History GameBreaker / TeamFortress2

24th Jun '17 2:41:15 AM Enderguy059
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* [[https://wiki.teamfortress.com/wiki/Crit-a-Cola The Crit-A-Cola]] drew much ire during the Competitive Beta. Originally, it was pretty decent. The Scout would give and take Mini-Crits for the next 6 seconds after drinking it. Following patches made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. Valve is planning to rectify this in a future update by making the Scout marked-for-death for the duration of Crit-A-Cola's effect.

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* [[https://wiki.teamfortress.com/wiki/Crit-a-Cola The Crit-A-Cola]] drew much ire during the Competitive Beta. Originally, it was pretty decent. The Scout would give and take Mini-Crits for the next 6 seconds after drinking it. Following patches made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. Valve is planning to rectify this in a future update by making the Scout marked-for-death for 5 seconds whenever the Scout attacks for the duration of Crit-A-Cola's effect.effect on top of removing the speed bonus, but has also removed the "extra damage taken during effect" and "marked-for-death after effect expires" penalties.



** The Escape Plan was nerfed even further due to players still frequently using it as a scot-free escape mechanism whenever a fight went the wrong way. Now, having the Escape Plan deployed causes the Soldier to take Mini-Crit damage as long as he's holding it, and for a short while after you switch weapons, making it tougher to make daring getaways.

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** The Escape Plan was nerfed even further due to players still frequently using it as a scot-free escape mechanism whenever a fight went the wrong way. Now, having the Escape Plan deployed causes marks the Soldier for death, causing him to take Mini-Crit damage as long as he's holding it, it and for a short while after you switch weapons, making it tougher to make daring getaways.



* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the best Rocket Launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main gimmick of getting extra clip size for every kill didn't matter, because kills with it were very difficult. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 or 4 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowering. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect iall of those rockets, Engineers can't vaporise them quickly eneough, and Scouts can't dodge it due to the rockets covering a wide area. Tough Break Update nerfed it somewhat by making the blast radius smaller when the user is rocket jumping, forcing the user to be more accurate with it.

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* The [[http://wiki.teamfortress.com/wiki/Air_Strike Air Strike]] is quite possibly the best Rocket Launcher to date. Originally, the Air Strike was just bad. It shot pitiful rockets and had a reduced clip size. Its main gimmick of getting extra clip size for every kill didn't matter, because kills with it were very difficult. The only real advantage it had over the stock Launcher was its increased firing speed in the air, and that didn't matter too much because you could only shoot 3 or 4 rockets at a time. However, the Gun Mettle update softened the penalties, making the rockets only 15% weaker and only having a 10% smaller blast radius (compared to 25% less damage and 15% smaller blast radius, previously). They also removed the clip size penalty. Now, once you get two or three kills with the Air Strike, it becomes very overpowering. You can rain up to 8 rockets onto a group of enemies, most likely killing them all. Pyros can't reflect iall ''all'' of those rockets, Engineers can't vaporise vaporize them quickly eneough, and Scouts can't dodge it due to the rockets covering a wide area. Tough Break Update nerfed it somewhat by making the blast radius smaller when the user is rocket jumping, forcing the user to be more accurate with it.



* The Concheror is one of the best Soldier secondaries availible. Replacing the Shotgun, it cannot directly deal damage - rather, the Soldier can deal damage to charge it up then deploy an area-of-effect healthsteal buff to nearby teammates. This alone isn't too bad. However, the Conch also offers up to 4 HP regen per second, the charge applies a speed buff, AND the Conch takes less damage to charge up than the other two backpack items (the Buff Banner and Battalion's Backup). This is, quite possibly, one of the most versatile secondaries for Soldier, as the regen makes him difficult to kill, the charge can be deployed more often than the other two backpacks, and the healthsteal combined with the runspeed effect can be applied to virtually any situation.

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* The Concheror is one of the best Soldier secondaries availible.available. Replacing the Shotgun, it cannot directly deal damage - rather, the Soldier can deal damage to charge it up then deploy an area-of-effect healthsteal buff to nearby teammates. This alone isn't too bad. However, the Conch also offers up to 4 HP regen per second, the charge applies a speed buff, AND the Conch takes less damage to charge up than the other two backpack items (the Buff Banner and Battalion's Backup). This is, quite possibly, one of the most versatile secondaries for Soldier, as the regen makes him difficult to kill, the charge can be deployed more often than the other two backpacks, and the healthsteal combined with the runspeed effect can be applied to virtually any situation.



* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a very controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much fire damage the Pyro has done. Once it's built up enough, they can activate a taunt that gives them guaranteed critical hits for 12 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 [=ÜberCharge=]. 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, with the crit boost being 10 seconds instead of 12, Pyros not being healed upon activating MMMPH, 300 damage filling the meter instead of 225, and full invulnerability instead of damage resistance during activation. That last bit means the Phlogistinator is an even greater Game Breaker to inexperienced players, but ces't la vie.

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* The Pyro's [[http://wiki.teamfortress.com/wiki/Phlogistinator Phlogistinator]] was a very controversial weapon. In exchange for having no airblast, Pyros gain a "Mmmph" meter that tracks how much fire damage the Pyro has done. Once it's built up enough, they can activate a taunt that gives them guaranteed critical hits for 12 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 [=ÜberCharge=]. 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, with the crit boost being 10 seconds instead of 12, Pyros not being healed upon activating MMMPH, Mmmph, 300 damage filling the meter instead of 225, and full invulnerability instead of damage resistance during activation. That last bit means the Phlogistinator is an even greater Game Breaker to inexperienced players, but ces't la vie.



* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically.

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* The [[http://wiki.teamfortress.com/wiki/Gloves_of_Running_Urgently Gloves of Running Urgently]], originally released in the Polycount Update, gave the Heavy unprecedented mobility for virtually no penalty. While it was the active weapon, [[CastFromHitPoints the Heavy lost 6 HP per second]], but had his movement speed boosted to match that of other classes, allowing him to keep up with teammates and move to the front lines much more quickly. The health penalty was originally intended to penalize the Heavy and force him to work with teammates, especially Medics, in order to maximize its usefulness. But pocket Medics and Sandviches made the lost HP a moot point entirely, and Heavies could additionally simply equip the GRU and make a fast getaway for no penalties if a fight turned the wrong way. In addition, the health drain could be exploited to effectively provide a very small DoubleJump, slightly increasing jump distance even more than the increased running speed already did. The health drain penalty was eventually replaced with taking Marked-For-Death Mini-Crit damage while the weapon was active and for 3 seconds afterwards, forcing Heavies to utilize them more strategically.strategically. A future update plans to do away with the Marked-For-Death effect in favour of re-implementing the health drain, but now its 10 HP a second which is regenerated once the player switches away from the gloves.



** Prior to nerfing the interaction, a Heavy who just ate a Buffalo Steak Sandvich would have itsspeed boost stack with the GRU's innate speed bonus. While the GRU still had a damage penalty, the heavy was fast enough to blaze through enemy fire and punch them to death--faster than ''the Scout'', even[[note]]He wasn't ''that much'' faster than the Scout, but he still was faster[[/note]]. That's right. He was a better Demoknight than the Demoknight. The GRU's speed bonus no longer stacks with the Buffalo Steak Sandvich.

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** Prior to nerfing the interaction, a Heavy who just ate a Buffalo Steak Sandvich would have itsspeed its speed boost stack with the GRU's innate speed bonus. While the GRU still had a damage penalty, the heavy was fast enough to blaze through enemy fire and punch them to death--faster than ''the Scout'', even[[note]]He wasn't ''that much'' faster than the Scout, but he still was faster[[/note]]. That's right. He was a better Demoknight than the Demoknight. The GRU's speed bonus no longer stacks with the Buffalo Steak Sandvich.



** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. A future update plans to tone down this combination by reducing the overall effectiveness of a Medigun while the Fists of Steel is equipped. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro.

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** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. A future update plans to tone down this combination by reducing the overall effectiveness of a Medigun while the Fists of Steel is equipped. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro. A future update plans to tone down this combination by reducing the healing rate and the amount the Heavy can be overhealed by while the Fists of Steel is equipped.



* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play. The largest threat to a Sniper is other Snipers, and the Danger Shield's bullet resistance allows the wearer to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus. An upcoming update to the game plans to rectify this by removing bullet resistance entirely and replacing it with a heap of fire resistance.

