"i hate how snipers come out of nowhere and you cant see them" "i let sniper jump onto any map geometry so he can hide better" ??? is there any consistency in your own rebalances?
The google doc in the description says the Enforcer was changed again, now the stats are: +100% faster firing speed -250% accuracy +50% slower reload speed Successive shots become less accurate Which is admittedly better than the one bullet design, but this still seems like a downgrade from stock IMO. You get higher DPS but it's only usable at close range, and if the shit accuracy makes you miss your shots then you're punished with an extra long reload. But you're expected to spam your shots because it's literally the only upside! Yet another weapon from this guy that punishes you for using it lol
-doesnt buff the Southern Hospitality -Gives the Enforcer bleed effects while making it worse somehow -makes the Sharpened Volcano Fragment bleed This man is chronicly addicted to bleeding
"Hey guys, so you know that one spy gun that is basically trash? Yeah but what if it couldn't shoot for shit, but -- hear me out -- made you bleed for 8 seconds!" So there's this really cool thing in tf2 called the health pack right..
Directed is balanced though it doesn't have any splash so you have to actually hit your shots and you only get an extra 25 damage which doesn't matter for a lot of classes
I mean to be fair he basically just made it longer range flames seeing as they don't really do any damage on their own, I mean he had to waste like all of his ammo to do 150 damage tbh it seems mildy annoying and best and horrible at worst
@@elizabethopoussm But it's still doing EXACTLY what he said it was doing as a problem: just looking in their general direction and spam. It's not fixing the problem, it's just trying to sidestep it, like every other problem he mentions!
@@elizabethopoussm If you wanna fix scorch you get rid of mini crits and stun Phlog is even easier. lower ammo, no taunt, and disable Uber for medic The goal is to fix, not create a nuisance. It’s a flare gun not the syringe gun.
@@Mr_Sega Great Blue probably said it best in a reaction video on his second channel. “It’s like communism, he actively and correctly states what the real problem is, then proceeds to “fix” it in the worst way possible.”
It's a dumb fucking video on the whole, but I was fine with his Spy changes atleast (except Enforcer, that shit is not pointless and is one of the best revolvers in Highlander). His logic for the Kunai is absolutely correct and it makes Spy braindead, and we all know Diamondback is retarded.
Surprised he didnt nerf engy nor heavy more Well no Even soldier mains agree heavy is super UP and sniper really really does need nerfs reworks or change of tactics
We noticed you always have issues with getting mugged when walking down the street, to fix this, we removed your ability to carry anything. That way when people try to rob you, there’s nothing they can steal! *BUFFED*
“Guys I balanced the weapons!” Makes unnecessary reworks, creates demonstrably worse or situational weapons, nerfs the worst class in the game, makes sniper changes that contradict each other Yeah man great stuff
>goes on a 2 minute rant on how sniper is too stealthy and has too much camping capabilities >adds 2 weapons that not only completely negate the nerfs but also buff his ammo immensely >wtf
>rants about diamondback being too rewarding >says that he buffed it >shows footage of new diamondback being terrible >says that the weapon is good and he's just ''bad at spy''
>nerfs the sniper into the ground, with somewhat actually good reworks >changes a weapon so it isnt affected by tracers, one of the main characteristics of the entire rework >changes the dds to make it so you can jump 20 feet into the air and quickly reposition yourself in a moments notice and that, my friends, is how the entire server became sniper v sniper class wars
I mean making the heat maker do basically nothing on body shots seems like a pretty damn big nerf to counter the lack of tracers. But yeah the jumping thing is crazy lol
All he did was reduce ammo and add tracers, hardly a nerf into the ground. If it was 5-7 rounds I'd consider it a change that did anything at all. Tracers are cool, but he can still go on an uninhibited quickscope rampage dealing 150dmg a second from any range. Then the danger shield and cozy camper buffs lmao what are we doing here?
If you want to nerf Sniper, then make him less dangerous up close (within 500 hu) and at extreme distances (2000 hu and beyond). I thought about sweetspot ranges for the Sniper Rifles because tracer rounds basically do nothing to stop a half-decent Sniper that can reliably hit headshots, and a skilled Sniper becomes very oppressive very quickly
Speaking of stupid shit being immortalized - I hope modded servers actually add the Le Exécutor, it’s so funny. It’s been a small obsession of mine to show this to every friend I have who plays TF2. I hope he keeps it in his Grouchland server too. It’ll bring me joy knowing that this virtual gun is being shot and doing like 5 damage.
