@hamstreak5591 I'm going to say to you what UFR said to Grouch; if the changes are for flavor or fun, do not call them "balance suggestions." Balance implies you are attempting to make the game fairer to more diverse mechanical playstyles, not fun suggestions for whimsy. If that is what it is, that's fine and dandy, but don't label it otherwise and get surprised when people judge the idea seriously.
@@WillieDangerously Damn. That entire essay you just wrote that I didn't even read half of can be COMPLETELY disproven by the existence of weapons like the Loose Cannon and the Caber.
@@hamstreak5591it wasn't that long and you missed the point.
Місяць тому+7
Not sure if I missed a change, but I would suggets that the Thermal Thruster is unable to pick up intelligence. The Rocket- and Sticky Jumper have that inability for a reason.
@@8killernguyen8 please dont forget to lower the volume of the background music a lot of youtubers forget to do that and its really annoying also try making the background music fit the theme of the video (also cool video!)
I like not having background music. If I want more noise I’ll turn some on, but if I have a hard time hearing something it’s nice to not have extraneous noise.
Really agree with the heavy's melee rework. I've had my own interpretation of this idea for so long, and it felt really stupid that they made an entire mechanic unique to only Heavy's melees, purely visual.
Amputator taunt canceling would be interesting but it ruins the trade-off of AOE healing to the team. You have to commit to the idea, so instead I would actually buff the healing a bit more so it's more of an option for medics. For the Scorch Shot, I could have said that only the left click can mini-crit and the right click only ignites people on fire. It would make the Scorch Shot mains think a bit more than usual. If it were an actual balancing server, I would look at player feedback and see if people still outright hate the thing.
@@mendyshelios0451 Of course, balancing requires more fiddling and thought to it. You can mess with things like decreasing splash radius of the right click. Having the right click have lower afterburn time, so you have to shoot instantly after to get a minicrit with left click. I'm was just tossing out ideas because it sounded interesting.
the homewrecker rebalance idea is soo good I use the homewrecker a lot and you can use it to deal with engie buildings pretty effectively but the sentry cant be destroyed like that throwing it is a great idea! Also the Huo-Long Heater should deal normal damage instead of the 10%- other than that it would be balanced because it should drain ammo thats its primary downside
I was ready to tear apart this one, but these ones are honestly pretty level-headed and a lot more realistic. very rare sight, I commend you for being reasonable and actually thinking about how these new weapons will affect the people playing against it, I think that's something that most people don't think about when discussing balance changes. You make the necessary buffs to make the weapons better without making them polarizing or overpowered.
What do you mean? As I stated, the Bazaar Bargain is the only kill-counting weapon that cannot steal from other classes such as Airstrike or Eyelander. If you visit the Tf2 Wiki page for it and see the additional video in the source links (ua-cam.com/video/DTSOLGUF8cM/v-deo.html) it will show how Bazaar Bargain cannot steal.
The 0.48s swing speed is definitely something to look out for but you also have to remember the 60% damage penalty. Criticals on the Eviction Notice is only 78 damage and you slowly drain 5 max HP per second as you hold it out. The time to kill will certainly be quick on light classes, but you have to remember that you are facing a heavy with his melee out (slowly draining HP too). Most can outpace him and if he cornered you, then he have more easily killed you with his minigun or even shotgun. If this were an actual balancing thing and put into a server, I would look into the feedback if too many people are dying from specifically the Eviction Notice. If there were too many people dying to that specific weapon, then maybe I could swap his criticals to mini-crits instead.
I would let the blutsauger gain heal on bleed tick (1 per tick, especially since you can spread it around and that would make for a ridiculous amount of health drain when it stacks).
@@8killernguyen8 Exactly. Which is kinda the blutsauger’s whole point. If someone is worried about it being too powerful (honestly fair), you could completely remove the medic’s self regen in favor of the blutsauger’s regen.