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* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play. The largest threat to a Sniper is other Snipers, and the Danger Shield's bullet resistance and extra 25 HP allows the wearer to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus. An upcoming update to the game plans to rectify this by removing bullet resistance entirely and replacing it with a heap of redesigning the Shield to provide afterburn immunity alongside 50% fire resistance.



*** All of the above '''''[[UpToEleven was still not enough]]''''' of a nerf to stop the Dead Ringer from being overpowered, so the next planned change is to prevent Spies from regenerating the feign death ability by collecting ammo pickups.
* The [[http://wiki.teamfortress.com/wiki/Enforcer Enforcer]] was another Über Update weapon that was controversial upon release. With a 20% damage increase, its only disadvantage was taking a little extra time to become invisible. The Dead Ringer instantly cloaks the Spy upon taking damage. The additional damage allowed Spies to ''fight on the front lines'' and deal a surprising amount of damage to pursuers, which completely eliminates the Spy's class disadvantage of not being able to handle a direct fight. Add on the Spy-cicle, from a Smissmas update, which let the Spy backstab enemies without them screaming and extinguish fire on himself. [[FanNickname Dr. Enforcicle]] terrorized pubs for ''years''. This got especially terrible when a certain glitch with the Diamondback allowed players to [[http://www.youtube.com/watch?v=6hBSs1q7cFg exploit infinite crits with the Spy's primary weapon]]. However, the Enforcer has since been nerfed and now has a slower firing speed, only causes the damage bonus when the Spy is undisguised, and can't deal random critical hits. The enforcer still lets the Spy 2-shot classes with 125 health, in contrast to the 3 shots of a revolver, still giving Spy a good tool against Scouts. The Spy-cicle was nerfed to have victims scream when backstabbed, and reducing its fire immunity to 1 second with 10 seconds of afterburn immunity.

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*** All of the above '''''[[UpToEleven was still not enough]]''''' of a nerf to stop the a Dead Ringer from being overpowered, so frequently and repeatedly feigning death, with the next planned change is intended to prevent Spies from regenerating the feign death ability watch by collecting ammo pickups.
* The [[http://wiki.teamfortress.com/wiki/Enforcer Enforcer]] was another Über Update weapon that was controversial upon release. With a 20% damage increase, its only disadvantage was taking a little extra time to become invisible. The Dead Ringer instantly cloaks the Spy upon taking damage. The additional damage allowed Spies to ''fight on the front lines'' and deal a surprising amount of damage to pursuers, which completely eliminates the Spy's class disadvantage of not being able to handle a direct fight. Add on the Spy-cicle, from a Smissmas update, which let the Spy backstab enemies without them screaming and extinguish fire on himself. himself, on top of the pre-nerf Dead Ringer, and you get [[FanNickname Dr. Enforcicle]] Enforcicle]], a loadout who terrorized pubs for ''years''. This got especially terrible when a certain glitch with the Diamondback allowed players to [[http://www.youtube.com/watch?v=6hBSs1q7cFg exploit infinite crits with the Spy's primary weapon]]. However, the Enforcer has since been nerfed and now has a slower firing speed, only causes the damage bonus when the Spy is undisguised, and can't deal random critical hits. The enforcer still lets the Spy 2-shot classes with 125 health, in contrast to the 3 shots of a revolver, still giving Spy a good tool against Scouts. The Spy-cicle was nerfed to have victims scream when backstabbed, and reducing its fire immunity to 1 second with 10 seconds of afterburn immunity.



* The [[http://wiki.teamfortress.com/wiki/Red-Tape_Recorder Red-Tape Recorder]] ruined the game for Engineers to the point it was patched the day after its release. It didn't destory buildings the normal way, instead it removed upgrades from buildings; quickly weakening Level 2 or 3 buildings, but slowly un-building Level 1 items into ammo. While interesting on paper, Engineers soon realized that it was removing a level once every 1.6 seconds -- the exact time it takes to swing the wrench twice and remove it. In other words, an Engineer needed to swing his wrench at the '''exact''' second the sapper was placed, or his building lost a level. Even if Engineers synchronized their hits perfectly, the Sentry would still be sapped and remain completely inactive until the Spy was killed.

