PYRO

Flamethrowers

Changes

The following affects all primaries except the Dragon’s Fury:

Base damage taken from flames is no longer based on particle age, just range and “temperature” (concurrent contact with flames)

Temperature reset time increased from 1 miss (0.075s) to 0.33s gradually without contact

(experimental) Flames linger on surfaces for 4s, dealing minor damage and igniting enemies on contact

Aim is to remedy the wildly varying damage done by flamethrowers and reward accurate pyros without arbitrarily resetting their damage based on a stray old particle.

The experimental feature is meant to better support Pyro’s base area denial role.

Compression Blast

Changes

Airblast comes with pressure meter that affects knockback (Phlog excluded)

Airblast takes 8 seconds to charge to full pressure, without firing

Airblast uses 33% pressure on ground, 100% in the air

Extinguishing teammates restores 33% pressure

(experimental) Airblast pushes user while airborne (max 150 HU high)

Knockback scales with pressure from 0% to 100%

Intent on making the airblast's ability to move around players require more commitment without inhibiting their ability to use it on projectiles.

The experimental change is meant to provide pyro a little extra base movement as compensation for the lack of options in closing gaps and pushing forward without needing unlocks.

The Backburner

100% critical hits from behind

Extinguishing teammates restores 20 health

+25% airblast push force to self

Crits scale with temperature, from +35% at minimum and up to +200% maximum

+150% airblast cost

33% slower airblast pressure recharge

Changes

Added +25% airblast push force to self

Critical damage reduced, scaling with temperature from +35% and up to +200%

Added 33% slower airblast pressure recharge

A buff to make up for the increased utility of airblast, providing an additional bonus to the pyro’s mobility for getting flanking opportunities. It was given a slightly slower recharge too to compensate for this boost, and a slower critical damage ramp up due to the more consistent fire damage pyro now has.

The Degreaser

This weapon deploys 60% faster

This weapon holsters 30% faster

Extinguishing teammates restores 20 health

33% faster airblast pressure recharge

-66% afterburn damage penalty

+25% airblast cost

Flames do not linger on surfaces

Changes

Added 33% faster airblast pressure recharge

Flames do not linger on surfaces

A minor nerf to make afterburn more consistently worse and make setting up combos with it require direct flame contact. It was additionally given a buff to its pressure to allow for more frequent uses between defensively reflecting then using airblast to close the gap.

The Phlogistinator

Build 'Mmmph' by dealing damage

Alt-Fire deletes projectiles

Extinguishing teammates restores +20 health

Special Attack on full 'Mmmph': Taunt to gain crits for several seconds

Invulnerable while 'Mmmph' taunting

Crits scale with temperature, from +35% at minimum and up to +200% maximum

Alt-Fire costs 5 extra ammo for each projectile deleted

Alt-Fire produces no knockback

Changes

Moved Mmmph taunt to Special Attack

Restored Alt-Fire to delete projectiles, extinguish allies, and provide self-knockback

Critical damage reduced, scaling with temperature from +35% and up to +200%

Alt-Fire costs 5 extra ammo for each projectile deleted

Added -100% alt-fire knockback penalty

The intent is to make the weapon less polarizing on either end of the interaction, allowing the pyro to retain some of the utility of airblast to more easily deal damage with his primary, while also being less potent in its damage by requiring consistent tracking and consecutive hits to ramp up in its effectiveness. The lack of mobility should also hold the boosted damage back from being oppressive.

Dragon’s Fury

Shoots fireballs that pierce targets

Uses a shared pressure tank for Primary Fire and Alt-Fire

Extinguishing teammates restores 20 health

Pressure doesn't pause while firing

Deals 300% damage to burning players

+50% re-pressurization rate on hit

-50% repressurization rate on Alt-Fire

Fireballs do not linger on surfaces

Changes

Pressure doesn't pause while firing

Pressure recharge is tied to re-pressurization rate

Fireballs do not linger on surfaces

Clarifying how the weapon interacts with the new flamethrower mechanics, due to its unique nature. Pressure mechanic changes should allow it to benefit from faster recharge when making consistent hits.

Detonator

100% mini-crits vs burning players

-25% damage penalty

+20% damage to self

-33% afterburn on splash damage

Alt-Fire: Detonate flare

This weapon will reload automatically when not active

Changes

Reduced self damage penalty to 20%

Reduced afterburn duration on splash by 33%

Push force is unaffected by the self-damage penalty as it’s based on the base weapon damage, so this is intended to allow a Pyro to make more jumps without taking too much damage and to help compete with airblast jumps.

The Mannmelter

+50% projectile speed

Deals up to +100% damage based on remaining afterburn

Extinguishes burning enemies, rewarding a guaranteed critical hit

Alt-Fire: Extinguish teammates to gain guaranteed critical hits

Extinguishing teammates restores 20 health

Does not require ammo

This weapon will reload automatically when not active

Changes

Extinguishes burning enemies, rewarding a guaranteed critical hit

Deals up to +100% damage based on remaining afterburn

Given animation to show reload

This is meant to expand the cases where a user can gain critical hits with this weapon without relying on the existence of an enemy pyro, increasing the overall frequency at which crits are gained. The damage against those burning targets also is boosted and makes its crits punchier.

Scorch Shot

100% mini-crits vs burning players

Flares bounces on impact against players and ground then explodes

This weapon will reload automatically when not active

-15% damage penalty

-33% afterburn on splash damage

Changes

Reduced damage penalty to 15%

Removed self damage force penalty

Added bounce to flare against ground

No stun/knockback on hit

Reduced afterburn duration on splash by 33%

Intended to make the weapon unique compared to the detonator and less frustrating. The ability to create delayed flare traps and utilizing the bouncing flare should make for more unique area denial, with enemies still able to avoid them due to the delayed impact and lack of stun.

