History GameBreaker / TeamFortress2

8th Feb '16 8:59:14 PM DarthWalrus
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** The Heavy with Precision might as well be cheating. The Grappling Hook, when used right, already negates the Heavy's problematic mobility, leaving only his limited range as a weakness.......[[MasterOfAll until now]].
28th Jan '16 2:43:06 PM EthanLac
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** The Air Strike now has a smaller rocket blast radius. While it's still a powerful weapon, now its main use is getting rid of sentry nests or spun-up Heavies.
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** The Air Strike now has a smaller rocket blast radius. While it's still a powerful weapon, now its main use is getting rid of sentry nests or spun-up Heavies.Heavies, as it is just a bit too inaccurate to get rid of moving targets reliably.
22nd Jan '16 2:33:12 AM Gadjiltron
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* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much damage the weapon does. Once it's built up enough, they may activate a taunt that gives them guaranteed critical hits for 10 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=‹berCharge=]. On top of that, since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Valve toned this down over various patches, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds. And then, during the Tough Break update the devs turned around and replaced the damage reduction when activating "Mmmph" with straight-up invulnerability and removed the damage penalty.
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* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much damage the weapon does. Once it's built up enough, they may activate a taunt that gives them guaranteed critical hits for 10 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=‹berCharge=]. On top of that, since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Valve toned this down over various patches, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds. seconds. ** And then, during the Tough Break update update, the devs turned around and replaced the damage reduction when activating "Mmmph" with straight-up invulnerability and not only removed the damage penalty.penalty (in line with the other flamethrowers), but also changed the taunt such that the player received Uber and knockback immunity for the duration of the taunt, pushing it back into Game Breaker territory for lower skill levels. It wasn't until late January that another set of changes was established, this time increasing the amount of damage needed to fill the Mmmph meter and removing the health refill on taunting, discouraging the reckless playstyle normally associated with the weapon. While this resulted in many players rejoicing after being terrorized by the Phlog buff, it also ended up in many users deriding the weapon as useless.

** In the Tough Break update, he Axtinguisher was changed back to dealing crits vs burning targets regardless of if the attack was from behind. However, it now has a slower switch-to speed penalty, so players now have some time to react to an incoming Axtinguisher crit.
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** In the Tough Break update, he Axtinguisher was changed back to dealing crits vs burning targets regardless of if the attack was from behind. angle of attack. However, it now has a slower switch-to speed penalty, so players now have some time to react to an incoming Axtinguisher crit.crit, and the weapon took an overall damage penalty which made it unable to one-shot anyone but the most fragile classes, ignoring residual damage. Along with the ability for players to now be able to air-strafe to counteract the pushing power of the airblast, the entire Puff-and-Sting combo was made far less potent.

** This is to say nothing of the gunslinger itself. It grants the Engineer 25 more health points and has a hefty damage bonus, the only downside it has as a melee weapon is that it can't randomly crit. Instead however it has a quirky mechanic where it does a guaranteed crit after successfully striking an enemy three times in row. As can be expected, there were bugs that allow an Engineer to "store" swings and grant a guaranteed crit whenever needed.
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** This is to say nothing of the gunslinger itself. It grants the Engineer 25 more health points and has a hefty damage bonus, the only downside it has as a melee weapon is that it can't randomly crit. Instead however it has a quirky mechanic where it does a guaranteed crit after successfully striking an enemy three times in row. As can be expected, there were bugs that allow an Engineer to "store" swings on teammates and grant a guaranteed crit whenever needed.needed (until said bug was recently patched).
3rd Jan '16 1:39:21 AM TARINunit9
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** And now with Tough Break, the Reserve Shooter no longer mini-crits jumping enemies. It was also indirectly nerfed with the Degreaser, the go-to weapon for combo Pyro loadouts. The Degreaser now has increased airblast cost and slower switch-from speed.
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** And now with Tough Break, the Reserve Shooter no longer mini-crits jumping enemies. It it was also indirectly nerfed with the Degreaser, the go-to weapon for combo Pyro loadouts. The Degreaser now has increased airblast cost and slower switch-from speed.speed (though still faster than default).
24th Dec '15 2:38:50 PM flameclaw0x7
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** In the Tough Break update, he Axtinguisher was changed back to dealing crits vs burning targets regardless of if the attack was from behind. However, it now has a slower switch-to speed penalty, so players now have some time to react to an incoming Axtinguisher crit.