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* The [[http://wiki.teamfortress.com/wiki/Red-Tape_Recorder Red-Tape Recorder]] ruined the game for Engineers to the point it was patched the day after its release. It didn't destory destroy buildings the normal way, instead it removed upgrades from reversed building construction on buildings; quickly weakening downgrading Level 2 or 3 buildings, but buildings to Level 2, then 1, before slowly un-building deconstructing Level 1 items into ammo. While interesting on paper, Engineers soon realized that it was removing a level once every 1.6 seconds -- the exact time it takes to swing the wrench twice and remove it. In other words, an Engineer needed to swing his wrench at the '''exact''' second the sapper was placed, or his building lost a level.level (a.k.a. 200 metal). Even if Engineers synchronized their hits perfectly, the Sentry would still be sapped and remain completely inactive until the Spy was killed.



* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] The bomb's intended hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving and then suiciding (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this. And again, shortly after the Touch Break Update, it became possible for a Pyro to pick up and drop a Flamethrower repeatedly to set off the final capture point in Borneo.

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* The Gun Mettle Update and the Love & War update both showed, in varying ways, that designers of Payload maps are very lax when it comes to determining what sets off the bomb explosion at the end. [[note]] The bomb's intended hole contains a trigger which captures the point and creates the explosion whenever a physics object passes through it. There is a filter which allows only the cart to trigger the explosion, but wasn't added to many maps for the longest time due to not being necessary. Payload maps are typically designed so that the cart is the only physics prop on the map, plus on most there is a glass panel which opens only for the cart. However, both these updates added ways to create physics props yourself, allowing for premature explosions and causing the cart to disappear, since it's scripted to do so upon "exploding".[[/note]] The Love & War Update added bread objects which occasionally spawn when using a Teleporter; on Upward, a crafty Engineer could build a Teleporter Exit near the pit which would cause a bread object to spawn, triggering the explosion. Thankfully, it was patched soon afterwards. However, a year later, the Gun Mettle Update changed the way dropped weapons work, so that now they were physics props rather than pickups, and also added medium ammo boxes on death that are also props. People found various ways of spawning ammo boxes inside the pit via High-Fiving someone and then suiciding committing suicide (caused by the High-Five pose causing the ammo box to spawn in an awkward position) and tossing weapons, especially oblong ones such as the flamethrower, on the last point until it clipped through. It took ''three patches'' to fix all this. And again, shortly after the Touch Break Update, it became possible for a Pyro to pick up and drop a Flamethrower repeatedly to set off the final capture point in Borneo.
23rd Jun '17 5:01:46 AM Euan2000
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* Similarly to the Danger Shield, the Razorback is disproportionately useful in higher level play. While a mere nuisance in standard play (where a Spy can easily gun down a Sniper), Snipers are arguably the most powerful class in high-level Highlander matches, and is the focal point of a class-combo. Since the combo includes Medic (who almost always overheals the Sniper so he doesn't get quickscoped) and Pyro, this means that it's nearly impossible for a Spy to kill the class that he supposedly counters.

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* Similarly to the Danger Shield, the Razorback is disproportionately useful in higher level play. While a mere nuisance in standard play (where a Spy can easily gun down a Sniper), Sniper and a second Spy could finish the job), Snipers are arguably the most powerful class in high-level Highlander matches, and is the focal point of a class-combo. Since the combo includes Medic (who almost always overheals the Sniper so he doesn't get quickscoped) and Pyro, this means that it's nearly impossible for a Spy to kill the class that he supposedly counters. To counter this, the Razorback was given a unique stat that made it impossible to get overheal, with the intention of making sure at least enemy Snipers can counter the combo.
21st Jun '17 10:27:12 PM Gavitro
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* The [[http://wiki.teamfortress.com/wiki/Sandman Sandman]], introduced in the Scout update. This unlockable replacement for the bat tosses a baseball that stuns the foe (and until an update several months after its release, even in [=ÜberCharged=] state) for up to 8 seconds (the farther away you launch the ball from, the longer the stun duration). And after stunning someone, you can pick up your ball (or someone else's) and use it again. It became the first weapon in the game to be banned in competitive TF2. In fact, the Sandman caused so much controversy that Valve has nerfed, then buffed, then nerfed it numerous times. Seriously, [[http://wiki.teamfortress.com/wiki/Sandman#Update_history look at how many patches have been applied to it]].

