History Items / TeamFortress2

13th Aug '17 11:27:50 AM KZN02
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** SpikedOfDoom / SpikesOfVillainy: This bat is equipped with spikes.

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** SpikedOfDoom SpikesOfDoom / SpikesOfVillainy: This bat is equipped with spikes.
13th Aug '17 6:55:44 AM thatother1dude
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* {{Nerf}}: Formerly granted the movement speed increase even if the Demoman didn't equip a shield.

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* ** {{Nerf}}: Formerly granted the movement speed increase even if the Demoman didn't equip a shield.
25th Jul '17 6:00:52 PM KEEP_IN
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Added DiffLines:

** FreudWasRight
25th Jul '17 5:10:05 PM KEEP_IN
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** EquivalentExchange: Under its effects, you can neither take nor deal (with the exception of taunt kills) attacks. However, you still get recoil from the attacks. Scouts under the effects of Bonk can even get pinned and to the corner of skyboxes, by sentry gun bullets, only to [[HoistByHisOwnPetard die when the effects finally wear off]].

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** EquivalentExchange: Under its effects, you can neither take nor deal (with the exception of taunt kills) attacks. However, you still get recoil from the attacks. Scouts under the effects of Bonk can even get pinned and stuck to the corner of skyboxes, skyboxes by sentry gun bullets, only to [[HoistByHisOwnPetard die when the effects finally wear off]].
25th Jul '17 5:09:09 PM KEEP_IN
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** EquivalentExchange: Under its effects, you can neither take nor deal (with the exception of taunt kills) attacks. However, you still get recoil from the attacks.

to:

** EquivalentExchange: Under its effects, you can neither take nor deal (with the exception of taunt kills) attacks. However, you still get recoil from the attacks. Scouts under the effects of Bonk can even get pinned and to the corner of skyboxes, by sentry gun bullets, only to [[HoistByHisOwnPetard die when the effects finally wear off]].
24th Jun '17 6:50:49 AM KZN02
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** BalenceBuff: To level the gulf in usefulness the weapon had between casual and competitive (next to useless in casual, overpowered in competitive) the Razorback will get a respawn timer to improve it's use in casual.

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** BalenceBuff: To level the gulf in usefulness the weapon had between casual and competitive (next to useless in casual, overpowered in competitive) the Razorback will get a respawn timer to improve it's its use in casual.
23rd Jun '17 4:58:14 AM Euan2000
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** BalenceBuff: To level the gulf in usefulness the weapon had between casual and competitive (next to useless in casual, overpowered in competitive) the Razorback will get a respawn timer to improve it's use in casual.



* '''Darwin's Danger Shield''': A shield made from crocodile hide. Gives the Sniper 25 more maximum health, afterburn immunity, 50% fire resistance, and 15% bullet damage resistance, but explosive damage is increased by 20%.
** BoringButPractical: Sure, it doesn't have the firepower of the Carbine or the fun gimmick of Jarate; but it's banned in competitive for a reason; it gives you a massive edge over counter-snipers, letting you survive a low-charged headshot or a fully-charged bodyshot.

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* '''Darwin's Danger Shield''': A shield made from crocodile hide. Gives the Sniper 25 more maximum health, afterburn immunity, immunity and 50% fire resistance, and 15% bullet damage resistance, but explosive damage is increased by 20%.
resistance.
** BoringButPractical: Prior to it's reworking. Sure, it doesn't have the firepower of the Carbine or the fun gimmick of Jarate; but it's banned in competitive for a reason; it gives you a massive edge over counter-snipers, letting you survive a low-charged headshot or a fully-charged bodyshot.bodyshot.
20th Jun '17 7:41:42 PM superslinger2007
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* '''Gloves of Running Urgently''': A pair of team-colored boxing gloves with a flame decal. While you have them out, the GRU boost you to speeds near the standard 300 units per second, but at a cost of taking minicrits during and 3 seconds after wielding the weapon. They also deal 1/4 less damage and take longer to holster.

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* '''Gloves of Running Urgently''': A pair of team-colored boxing gloves with a flame decal. While you have them out, the GRU boost you to speeds near the standard 300 units per second, second but at a cost of taking minicrits during and 3 seconds after wielding the weapon. They also deal 1/4 less damage and take longer to holster.holster.
%%**CastFromHitPoints: Drains the Heavy's health while active, notwithstanding any damage taken.