@@theawkwardpotato1973 I can see the idea, but that would do the same problem as the Sharpened Volcano Fragment, redundancy. Unless the AOE healing is as large as the Amputator taunt healing, then you are better off spamming your medic beam with all nearby teammates.
@@8killernguyen8 No that's the thing; it wouldn't be aoe healing. When you heal someone with your medigun, you're also healed for half the rate. It would be a feature of all syringe guns except for the blutsauger, which would have the heal on bleed tick to replace it. Both of these features would replace the medic's passive health regen rate.
Goated, I got some side-notes about some weapones that I won't share cuz i'm lazy but its pretty much "balance" and keeps the most of the core weapon and the weapones need some tweaks here and there or no change but good vid!
huo long heater should fire off a dragons fury shot every 3 seconds of continuous fire so heavy can gain the extra dmg on burning players himself at the range of across a koth point
That would be interesting as he has no way to directly capitalize on his damage bonus besides lighting enemies on fire with his fire ring or having a helper pyro.
My idea for the Vaccinator is that when you Ubercharge, you still get a 75% damage resistance to any damage type of your choice but you get a 25% damage vulnerability for all other damage types.
@@8killernguyen8 ye thinkin about how different weapons could work if they were tweak slightly, and how they can offer different playstyles. lot of different ways you can go with that and its fun.
welp if it's to make weapons more fun then you need to... well balance them a little bit better. I mean literally killing diamondback because "it's funny" will come back to you in a form of angry spies cuz it'll be the worst revolver (or not cuz any form of EASY guaranteed revolver crits can be spammed and will deal good damage - not very fun to play against isn't it?) Maybe you could.. make it so after 2 kills (and only kills - buildings won't be counted) with a knife you'd get 1 crit shot or that It'll just do extra damage but not in the form of crits (like 90-85 normal damage) this bonus applies after you killed an enemy or destroyed 2 buildings (both of these give you 1 powered up shot each) so you couldn't snipe medics from across the map with bodyshots and had to go mid-close range to deal big damage with it
I never said that my suggestions are the end-all-be-all of balanced ideas, let alone putting all of the nerfs on the diamondback. I'm not going to say that my ideas are perfect, but if I were to take balancing seriously then it would take more than just 1 spit-balled idea. Serious ideas of balance would require addressing feedback after rigorous testing through multiple people. I like weapons that reward skillful play with guaranteed crits. You can say that getting stabs and saps while staying alive is skillful, but not as much skilled compared to ambassador headshots or landing a crit flare. I was making it so that the Ambassador is the tool for super skilled spies, the Enforcer for spies that want to execute priority targets from behind, and the Diamondback as the all-rounder for most encounters. I didn't mess with his ways to get stacks, so he can accumulate tons of crits. A spy, when caught out, should not be able to turn around and two tap most of the classes just because he sapped two engineer buildings. If we were to follow your suggestion of having the Critical shots require 2 kills/saps per shot, it would feel infuriating to have your powerful shot be 1 thing short. An extra requirement that is locked behind another encounter after your first one is pretty demanding. Most Tf2 fights can be boiled down to you vs another person, you shouldn't have to wait until winning your next battle to get rewarded. It would be similar to asking for an eyelander demo to get two kills for one head.
@@8killernguyen8 Again, if you want something to be fun, it should be good to use and have a fair matchup. I prefer 2nd version of my suggestion that gives 90-85 normal damage boost for kills and saps and removes sniping capability cuz of damage falloff. After all, all weapons that have this crits or other buff-because-you-do-your-thing is pretty unbalanced in general. If weapon has a 1 powerful shot for 2kills only then it won't create scenarios where heavy gets fucked in 2 secs because spy destroyed engies nest that frequently.