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* The [[http://wiki.teamfortress.com/wiki/Sandman Sandman]], introduced in the Scout update. This unlockable replacement for the bat tosses a baseball that stuns the foe (and until an update several months after its release, even in [=ÜberCharged=] state) for up to 8 seconds (the farther away you launch the ball from, the longer the stun duration). And after stunning someone, you can pick up your ball (or someone else's) and use it again. It became the first weapon in the game to be banned in competitive TF2. In fact, the Sandman caused so much controversy that Valve has nerfed, then buffed, then nerfed it numerous times. Seriously, [[http://wiki.teamfortress.com/wiki/Sandman#Update_history look at how many patches have been applied to it]]. An upcoming update to the game plans to remove the stunning ability entirely, and replace it with a slowdown similar to the Natascha. According to [[WordOfGod Valve themselves]], the weapon is a Game Breaker simply because players hate losing control in games like this.



* [[https://wiki.teamfortress.com/wiki/Crit-a-Cola The Crit-A-Cola]] drew much ire during the Competitive Beta. Originally, it was pretty decent. The Scout would give and take Mini-Crits for the next 6 seconds after drinking it. Following patches made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward.[[/folder]]

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* [[https://wiki.teamfortress.com/wiki/Crit-a-Cola The Crit-A-Cola]] drew much ire during the Competitive Beta. Originally, it was pretty decent. The Scout would give and take Mini-Crits for the next 6 seconds after drinking it. Following patches made it last two seconds longer, changed the Mini-Crit vulnerability to 25% more damage, added a speed bonus, and eventually ''reduced'' the damage vulnerability even further to an extra 10%. That last one bewildered many vocal players, as before that patch the Crit-a-Cola seemed like the #1 "Well Duh" pick for big nerfs. While it isn't too bad in pubs, virtually every Scout player in the Matchmaking Beta and now in the full Competitive Matchmaking will use it for it being massively low-risk high-reward. Valve is planning to rectify this in a future update by making the Scout marked-for-death for the duration of Crit-A-Cola's effect.
[[/folder]]



** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro.

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** At one point, it got bad enough that a Heavy equipped with the Fists of Steel, while backed by a Medic, could wade into Sentry Gun fire on Capture the Flag maps, grab the Intelligence, and simply waltz back out, as the combination of overheal and damage resistance meant that the Heavy had a total effective HP of over 1100, and was being healed for effectively 60 HP/second, just under the fastest rate at which a Medi Gun can normally heal players. A future update plans to tone down this combination by reducing the overall effectiveness of a Medigun while the Fists of Steel is equipped. The same thing could be done with carts on Payload maps, completely shutting out most push or defense attempts, with exceptions such as an Axtinguisher Pyro.



* The Rescue Ranger allows you to remotely move your sentry at the cost of Metal, if it's within your range (as in, you need to be aiming directly at the sentry). Combine that with the Wrangler and its ability to RocketJump, and you're suddenly much more able to deploy your sentry where you're not supposed to). In addition, you can remotely repair the sentry by shooting at it, which is meant to make it last a few extra seconds until you get to it and smack it with your wrench, but it can be very easily abused if you know what you're doing.

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* The Rescue Ranger allows you to remotely move your sentry at the cost of Metal, if it's within your range (as in, you need to be aiming directly at the sentry). Combine that with the Wrangler and its ability to RocketJump, and you're suddenly much more able to deploy your sentry where you're not supposed to). In addition, you can remotely repair the sentry by shooting at it, which is meant to make it last a few extra seconds until you get to it and smack it with your wrench, but it can be very easily abused if you know what you're doing. An upcoming update is attempting to solve this by giving each long-range repair a metal cost.
20th Jun '17 3:39:41 PM Gavitro
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* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play. The largest threat to a Sniper is other Snipers, and the Danger Shield's bullet resistance allows the wearer to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus.

to:

* Believe it or not, the Darwin's Danger Shield, albeit only in [=PUGs=] and competitive play. The largest threat to a Sniper is other Snipers, and the Danger Shield's bullet resistance allows the wearer to tank a quick-scope headshot, or a fully charged body shot, even offsetting the Machina's damage bonus. An upcoming update to the game plans to rectify this by removing bullet resistance entirely and replacing it with a heap of fire resistance.