** HotPaintJob

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%%** GradualRegeneration: When not in use, the Heavy regains any health the gloves drained.
** HotPaintJobHotPaintJob: With flame decals.



** SprintShoes

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** SprintShoesSprintShoes: Allow the Heavy to move faster.



** {{Trope 2000}}

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** {{Trope 2000}}2000}}: It's in the name.



** {{Nerf}}: A 2017 update reduces the [=ÜberCharge=] rate to make it behave similarly to the Medigun's.



* '''Vita-Saw''': A modified gas pump handle outfitted with both a long needle and bloodstained knife underneath. For a loss of 10 maximum health, the Vita-Saw will preserve up to 20% of the über if the Medic dies.

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* '''Vita-Saw''': A modified gas pump handle outfitted with both a long needle and bloodstained knife underneath. For a loss of 10 maximum health, the Vita-Saw provides an "organs" counter that increases with each hit; this will preserve up to 20% of the 15% über each, to a maximum of 60%, if the Medic dies.



*** Its name is also similar to the Vita Chambers, which is where you respawn in ''VideoGame/BioShock1''. Appropriately, it preserves up to 20% of the [=ÜberCharge=] Meter that would otherwise be lost upon respawn.

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*** Its name is also similar to the Vita Chambers, which is where you respawn in ''VideoGame/BioShock1''. Appropriately, it preserves up to 20% of the some [=ÜberCharge=] Meter that would otherwise be lost upon respawn.



* '''Razorback''': An Aboriginal-style tribal shield... with a car battery taped to it. It blocks one backstab, after which it gets destroyed. A new one can be obtained by a supply closet.

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* '''Razorback''': An Aboriginal-style tribal shield... with a car battery taped to it. It blocks one backstab, after which it gets destroyed. A new one can be obtained by a supply closet.closet or waiting 30 seconds. However, a Sniper cannot receive a Medic's overheal with this on.



** {{Nerf}}: A -100% overheal penalty was added in a 2017 update.



* '''Darwin's Danger Shield''': A shield made from crocodile hide. Gives the Sniper 25 more maximum health and 15% bullet damage resistance, but explosive damage is increased by 20%.

to:

* '''Darwin's Danger Shield''': A shield made from crocodile hide. Gives the Sniper 25 more maximum health health, afterburn immunity, 50% fire resistance, and 15% bullet damage resistance, but explosive damage is increased by 20%.20%.
** BoringButPractical: Sure, it doesn't have the firepower of the Carbine or the fun gimmick of Jarate; but it's banned in competitive for a reason; it gives you a massive edge over counter-snipers, letting you survive a low-charged headshot or a fully-charged bodyshot.



** BoringButPractical: Sure, it doesn't have the firepower of the carbine or the fun gimmick of jarate; but it's banned in competitive for a reason; it gives you a massive edge over counter-snipers, letting you survive a low-charged headshot or a fully-charged bodyshot.



** AwesomeBackpack

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** AwesomeBackpackAwesomeBackpack: Loaded with a lot of stuff.



** GradualRegeneration

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** GradualRegenerationGradualRegeneration: Of health.
20th Jun '17 7:23:52 PM superslinger2007
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* '''Crit-a-Cola''': Another caffeinated beverage with a 30-second cooldown timer. It provides the Scout with eight seconds of mini-crits, but all damage he takes is increased by 10%. The Scout also moves 25% faster during its duration. He takes minicrits for 2 seconds after it wears odd
** EquivalentExchange: Not '''exactly''' equal, as you only take an extra 10% damage whereas your damage is boosted by 35% (even higher at long range from the fall-off cancellation), skewing the item into your favor. It ''used'' to be equal before the item was buffed in a series of patches.

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* '''Crit-a-Cola''': Another caffeinated beverage with a 30-second cooldown timer. It provides the Scout with eight seconds of mini-crits, but all damage he takes mini-crits. He is increased by 10%. The Scout also moves 25% faster during its duration. He takes vulnerable to minicrits for 2 5 seconds after it wears odd
each attack during the effect.
** EquivalentExchange: Not '''exactly''' equal, as you only take an extra 10% damage are prone to minicrits after each attack whereas your damage is boosted by 35% (even higher at long range from the fall-off cancellation), skewing the item into your favor. It ''used'' to be equal before the item was buffed in a series of patches.



