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. |