He gave heavy the most busted free mobility I've ever had the displeasure to see come through fruition lmao Edit: nvm Dalokahs bar doesnt fully refill GRU hp drain its fine
Medic buffed to have a syringe gun capable of solo defense and health on melee kill as the second fastest class in the game, heavy buffed across almost every unlock, quick fix untouched, diamondback2back not dealing enough on the crit to be remotely useful. Grouch definitely has a sick and twisted mind. (I hope I'm not being too mean though, I recognize you probably put a lot of work into this and certainly hope that the tests go well and everyone has fun, just baffled at where you got these ideas from)
Thanks for the feedback! It's not rude at all! I will fully admit to being a noob at multiplayer game balance since most of the games I've made are singleplayer. That's why I'm excited to try these changes out and see what you guys think! Your critique of the Diamond Back-To-Back is probably true but I wanted to stay on the safe side for the first playtest since, as you pointed out, a lot of the buffs are already pretty strong. But as for Heavy... Let's be honest, he basically has one loadout: Tomislav, Sandwich, GRU. (Or maybe stock minigun if you're really feeling frisky.) He definitely needed some big sweeping buffs so we could see a little variation is his gameplay, at least in my opinion. Did I go too far with them? Possibly! Only one way to find out, really. Same with Medic: If you're not running the Crossbow and Ubersaw, you're basically not even playing the class. I really don't think a Medic gaining some overheal is gonna be significantly better than gaining 25-75% Uber. And the Quick-Fix is the GOAT. I'll explain in a later video. It. Is. The. GOAT.
@@soundrogue4472the Kunai, used by feudal Japanese farmers and in Shinobi disciplines. It's a shovel, climbing implement, and if the need arises, a thrown weapon used to cut.
The reveal of the new Scorch Shot has a comedic timing few people can achieve. "The problem with this weapon is that you can just spam it into a general direction. So here is what I did:" **Proceeds to spam 8 shots per second**
That Dalokohs ''buff'' is such a huge nerf tho. Only 50 health and then you have to continue waiting a few seconds before you can get another 50? That's horrendous. Dalokohs ON RELEASE had unlimited uses and still gave you 100 health each time. Only downside was u couldn't share with friendly players. This thing is just frustrating.
Underselling the Dalokohs bar's bonus health is just batshit too. "Oh it's bad because Medic." No, it's good BECAUSE you don't need Medic. You're the Heavy. You take the heat of the focus fire to keep your team healthy. If the Medic can spend LESS time healing you/babysitting you, that's more time to support other players on your team. The Bar has ALWAYS been the Solo-Heavy lunchbox item. I always tell Medics on my team when I'm running it not to pocket me and I always see my teammates last longer in teamfights because of it. The Dalokohs Bar is ironically the least selfish lunchbox item because it encourages you to fend for yourself while your team gets more benefit from Medics, Medkits, and Crossbow bolts. This "buffed" version sucks ass.
The dalakohs would be great with twice as fast consume speed, but he already gave that to the buffalo even though it does nothing for the weapon, so I guess he just had to try to up the ante.
His dalokohs idea just completely kills the heavy gameplay loop Oops I took a couple of rockets, let me spend more time repeating the animation instead of fully repeating my health with a sandwich
The main bonus is the increased max health, which crosses some important damage thresholds 2 quickscopes are now not enough to kill you 3 pipes are now not enough to kill you 3 meatshots are now not enough to kill you 3 close rockets are now not enough to kill you Granted I think everyone doesnt like the bar because they always get healed by a medic, in which case its just paperweight (unless its a quick-fix medic)
@@metalllich3493 Enforcer статы: +больше урона когда на тебе маскировка +пенетрация всех щитов -на 20% медленнее стреляет Enforcer-Executioner: +противник получает кровотечение (8 сек) при попадании -один патрон в магазине -в три раза меньше патронов в резерве -урон при попадании меньше в 10 раз -перезарядка в 2 раза медленнее
@@somefries3101 thats why i personally consider the jag is ass, 3 hits to destroy a sapper means you are getting atleast 1 out of 3 of your buildings destroyed most of the time, i dont think the quick bulding speed is worth for buildings you are going to loss quickier
A lot of times these rebalances do not account for how annoying it could be to fight many of these weapons. Sniper can jump around and move fast while shooting huntsman arrows? That's like a FaN scout with infinite critical hits.
A lot of these rebalances can also be made redundant with the right items. The Enforcer's only purpose now is inflicting bleed on Snipers from a distance, but apparently if he equips the Cozy Camper it just doesn't do that. Plus Sniper can nullify his tracer nerf with the Hitman and his ammo nerf with the Cozy Camper. What's the point, then?
RIGHT? If you can't defeat a normal difficulty bot then you have a lot of courage to be pretending like you know game balance well enough to suggest changes
I'm glad you realised that the Gas Passer was perfect just the way it is and left it unchanged, it's used for psychological warfare, no one expects the green cloud of death
You could make the "psychological warfare" argument for literally everything. "Ah yes, I yell racial slurs in the voice chat for psychological warfare actually"
Ah, but now it does lower damage! That means it's just annoying instead of dangerous. True game design is when you give players the tools to annoy each other with no benefit.
This is exactly *why* we should let the community balance the game. If he got more input on some of the subjects he seems to know less about (like engineer), it would really help these decisions. The sniper changes alone would really make the game more fun as a whole.
@@Sirebellum1337 Yeah but the execution is the problem since there are several gamemodes that make several weapon useless but some are useful (eg. Tomislav is mediocore in MvM but good in Casual while Brass Beast is too situational in Casual but generally effective in MvM, anything except scout, soldier, demoman and medic is too situational in competitive 6's but every class is generally fine in Casual, etc.). In addition, there is always player bias so 6's player is more inclined to say sniper doesn't nessesary need nerf in 6's (unless using banned weapon or exploit in those mode) but Casual player inclined to say he desperately need nerfs in Casual so you can't sastify everyone.
