- Joined
- May 21, 2014
- Messages
- 2,467
This is big news and a lot of changes, and probably doesn't include everything
http://www.teamfortress.com/post.php?id=30147
This list is large so I'm not gonna try and format everything, Ill just post a couple of the bigger ones. Read all on the link.
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In the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas; this time - based on your feedback - we're going talk about changes while we?re still working on them.
Below is a sneak-peak at some of the changes coming in the next major update, along with some commentary. These changes are based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing.
Things to keep in mind:
Please continue to send us your feedback through the Contact Form on the right taskbar (under "Contact Us"). Hearing from you helps us prioritize our work and influences the direction the game moves in.
Sniper
Darwin?s Danger Shield
Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
New design:
Razorback
Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
Changes:
Heavy
All Miniguns
Changes:
Spy
Dead Ringer
Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.
Changes:
http://www.teamfortress.com/post.php?id=30147
This list is large so I'm not gonna try and format everything, Ill just post a couple of the bigger ones. Read all on the link.
--------
In the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas; this time - based on your feedback - we're going talk about changes while we?re still working on them.
Below is a sneak-peak at some of the changes coming in the next major update, along with some commentary. These changes are based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing.
Things to keep in mind:
- This is not the complete list of changes. Some items (and classes) are still being worked on, and are not ready for review.
- We're going a little deeper on some classes this time (e.g. Scout) and not as deep on others (e.g. Demoman)
- This is a work-in-progress; items may change prior to release.
Please continue to send us your feedback through the Contact Form on the right taskbar (under "Contact Us"). Hearing from you helps us prioritize our work and influences the direction the game moves in.
Sniper
Darwin?s Danger Shield
Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
New design:
- Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
- Afterburn immunity
- +50% fire resist
Razorback
Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
Changes:
- Added: -100% overheal penalty
- Added: Shield regenerates after 30 seconds
Heavy
All Miniguns
Changes:
- The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
- Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
Spy
Dead Ringer
Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.
Changes:
- Ammo kits and dispensers no longer refill the Spy's cloak meter



