** {{Nerf}}: It used to increase movement speed before a 2017 update.



** StatusBuff: Increases movement speed.
*** SprintShoes



* '''Pretty Boy's Pocket Pistol''': A compact black pistol. The user restores 5 health per hit. While deployed, the user is immune to fall damage but takes 20% more damage. The gun fires 25% slower.

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* '''Pretty Boy's Pocket Pistol''': A compact black pistol. The user restores 5 up to 7 health per hit. While deployed, the user is immune to fall damage but takes 20% more damage. The gun fires 15% faster but has a 25% slower.smaller clip size than the regular pistol.



* '''Flying Guillotine''': A meat cleaver. When thrown, it causes bleed and mini-crits on a hit after long range and always crits on stunned players. However, it cannot randomly crit.

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* '''Flying Guillotine''': A meat cleaver. When thrown, it causes bleed and mini-crits on a hit after long range and always crits on stunned players. bleed. Long-range hits reduce its recharge rate by 1.5 seconds. However, it cannot randomly crit.crit.
** AmbidextrousSprite: Seems to be the case. In the promotional page at least, the characters are mirrored.



** AmbidextrousSprite: Seems to be the case. In the promotional page at least, the characters are mirrored.



** {{Nerf}}: It used to be able to mini-crit on a long-range hit and always-crit on stunned players.



** OverdrawnAtTheBloodBank
** SpikesOfVillainy

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** OverdrawnAtTheBloodBank
OverdrawnAtTheBloodBank: Sure leaves a lot of blood with this active.
** SpikesOfVillainySpikedOfDoom / SpikesOfVillainy: This bat is equipped with spikes.



** OverdrawnAtTheBloodBank

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** OverdrawnAtTheBloodBankOverdrawnAtTheBloodBank: Leaves a lot of blood.



** EdibleBludgeon

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** EdibleBludgeonEdibleBludgeon: It's food.



* '''Atomizer''': A bat with a Bonk-decal with training weights. Grants the Scout a triple jump which does 10 damage to the Scout, but swings 30% slower and is 20% weaker than the standard bat against other players.
** CastFromHitPoints: The triple jump deals 10 self-damage every time it's used.

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* '''Atomizer''': A bat with a Bonk-decal with training weights. Grants the Scout a triple jump which does 10 damage to when it's deployed and the Scout, ability to cause minicrits with midair swings, but swings 30% slower and is 20% 15% weaker than the standard bat against other players.
players and deploys 50% slower.
** CastFromHitPoints: The Before a 2017 update, the triple jump deals dealt 10 self-damage every time it's it was used.



** GrievousHarmWithABody

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** GrievousHarmWithABodyGrievousHarmWithABody: It's a Spy's arm.



* '''Mantreads''': Buckled general's boots, ''extremely'' heavy. The knockback effect from damaging attacks (except for rocket jumping) is reduced by 75% and stomping on an enemy's head will deal significant damage.

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* '''Mantreads''': Buckled general's boots, ''extremely'' heavy. Yet they provide the Soldier with increased air control. The knockback effect from damaging attacks and enemy airblasts (except for rocket jumping) is reduced by 75% and stomping on an enemy's head will deal significant damage.damage.



** GoombaStomp

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** GoombaStompGoombaStomp: Causes damage when landing on an enemy's head.



** AntiAir

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** AntiAirAntiAir: It's meant for midair targets.



** DiscardAndDraw: Grants major improvements to aerial mobility at the cost of becoming majorly vulnerable to Snipers and enemy attacks.

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** DiscardAndDraw: Grants major some improvements to aerial mobility at the cost of becoming majorly vulnerable to Snipers and enemy attacks.


Added DiffLines:

** {{Nerf}}: Kind of a RealityEnsues variant. In a 2017 update, midair control has been reduced by 50%, and the parachute cannot be redeployed unless the player has landed.


Added DiffLines:

** {{Nerf}}: Kind of a RealityEnsues variant. In a 2017 update, midair control has been reduced by 50%, and the parachute cannot be redeployed unless the player has landed.
20th Jun '17 7:04:13 PM superslinger2007
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* '''Bonk! Atomic Punch''': A caffeinated (and radioactive) beverage that grants the Scout eight seconds of complete invulnerability when consumed. Has a 30-second cooldown timer between uses.

