 500 | 1 | Renamed from Ball Marks Target to Mark-For-Death On Hit Projectiles from the Sandman and Wrap Assassin can also mark enemies for death | |
+3s Crits On Kill | All classes | 300 | 2 | 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. | |
+3s Crits On Kill | Demoman | Spy | 350 | 2 | 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits. Critical duration increased from 2 to 3 seconds |
Sentry Expert | Engineer | 200 | 1 | +100% longer Sentry range and +100% max Sentry ammo |
Modified buildings' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Buildings | Cost | Level | Notes | |
2-Way Teleporters | Teleporter | 100 | 1 | Cost decreased from 250 to 100 Becomes unavailable if the Eureka Effect is equipped |
Modified canteens' upgrades | |||||
---|---|---|---|---|---|
Upgrade | Classes | Cost | Notes | ||
Become Crit Boosted | All classes | 200 | Fixed a bug where Sentry Gun firing speed is not properly increased by +67% Cost increased from 100 to 200 | ||
Become Übercharged | 150 | Cost increased from 75 to 150 | |||
Building Upgrade | 150 | Cost increased from 50 to 150 |