@@noh_mercy3473 Most forms of guaranteed criticals come at the cost of some drawback. The only two that would be considered "buff-because-you-do-your-thing" would be Phlog for just doing fire damage and Frontier Justice for getting sentry gun kills/asssists. Pyro loses out on his important airblast and Engi loses his sentry gun obviously. The diamondback's only drawback is that it deals 15% less damage compared to stock. If I wanted to be harsh, I could try to make the Spy incur more signficiant nerfs to balance the stored criticals and having him be able to two tap most classes by surprise. We can have him have the Ambassador's crit damage fall off, but that would make him still an uncontested beast in close range. Instead, he could store increased damage that let's him two tap light classes only. Perhaps make him deal 75-80, per stored shot. It would feel quite strange for a spy to be able to two tap the power classes. If you want to be a crazed gunman on spy, go crazy with the unnerfed Ambassador and headshot everyone instead. I'm still against the idea of requiring two instances per critical shot.
guys diamondback is fine, if someone is good enough at spy to pub stop and store crits and gun down players, they could be pubstomping you on literally any class. spy is only strong when the enemy team is bad.
I think every soldier weapon should gain insta-kill
Not enough weapons with bleed damage imo
Bleed is too powerful, so the weapons would need to deal 3 damage each to balance it out
>balance change suggestions
>"I did this 'cause... it'd be funny"
Everytime
Yeah they're not balance suggestions. More like additions
_> funny game_
_> want to make it more funny, so come up with fun ideas_
_> comptards throw a hissy-fit_
*Damn. How are you THIS predictable?*
@hamstreak5591 I'm going to say to you what UFR said to Grouch; if the changes are for flavor or fun, do not call them "balance suggestions." Balance implies you are attempting to make the game fairer to more diverse mechanical playstyles, not fun suggestions for whimsy. If that is what it is, that's fine and dandy, but don't label it otherwise and get surprised when people judge the idea seriously.
@@WillieDangerously
Damn. That entire essay you just wrote that I didn't even read half of can be COMPLETELY disproven by the existence of weapons like the Loose Cannon and the Caber.
@@hamstreak5591it wasn't that long and you missed the point.
Not sure if I missed a change, but I would suggets that the Thermal Thruster is unable to pick up intelligence. The Rocket- and Sticky Jumper have that inability for a reason.
That would be an understandable trade-off for the extra mobility of it.
Bro actually gave good suggestions, some of these I'd actually advocate for
Honestly some pretty solid balance changes, very nice. I like.
pretty cool vid. Just, please, next time add some backgound music so i dont hear the voices in my head
Thank you for watching!
I'll make sure to do that if I decide to ramble about a different topic.
@@8killernguyen8 please dont forget to lower the volume of the background music a lot of youtubers forget to do that and its really annoying also try making the background music fit the theme of the video (also cool video!)
I like not having background music. If I want more noise I’ll turn some on, but if I have a hard time hearing something it’s nice to not have extraneous noise.
Really agree with the heavy's melee rework. I've had my own interpretation of this idea for so long, and it felt really stupid that they made an entire mechanic unique to only Heavy's melees, purely visual.
Actually reasonable suggestionts.
I would add amputator - cancel taunt anytime.
and nerf scorch shit even more.
Amputator taunt canceling would be interesting but it ruins the trade-off of AOE healing to the team. You have to commit to the idea, so instead I would actually buff the healing a bit more so it's more of an option for medics.
For the Scorch Shot, I could have said that only the left click can mini-crit and the right click only ignites people on fire. It would make the Scorch Shot mains think a bit more than usual. If it were an actual balancing server, I would look at player feedback and see if people still outright hate the thing.
@@8killernguyen8 it still sounds much stronger than othe flare gun type weapons.
@@mendyshelios0451 Of course, balancing requires more fiddling and thought to it.
You can mess with things like decreasing splash radius of the right click. Having the right click have lower afterburn time, so you have to shoot instantly after to get a minicrit with left click.