Panic Attack

Alt-Fire: dump entire clip at 33% faster firing speed

+50% bullets per shot

This weapon deploys 50% faster

Fires a wide, fixed shot pattern

-15% damage penalty

-34% clip size

Alt-Fire starts 15% less accurate and more with successive shots

Changes

Reduced damage penalty to 15%

Successive shots only become less accurate with alt-fire

Added -34% clip size penalty

Added Alt-Fire: dump entire clip at 33% faster firing speed and 15% less accuracy

This intends to merge the old sneeze gun design with the current version. The damage was upped slightly to make it more effective in close range and perform better as a side-grade, with the alt-fire replicating ability to quickly sneeze out the current clip with a still worsening spread as a trade-off, encouraging getting in close to maximize damage.

Thermal Thruster

Deploy to use charge to launch yourself in the direction you’re aiming

Press ‘JUMP’ in mid air while holstered to perform a Mini-Boost with 50% charge

Deals 3x falling damage to anyone you land on!

Push enemies back when you land (force and radius based on velocity)

-75% less falling damage when using charge

+50% knockback vulnerability on wearer

Wearer cannot carry the intelligence briefcase or PASS Time JACK

Changes

50% faster retract time

50% faster deploy speed

Added Mini-Boost with ‘JUMP’ in the air to gain additional distance

Mini-Boost consumes 50% charge and can be activated while holstered

Smoking effect occurs when you have charges

Added restriction to carrying intelligence

Intent is to make the weapon less clunky to use, allowing it to be used more actively. Additionally to make up for the lack of a secondary damage dealer, the pyro is given another movement tool: the mini-boost should allow a pyro to throw off enemy aim and clear smaller obstacles without needing to deploy.

Gas Passer

Creates a gas cloud that covers enemies, igniting soaked foes in a chain reaction if they take damage Extinguishing teammates reduces cooldown by -33%

Gas meter builds with 500 damage done and/or 40 seconds of time

Resupply do not affect the gas meter

Gas meter starts empty

Changes

Igniting gas creates an explosion that deals 15 damage

Recharge reduced to 40 seconds or 500 damage, and with extinguishing

Added cooldown reduction from extinguishing teammates to -33%

Charge progress resets on respawn

Allow the weapon to be more active and more rewarding when igniting a group, and more upfront damage to make igniting an enemy yourself more useful.

The Homewrecker

While active:

-30% damage from ranged sources

-50% reduction in push force taken from damage

+100% damage vs buildings

Damage removes Sappers

-25% damage vs players

-50% damage penalty vs sappers

This weapon holsters 60% slower

Changes

Added -30% damage from ranged sources while active

Added -50% reduction in push force taken from damage while active

Added 50% damage penalty vs sappers

Added 60% slower holster speed

Intent on giving the item a better identity than purely used for babysitting engineers, being used to protect pyro from chip damage while moving, allowing him to better close gaps or be used to rush unguarded buildings.

Sharpened Volcano Fragment

On hit: marks target as a walking volcano

Marked targets take 30% extra fire damage, and on death erupt to pass the effect to their nearby allies

This weapon holsters 20% faster

This effect is removed as they are extinguished

This weapon deploys 35% slower

-20% damage penalty

Changes

Added volcano effect, creating explosion on target’s death

Added 30% fire damage vulnerability on targets of this effect

Added 20% faster holsterspeed

Added 35% slower deploy speed

Provide a unique bonus that focuses on the afterburn and causing it to spread, opening up reverse combinations of your melee and primary in contrast to the axtinguisher.

Third Degree

On hit: links attack to all enemies nearby (256 HU)

+35% damage bonus to burning targets

This weapon deploys 20% faster

-25% damage penalty

20% slower firing speed

Changes

Added attack link to all enemies nearby (256 HU)

Added +35% damage bonus to burning targets

Added 20% faster deploy speed

Added -25% damage penalty

Added 20% slower firing speed

Removed link with healing beams

Its usage was reworked, changed from being based on healing specifically but instead to work based on proximity. The weapon instead provides a form of crowd control vs groups in close range, dealing max damage by chaining hits and using afterburn.

Neon Annihilator

100% critical hit vs wet players

CHARGE built with 400 damage, with Melee hits charging it 100% faster

At full CHARGE, next hit creates an explosion

-20% damage vs players

This weapon deploys 60% slower

No random critical hits

Changes

Added explosion at full CHARGE, dealing 80 damage in blast radius

CHARGE built with 400 damage dealt, with Melee damage charging +100%

Added 60% slower deploy speed

Removed damage applied to sappers

Additionally, another sapper destroying weapon was definitely not needed, so rather than screwing spies over, this version provides Pyro with a last resort melee he can build up, and synergizes with the gas to deal back to back boosted damage on a soaked group. The slower deploy should give enemies better time to react against this pocket boost.

Hot Hand

Gain a 2 second speed boost per hit!

Stack up to 10 seconds of bonus speed!

Landing both slaps guarantees a double CRIT slap

Changes

Speed boost on hit increased to 2 seconds, allowing it to stack for up to 10 seconds

Added double slap crit combo

Removed damage penalty

2nd hit from first swing doesn't minicrit

Make the meme weapon slightly more useful for pursuing enemies and rewarding for committing. The crit thing was somewhat unintentional, but makes the meme a little punchier and provides it a niche for somewhat faster kills.