Difference between revisions of "User talk:MastahDizzy"

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(Your weapon rebalances)
(Your weapon rebalances)
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::: Ok, Ali Baba's Wee Booties. I like it, but becoming impervious to airblast just REMOVES Demoknight's main counter. Remove this one stat, and it'd be perfect. I understand that you did think that Pyro has other options to take down a Demoknight, but he truly can't do much when a Demoknight is charging at them, and one of the main reasons why fire damage in particular is so heavily resisted on Demoknight's shields is because of how oppressive Pyro can be, which is fine because Demoknight absolutely needs a counter. [[User:Payn|Payn]] ([[User talk:Payn|talk]]) 01:35, 16 October 2023 (UTC)
 
::: Ok, Ali Baba's Wee Booties. I like it, but becoming impervious to airblast just REMOVES Demoknight's main counter. Remove this one stat, and it'd be perfect. I understand that you did think that Pyro has other options to take down a Demoknight, but he truly can't do much when a Demoknight is charging at them, and one of the main reasons why fire damage in particular is so heavily resisted on Demoknight's shields is because of how oppressive Pyro can be, which is fine because Demoknight absolutely needs a counter. [[User:Payn|Payn]] ([[User talk:Payn|talk]]) 01:35, 16 October 2023 (UTC)
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:::: With the Minigun overall rebalance, I feel like just allowing a Heavy to suddenly switch to a shotgun like the Panic Attack or hell, even the new Reserve Shooter whilst he's shooting at you would make combat with him feel unfair. Instead, make Heavy still have to unrev his Minigun, but make it faster. [[User:Payn|Payn]] ([[User talk:Payn|talk]]) 01:40, 16 October 2023 (UTC)

Revision as of 01:40, 16 October 2023

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Your weapon rebalances

Hey! I took a look through your rebalances, and whilst most of them are PERFECT, your buff of the Beggar's Bazooka makes it essentially a direct upgrade to stock (I say this as a Beggar's Bazooka main). For one, the projectile deviation makes it so the Beggar's can't deal with Sentries at all beyond close range, so removing it makes it so the Beggar's becomes better than the goddamn DIRECT HIT for sentry busting. Additionally, the Projectile Deviation helps to exacerbate the explosion radius penalty, as even if you have an explosion radius penalty, that doesn't really matter if its at the person's feet regardless. Finally, those 3 rockets can EASILY take down a Heavy, and allowing this weapon to do so from even mid-range is insane. Finally, since the firing speed of the Beggar's if you just spammed M1 is comparable to stock, and due to you having essentially an infinite amount of rockets due to how the clip draws from the reserve instead of having a clip that you reload into, you have a significant advantage against other Soldiers even with the regular Beggar's. By removing the Projectile Deviation, you remove any sort of counter play the enemy Soldier may have had due to the Projectile Deviation, such as rocket jumping in the air to remove any sort of splash damage you could have benefitted from. The projectile deviation is such an integral part to the weapon that removing it makes it undeniably the best rocket launcher to use, period. It's already good enough with the projectile deviation. The movement and raw damage it has makes it a worthy sidegrade to stock, but removing the rocket deviation makes it an upgrade. Something that I'd suggest as an alternative to your buff would be to instead reduce the projectile deviation, rather than remove it altogether. Perhaps 2 degrees would suffice, making the launcher more accurate whilst keeping its upsides in check. Sorry for rambling, I hope you take this to heart! Payn (talk) 00:44, 16 October 2023 (UTC)

Oh dear, I accidentally skimmed over the Backup. +40 health is honestly way too strong, oh god. Now you receive 120 health from health packs, and can survive 2 headshots with overheal, which is further exacerbated by the buff when it is activated. My god, this would almost certainly be banned in all competitive formats. The Backup was strong enough before, I feel like a NERF was needed rather than a buff.
Ok, the Phlogistinator. I see what you were attempting, but the way you did it just made the Phlog far too stong. 4 airblasts are still airblasts, and can still EASILY deny Ubers and Projectiles. I believe a better rebalance would be to make the Phlog have an airblast that only affects players. This gives it the ability to still deny Ubers, albeit with a heavily increased cost, but it would still be competitively viable. This also keeps the main weakness of the Phlog of being unable to deal with projectiles, keeping Demomen and Soldiers as strong counters to Phlog Pyros. I also really like the change of making it so only damage with the Phlog increases the meter, which would honestly be a well over due change. Payn (talk) 01:19, 16 October 2023 (UTC)
Ok, Ali Baba's Wee Booties. I like it, but becoming impervious to airblast just REMOVES Demoknight's main counter. Remove this one stat, and it'd be perfect. I understand that you did think that Pyro has other options to take down a Demoknight, but he truly can't do much when a Demoknight is charging at them, and one of the main reasons why fire damage in particular is so heavily resisted on Demoknight's shields is because of how oppressive Pyro can be, which is fine because Demoknight absolutely needs a counter. Payn (talk) 01:35, 16 October 2023 (UTC)
With the Minigun overall rebalance, I feel like just allowing a Heavy to suddenly switch to a shotgun like the Panic Attack or hell, even the new Reserve Shooter whilst he's shooting at you would make combat with him feel unfair. Instead, make Heavy still have to unrev his Minigun, but make it faster. Payn (talk) 01:40, 16 October 2023 (UTC)