TF2 Blog: Balance Changes

Mister36

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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:

  • 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
 
I just suggested an auto ban for medics who pocket snipers.
 
Thank God for spy changes. Those dead ringers are the worst thing ever and beyond frustrating. I just hate the class with a passion overall though.

I also agree with Adam. Which is shocking.
 
New design:

  • Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
  • Afterburn immunity
  • +50% fire resist
That makes 3 classes with afterburn immunity.
**** this
tenor.gif

What's the point if I can't just scorch a line of snipers on battlements? Valve, y u ruin mah class?

Also:
Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
How is that the goal if you only buff against pyro?

I swear Valve, you better not nerf pyro more so than you already have.
 
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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

This might actually make me play tf2 again VoteYea
 
Thank God for spy changes. Those dead ringers are the worst thing ever and beyond frustrating. I just hate the class with a passion overall though.

I also agree with Adam. Which is shocking.

I feel that they need to stop screwing with the dead ringer. It's already tricky enough trying to use it, so the little tricks like using ammo packs/dispensers to refill the cloak meter were pretty helpful. Play a few rounds with the dead ringer, especially on larger maps, and you'll understand that it isn't the super crutch, get-out-of-every-situation-as-soon-as-you're-in-trouble weapon.
 
I feel that they need to stop screwing with the dead ringer. It's already tricky enough trying to use it, so the little tricks like using ammo packs/dispensers to refill the cloak meter were pretty helpful. Play a few rounds with the dead ringer, especially on larger maps, and you'll understand that it isn't the super crutch, get-out-of-every-situation-as-soon-as-you're-in-trouble weapon.

I would overall prefer it just got removed and so did the entire class but oh well.
 
glad to hear darwins and flying guillotine finally put to rest, everything else is wildly unnecessary imo

interesting to see where the game is headed next
 

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