I'm was just tossing out ideas because it sounded interesting.
the homewrecker rebalance idea is soo good I use the homewrecker a lot and you can use it to deal with engie buildings pretty effectively but the sentry cant be destroyed like that throwing it is a great idea! Also the Huo-Long Heater should deal normal damage instead of the 10%- other than that it would be balanced because it should drain ammo thats its primary downside
I was ready to tear apart this one, but these ones are honestly pretty level-headed and a lot more realistic. very rare sight, I commend you for being reasonable and actually thinking about how these new weapons will affect the people playing against it, I think that's something that most people don't think about when discussing balance changes. You make the necessary buffs to make the weapons better without making them polarizing or overpowered.
The candy cane one is genuinely genius
Giving Heavy something he can leap with would be really fun and make positioning for him so much easier.
It would work great with his shotguns aswell
7:52 that would be HORRIBLE for scouts, spys, and basically any class. It's like a flamethrower, but long range.
Fun fact about Bazaar Bargain's balance idea: that's a thing in the game.
What do you mean? As I stated, the Bazaar Bargain is the only kill-counting weapon that cannot steal from other classes such as Airstrike or Eyelander.
If you visit the Tf2 Wiki page for it and see the additional video in the source links (ua-cam.com/video/DTSOLGUF8cM/v-deo.html) it will show how Bazaar Bargain cannot steal.
I too always thought the fan should be able to knock every shot
7:00 the eviction notice becomes absurd with the crits + the swing speed
The 0.48s swing speed is definitely something to look out for but you also have to remember the 60% damage penalty. Criticals on the Eviction Notice is only 78 damage and you slowly drain 5 max HP per second as you hold it out.
The time to kill will certainly be quick on light classes, but you have to remember that you are facing a heavy with his melee out (slowly draining HP too). Most can outpace him and if he cornered you, then he have more easily killed you with his minigun or even shotgun.
If this were an actual balancing thing and put into a server, I would look into the feedback if too many people are dying from specifically the Eviction Notice. If there were too many people dying to that specific weapon, then maybe I could swap his criticals to mini-crits instead.
I would let the blutsauger gain heal on bleed tick (1 per tick, especially since you can spread it around and that would make for a ridiculous amount of health drain when it stacks).
That would be an interesting proposition. It would make him have a primary option if you want to bunker down and fight.
@@8killernguyen8 Exactly. Which is kinda the blutsauger’s whole point. If someone is worried about it being too powerful (honestly fair), you could completely remove the medic’s self regen in favor of the blutsauger’s regen.
Another idea is, instead of bleed, could somehow make the medic share their patient’s healing for all syringe guns but the blutsauger.
@@theawkwardpotato1973 I can see the idea, but that would do the same problem as the Sharpened Volcano Fragment, redundancy.
Unless the AOE healing is as large as the Amputator taunt healing, then you are better off spamming your medic beam with all nearby teammates.
@@8killernguyen8 No that's the thing; it wouldn't be aoe healing. When you heal someone with your medigun, you're also healed for half the rate. It would be a feature of all syringe guns except for the blutsauger, which would have the heal on bleed tick to replace it. Both of these features would replace the medic's passive health regen rate.
Thesw balances suck.
All you have to do is reduce the damage down to 5, then make it cause bleed for 8 seconds.
Shiv route lol
Goated, I got some side-notes about some weapones that I won't share cuz i'm lazy but its pretty much "balance" and keeps the most of the core weapon and the weapones need some tweaks here and there or no change but good vid!
You bring some cool ideas to the table of balance. Good video
huo long heater should fire off a dragons fury shot every 3 seconds of continuous fire so heavy can gain the extra dmg on burning players himself at the range of across a koth point
That would be interesting as he has no way to directly capitalize on his damage bonus besides lighting enemies on fire with his fire ring or having a helper pyro.
You forgot the bleed
Bleed 😋
@@comicaldaysBleed 🤑
cool draws
Its funny is the best reason to balance
My idea for the Vaccinator is that when you Ubercharge, you still get a 75% damage resistance to any damage type of your choice but you get a 25% damage vulnerability for all other damage types.
while I disagree with most of these, these are some fun ideas at least
@@masterowl123 And you're free to disagree with them. Balancing is fun to think about.