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** And now with Tough Break, the Reserve Shooter no longer mini-crits jumping enemies. It was also indirectly nerfed with the Degreaser, the go-to weapon for combo Pyro loadouts. The Degreaser now has increased airblast cost and slower switch-from speed.
23rd Dec '15 1:18:46 AM IronScope
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Nerf'd as of Tough Break
** The fact that mini-crits aren't affected by damage fall-off gives the Reserve Shooter a longer effective range, as long as it hits airborne targets. It also doesn't require airborne targets to have been knocked into the air by an attack, allowing anyone with the Reserve Shooter to punish an enemy who so much as ''jumps''.
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** The fact that mini-crits aren't affected by damage fall-off gives the Reserve Shooter a longer effective range, as long as it hits airborne targets. It also doesn't require airborne targets to have been knocked into the air by an attack, allowing anyone with the Reserve Shooter to punish an enemy who so much as ''jumps''.
20th Dec '15 7:02:44 PM EthanLac
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**The Air Strike now has a smaller rocket blast radius. While it's still a powerful weapon, now its main use is getting rid of sentry nests or spun-up Heavies.
18th Dec '15 4:36:27 PM BarthVader
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* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much damage the weapon does. Once it's built up enough, they may activate a taunt that gives them guaranteed critical hits for 10 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=‹berCharge=]. On top of that, since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Thankfully, Valve toned this down over various patches, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds.
to:
* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a fairly controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much damage the weapon does. Once it's built up enough, they may activate a taunt that gives them guaranteed critical hits for 10 seconds, while restoring them to full HP. Normally, this wouldn't be too bad, but for the duration of the taunt, the Pyro gained 90% damage resistance, essentially making them invulnerable. This allowed players to ''stop in the middle of the battlefield and taunt'' without any repercussions until after the taunt finished. Additionally, the required fire damage in order to activate the taunt is a mere ''225 points'', which is easily achievable (just kill one or two enemies and ignite a couple others), and the critical hit boost is longer than the Medic's Kritzkrieg [=‹berCharge=]. On top of that, since fire damage wasn't limited to igniting enemies with the Phlogistinator, using a flare weapon could guarantee that you would have a full meter ''before even getting within flamethrower range of an enemy''. In addition, "Mmmph" gained from fire damage was not affected by fire resistance; for example, a Spy equipped with the Dead Ringer (see below) could completely fill the meter despite not having enough health to do so normally. Thankfully, Valve toned this down over various patches, culminating in reducing its damage reduction to 75% and reducing the critical hit boost to 10 seconds.seconds. And then, during the Tough Break update the devs turned around and replaced the damage reduction when activating "Mmmph" with straight-up invulnerability and removed the damage penalty.
24th Nov '15 7:44:04 PM flameclaw0x7
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* Plague for the Spy is pretty strong. Touching an enemy player will cause them and anyone nearby on their team to ''permenantly bleed'' until they can find a health kit. This'll work even if you're disguised. See that big cluster of the whole enemy team? Tap the Medic on the shoulder and they'll all be dead pretty quick.
17th Nov '15 10:23:53 PM ThatOneCheeseGuy
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* The [[https://wiki.teamfortress.com/wiki/Loose_Cannon Loose Cannon]]. Its main gimmick, the Double Donk (that is, timing the fuse to hit an enemy once with the projectile and then the projectile immediately blowing up for mini-crit damage) would fall into DifficultButAwesome territory, were it not for the fact that, unlike many other weapons with situational mini-crits (i.e. the Cleaner's Carbine and the Back Scatter), it retains the ability to roll for random critical hits, which by itself poses a balance problem. ** Due to the ability to shorten the fuse on the projectile, the Loose Cannon is also reviled by Pyro mains, as it presents a MortonsFork to Pyros who try to airblast the projectile; those who fail to reflect it get Double Donked and blown up, but those who do reflect it may end up with the projectile blowing up in their face anyway.
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