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* '''Bonk! Atomic Punch''': A caffeinated (and radioactive) beverage that grants the Scout eight seconds of complete invulnerability when consumed. However, after the effect wears off, the Scout's speed is slowed based on the amount of damage he absorbed. Has a 30-second cooldown timer between uses.



* '''Sandman''': Wooden, of the baseball variety. Lowers maximum health, but gives the Scout a baseball that can knock people on the head, causing them to be slightly stunned.

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* '''Sandman''': Wooden, of the baseball variety. Lowers maximum health, but gives the Scout a baseball that can knock people on the head, causing them to be slightly stunned.stunned, yet still able to use weapons.



* '''Panic Attack''': A sawed-off shotgun with an ammo drum on its front. It acts like the Beggar's Bazooka in that holding the fire button loads up to four shells and fires them quickly when the fire button is released. As such, it reloads much faster. In addition, its fire rate and bullet spread increase as the user's health decreases. Switching to the weapon is much faster.

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* '''Panic Attack''': A sawed-off shotgun with an ammo drum on its front. It acts like the Beggar's Bazooka in that holding Holding the fire button loads up to four shells and fires them quickly when lets loose shots quickly, but its shot pattern increases until the fire button is released. As such, it reloads much faster. In addition, its fire rate and bullet spread increase as the user's health decreases. Switching to released or the weapon is much faster.reloaded.



** SpamAttack

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** SpamAttack
SpamAttack: Fires shots in quick succession.



** MiseryBuildsCharacter

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** MiseryBuildsCharacterMiseryBuildsCharacter: As the Soldier becomes damaged, this weapon becomes more powerful.



** PowerfulPick

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** PowerfulPickPowerfulPick: It's a pickaxe.



** StatusBuff

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** StatusBuffStatusBuff: Buffs another player's speed.



** PowerfulPick

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** PowerfulPickPowerfulPick: It's another pickaxe.



* '''Your Eternal Reward''': An Arabian dagger. The Spy can't disguise himself while holding it, but a successful backstab causes him to take over the victim's identity immediately. The kill is completely silent and the corpse will be swiftly cloaked to leave no trace of it.

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* '''Your Eternal Reward''': An Arabian dagger. The Spy can't disguise himself while holding it, but a A successful backstab causes him the Spy to take over the victim's identity immediately. The kill is completely silent and the corpse will be swiftly cloaked to leave no trace of it. However, using a disguise without backstabbing first costs the entire cloak meter.



** DifficultButAwesome: Since your Disguise Kit is disabled while using this knife, it can be a little tricky getting that first backstab/disguise. But once you do, you can go on a killing spree against all except the most aware and communicative teams.

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** DifficultButAwesome: Since your Disguise Kit is disabled while using the cloak meter drains more quickly with this knife, knife equipped, it can be a little tricky getting that first backstab/disguise. But once you do, you can go on a killing spree against all except the most aware and communicative teams.



** ShoePhone

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** ShoePhoneShoePhone: Looks like an ordinary cigarette case.



** DecoyGetaway

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** DecoyGetawayDecoyGetaway: Leaves behind a fake body.



** {{Nerf}}: When first released, people could rapidly turn the shield on right before getting hit then off right after, making the user almost unkillable, because the cloak would be drained so little it could get back to the full charge needed to activate again in a fraction of a second. After less than a week, there began a series of nerfs that eventually settled on uncloaking dropping the meter to 40% if it was any higher. A later nerf made it so that Spies will lose some of their cloak when hit during their fake deaths, making it less useful as a damage shield when your fake death is unconvincing. An even later nerf reduced many of its effects, such as not allowing the user to pick up ammo to increase cloak while it's active, limiting its time active, thought it also added speed boost for a couple second after it is activated.

to:

** {{Nerf}}: When first released, people could rapidly turn the shield on right before getting hit then off right after, making the user almost unkillable, because the cloak would be drained so little it could get back to the full charge needed to activate again in a fraction of a second. After less than a week, there began a series of nerfs that eventually settled on uncloaking dropping the meter to 40% if it was any higher. A later nerf made it so that Spies will lose some of their cloak when hit during their fake deaths, making it less useful as a damage shield when your fake death is unconvincing. An even later nerf reduced many of its effects, such as not allowing the user to pick up ammo to increase cloak while it's active, limiting its time active, thought though it also added speed boost for a couple second seconds after it is activated.activated. A 2017 nerf removed the ability to refill its cloak by grabbing ammo at all while the Dead Ringer's equipped.
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