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*** All of the above '''''[[UpToEleven was still not enough]]''''' of a nerf to stop the Dead Ringer from being overpowered, so the next planned change is to prevent Spies from regenerating the feign death ability by collecting ammo pickups.
19th Jun '17 6:17:47 AM Gadjiltron
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* As of this writing the Third Degree is the only weapon in the game to be a pure upgrade over its stock counterpart. Its still something of a lethal joke weapon as its special ability is to deal damage to anyone connected by a medigun beam. Not an ability you will use all the time, but there is still no reason at all to use the fire axe or the lolichop in its place.

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* As of this writing the Third Degree is the only weapon in the game to be a pure upgrade over its stock counterpart. Its still something of a lethal joke weapon LethalJokeWeapon as its special ability is to deal damage to anyone connected by a medigun beam. Not an ability you will use all the time, but there is still no reason at all to use the fire axe or the lolichop Lollichop in its place.



* The Vaccinator's healing ability was an incredibly strong asset in a game where ShootTheMedicFirst is in full effect. As long as the Medic kept the vaccinator on the right damage type that was being dealt, it would heal the medic a large portion of damage that his patient took. On top of that the Vax grants a small damage resistance to the selected damage type, and could deploy its version of the uber charge more frequently. In shorter more violent game modes like king of the hill, it eclipsed the other three mediguns. The healing ability has since been removed.
* You see Medics equip the ubersaw more than any other melee weapon. It grants a twenty five uber charge on every hit in exchange for a 25 slower swing time. Considering the Medic hardly ever uses the bone saw anyway, there is almost no downside to the ubersaw.

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* The Vaccinator's healing ability to heal its user was an incredibly strong asset in a game where ShootTheMedicFirst is in full effect. As long as the Medic kept the vaccinator on the right damage type that was being dealt, it would heal the medic a large portion of damage that his patient took. On top of that the Vax grants a small damage resistance to the selected damage type, and could deploy its version of the uber charge ubercharge more frequently. In shorter more violent game modes like king of the hill, it eclipsed the other three mediguns. The healing ability has since been removed.
* You see Medics equip the ubersaw Ubersaw more than any other melee weapon. It grants a twenty five uber charge bestows 25% Ubercharge on every hit in exchange for a 25 20% slower swing time. Considering Technically, the Medic hardly ever uses stock Bonesaw offers better melee DPS, but if you're reaching for melee in a firefight the bone saw anyway, there extra swing speed is almost no downside not going to help much. Due to players using the ubersaw. Ubersaw either for spychecking or for sneaking in melee hits for bonus Uber, this "downside" of a slower swing speed is practically nonexistent.



* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, almost doubling its strength. The Sniper has Jarate and the Sydney Sleeper, weapons that can force minicrits on the target, which essentially gave the Sniper the ability to easily assassinate anyone at close range. The opposite of where a Sniper should be capable. It initially only had the penalty of 20% fire damage taken, which didn't really matter against Pyros, as a Sniper within flamethrower range is screwed anyway. It could also randomly crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was initially nerfed so that it couldn't have randomly crit, giving the Sniper at least some reason to use the Kukri over it. Finally, it was nerfed so that the wielder had a general penalty of 20% extra damage taken while the weapon is out, which made the "Jarate-Chop" into a high-risk high-reward maneuver if the enemy could react.

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* The Bushwacka was extremely powerful when first introduced. The weapon crits whenever it would normally mini-crit, almost doubling its strength. The Sniper has Jarate and the Sydney Sleeper, weapons that can force minicrits on the target, which essentially gave the Sniper the ability to easily assassinate anyone at close range. The range - the opposite of where a Sniper should be capable. It initially only had the penalty of 20% fire damage taken, which didn't really matter against Pyros, as a Sniper within flamethrower range is screwed anyway.with or without the damage increase. It could also randomly crit, so there was almost no reason a Sniper wouldn't carry one even if they didn't use Jarate. It was initially nerfed so that it couldn't have randomly crit, giving the Sniper at least some reason to use the Kukri over it. Finally, it was nerfed again so that the wielder had a general penalty of 20% extra damage taken while the weapon is out, which made the "Jarate-Chop" into a high-risk high-reward maneuver if the enemy could react.
30th May '17 11:10:04 AM ThatOneCheeseGuy
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* The [[http://wiki.teamfortress.com/wiki/Pomson_6000 Pomson 6000]] got a lot of hate for its low risk vs. reward and capability to easily counter two of the Engineer's counters. Its normal attributes weren't anything to write home about, and its ability to [[OneHitPolykill penetrate targets]] was only really useful when holding down a corridor due to its mediocre damage at long range. The main problem came from its ability to strip 10% [=ÜberCharge=] from a Medic for each shot landed; just hitting a Medic twice (which is really easy to do given the projectile's large hitbox detection) was enough to set their charge time back by 16 seconds, long enough to create a window with which to kill the Medic while he's helpless; this becomes a major problem when a Medic has a full [=ÜberCharge=] meter, charges forward, only to have it taken away the second before he's able to pop it, completely shutting down a push attempt. Teammates trying to body-block these shots, the natural tendency when trying to protect a Medic, were also wasting their time, given the Pomson's ability to penetrate targets. The Mann vs. Machine update removed its penetration ability, greatly reducing its spammability.