@@8killernguyen8 ye thinkin about how different weapons could work if they were tweak slightly, and how they can offer different playstyles. lot of different ways you can go with that and its fun.
thx stick man
5:32 the caber already has a taunt kill
The caber has a unique taunt animation, but it does not do damage at all.
It's very disappointing.
welp if it's to make weapons more fun then you need to... well balance them a little bit better.
I mean literally killing diamondback because "it's funny" will come back to you in a form of angry spies cuz it'll be the worst revolver (or not cuz any form of EASY guaranteed revolver crits can be spammed and will deal good damage - not very fun to play against isn't it?)
Maybe you could.. make it so after 2 kills (and only kills - buildings won't be counted) with a knife you'd get 1 crit shot or that It'll just do extra damage but not in the form of crits (like 90-85 normal damage) this bonus applies after you killed an enemy or destroyed 2 buildings (both of these give you 1 powered up shot each) so you couldn't snipe medics from across the map with bodyshots and had to go mid-close range to deal big damage with it
I never said that my suggestions are the end-all-be-all of balanced ideas, let alone putting all of the nerfs on the diamondback. I'm not going to say that my ideas are perfect, but if I were to take balancing seriously then it would take more than just 1 spit-balled idea. Serious ideas of balance would require addressing feedback after rigorous testing through multiple people.
I like weapons that reward skillful play with guaranteed crits. You can say that getting stabs and saps while staying alive is skillful, but not as much skilled compared to ambassador headshots or landing a crit flare.
I was making it so that the Ambassador is the tool for super skilled spies, the Enforcer for spies that want to execute priority targets from behind, and the Diamondback as the all-rounder for most encounters. I didn't mess with his ways to get stacks, so he can accumulate tons of crits. A spy, when caught out, should not be able to turn around and two tap most of the classes just because he sapped two engineer buildings.
If we were to follow your suggestion of having the Critical shots require 2 kills/saps per shot, it would feel infuriating to have your powerful shot be 1 thing short. An extra requirement that is locked behind another encounter after your first one is pretty demanding. Most Tf2 fights can be boiled down to you vs another person, you shouldn't have to wait until winning your next battle to get rewarded. It would be similar to asking for an eyelander demo to get two kills for one head.
@@8killernguyen8 Again, if you want something to be fun, it should be good to use and have a fair matchup. I prefer 2nd version of my suggestion that gives 90-85 normal damage boost for kills and saps and removes sniping capability cuz of damage falloff. After all, all weapons that have this crits or other buff-because-you-do-your-thing is pretty unbalanced in general. If weapon has a 1 powerful shot for 2kills only then it won't create scenarios where heavy gets fucked in 2 secs because spy destroyed engies nest that frequently.
@@noh_mercy3473 Most forms of guaranteed criticals come at the cost of some drawback. The only two that would be considered "buff-because-you-do-your-thing" would be Phlog for just doing fire damage and Frontier Justice for getting sentry gun kills/asssists. Pyro loses out on his important airblast and Engi loses his sentry gun obviously.
The diamondback's only drawback is that it deals 15% less damage compared to stock. If I wanted to be harsh, I could try to make the Spy incur more signficiant nerfs to balance the stored criticals and having him be able to two tap most classes by surprise.
We can have him have the Ambassador's crit damage fall off, but that would make him still an uncontested beast in close range. Instead, he could store increased damage that let's him two tap light classes only. Perhaps make him deal 75-80, per stored shot.
It would feel quite strange for a spy to be able to two tap the power classes. If you want to be a crazed gunman on spy, go crazy with the unnerfed Ambassador and headshot everyone instead.
I'm still against the idea of requiring two instances per critical shot.
guys diamondback is fine, if someone is good enough at spy to pub stop and store crits and gun down players, they could be pubstomping you on literally any class. spy is only strong when the enemy team is bad.
@@hem9483 that's some bad logic