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* The [[http://wiki.teamfortress.com/wiki/Pomson_6000 Pomson 6000]] got a lot of hate for its low risk vs. reward and capability to easily counter two of the Engineer's counters. Its normal attributes weren't anything to write home about, and its ability to [[OneHitPolykill penetrate targets]] was only really useful when holding down a corridor due to its mediocre damage at long range. The main problem came from its ability to strip 10% [=ÜberCharge=] from a Medic for each shot landed; just hitting a Medic twice (which is really easy to do given the projectile's large hitbox detection) was enough to set their charge time back by 16 seconds, long enough to create a window with which to kill the Medic while he's helpless; this becomes a major problem when a Medic has a full [=ÜberCharge=] meter, charges forward, only to have it taken away the second before he's able to pop it, completely shutting down a push attempt. Teammates trying to body-block these shots, the natural tendency when trying to protect a Medic, were also wasting their time, given the Pomson's ability to penetrate targets. The Mann vs. Machine update removed its penetration ability, greatly reducing its spammability. Gun Mettle further neutered it by applying falloff on the Uber and Cloak drain, and once Meet Your Match fixed invisible Grordbort weapon projectiles, the Pomson was declared less worthwhile than the stock shotgun (in fighting Medics, at least).
16th May '17 6:15:06 PM flameclaw0x7
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* The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.

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* The Conch Conqueror was Concheror is one for a long time. Its essentially a version of the best Soldier secondaries availible. Replacing the Shotgun, it cannot directly deal damage - rather, the Soldier can deal damage to charge it up then deploy an area-of-effect healthsteal buff banner that replaces to nearby teammates. This alone isn't too bad. However, the Conch also offers up to 4 HP regen per second, the minicrits using the banner grants with charge applies a speed boost buff, AND the Conch takes less damage to charge up than the other two backpack items (the Buff Banner and Battalion's Backup). This is, quite possibly, one of the most versatile secondaries for Soldier, as the regen makes him difficult to kill, the charge can be deployed more often than the other two backpacks, and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined healthsteal combined with the healing runspeed effect of the Black Box, this gave the soldier an incredibly hard enemy can be applied to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take virtually any damage. situation.
7th May '17 1:23:53 PM Caps-luna
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The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.

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The *The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.
7th May '17 1:17:17 PM Caps-luna
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Added DiffLines:

* As of this writing the Third Degree is the only weapon in the game to be a pure upgrade over its stock counterpart. Its still something of a lethal joke weapon as its special ability is to deal damage to anyone connected by a medigun beam. Not an ability you will use all the time, but there is still no reason at all to use the fire axe or the lolichop in its place.
7th May '17 1:11:30 PM Caps-luna
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Added DiffLines:

The Conch Conqueror was one for a long time. Its essentially a version of the buff banner that replaces the the minicrits using the banner grants with a speed boost and the ability to heal based on damage dealt for you and any teammates int the buff zone. While that would have already made it a viable weapon, it also granted the soldier a healing rate of 3 hp per second. The quickly adds up even when the soldier doesn't opt to retreat to let his health regenerate. It also negated after burn damage from pyros. Combined with the healing effect of the Black Box, this gave the soldier an incredibly hard enemy to take down. After a few years of this it was nerfed so that it only heals a base of one hp point and slowly climbs to four the longer the soldier doesn't take any damage.
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