ALSO JESUS CHRIST WHY DID YOU MAKE THE HUO LONG A LONG RANGE WEAPON IT’S A FUCKING MINIGUN THAT’S THE POLAR OPPOSITE OF WHAT HEAVY IS SUPPOSED TO DO AND NOT IN A FUN AND ENGAGING WAY LIKE TROLLDIER OR DEMOKNIGHT
Besides the heater is fine, TF2 players just hate when they're presented with a weapon that encourages thinking about what you're doing in-game more (aka good positioning as HEAVY)
@@dankmemes8254 I agree, but even with that the spy could still just walk through the flames, ngl even with the flame ring buff I just don’t think the ammo drain is worth the tiny upside.
@@Grayson-tk5hn I'm just saying how it is. Vanilla tf2 servers are the highest demand, a server with God awful balance is not on anyone's bucket list to play
I think the idea is that you can pop a sniper from far away to neutralize them. You also don't have to be behind them, so you can use to before sneaking behind the back line. It seems to fit with the spy's disrupter role. Also, you should work on giving constructive criticism. Instead of saying something sucks, you could instead try to explain why you don't like it and how it could be improved.
@@zakkfilms He's spy though. Why not... just stab the sniper and instantly kill him? Or shoot him with the new ambassador if he's low and basically one or two shot another class? Or just shoot him with the regular revolver. That and, what are you gonna use the enforcer against besides a single lone enemy? The old Enforcer was useless and this one made it good against only really weak classes that you could have just stabbed and killed instantly with spy's regular weapons or just shot to death with his REGULAR revolver. It's a side-grade that isn't special enough or useful enough to justify using.
You expect a lot in tf2 balance discussions, good ideas, bad ideas, weird ideas, what you don’t expect is for a spy to “go go gadget extendo-range” their knife into someone’s spine, and I’m not even mad
@@burnttoast5372 that could be made into something nice, like, kunai has an actually significantly increased melee range, but you need to wait for it to recahrge because you threw it. thing is at that point is it even a melee?
I think a throwing knife for spy is a creative idea, but it should be the kunai because… it’s a survival knife, not a throwing knife. A new weapon should be made instead for it.
@@Luigi9076-n4c This is gonna sound really nuts man, however I implore you to consider this alternative to your idea, instead of a paltry sum like eleven measly seconds, we must increase this insufferable infliction to last an understandable and purely needed TWELVE seconds.
@@HeyGrouchi think more interesting would be to give the shield to an engi With a death mark any competent engineer will just keep turtling behind the sentry and nothing changes The shield on engi instead of sentry will encourage more interesting gameplay: do i stand in front of sentry to deny damage but block its line of fire? Do i keep repairing sentry or pull out wrangler for more dps but risking its survivability? And so on (Also it will allow engineer market gardener, hooray)
"Good communication is supposed to be Spy's counter" Good communication is the counter to everything in this game. The fact you think that communication should only be used to counter one class in the game, is exactly why this video and the ideas inside, don't work.
@@Turtleboilol Yes really, he's speaking with such arrogance while still spewing some of the most lunatic balance changes I've ever seen. Even an AI-generated site can provide you with much more interesting concepts than this.
@@Turtleboilol Very simple: 1- If you use the Candy Cane, you have to steal every small medpack in the map otherwise you get sneezed at not only against the same classes you used to but now every class that can deal damage 2- Changing the Scorch Shot from an annoyance to a crutch that's even more spammable and irritating to fight against 3- The Sharpened Volcanic Fragment now becomes a toxic weapon that's not even good at being toxic. (Seriously why the bleed on top of the afterburn ?) 4- WHY IS THE ULLAPOOL CABER A NEUTRAL SKIP BOOM BUTTON WITH RANDOM CRITS ?!! 5- Changing a sidegrade grenade launcher like the Iron Bomber to make it the absolute meta primary weapon for Demo: either you use this or you just don't play Demo at all 6- Replacing the slow bullets from the Natascha to no speed debuffs when deployed while losing max HP: Funky Kong Flame Runner type beat 7- One of the most pointless changes I've ever seen on any weapon: why even give the Brass Beast twice the amount of ammo he has ? If you know how to use it, you don't even need to worry about ammo management 8- Making the Huo-Long Heater a worse weapon by default but once you get the gimmick off, it becomes slightly more useable while not addressing the ring of fire hiding 50% of your lower screen and the ammo drain 9- Trying to make the Fat Scout subclass more viable by not giving him a primary weapon for it but by making the Family Business a must-run that gimps every Minigun option. 10- For "just a quick snack", he has nerfed off one of the most interesting techniques that you can do with the Dalokohs Bar and the GRU (look up "Dalokohs Flash") when those changes would have been better on the Second Banana 11- The Steak that doesn't get his hidden damage vulnerability stat removed and still locks you with melee for the sake of eating it faster 12- Why even change the Pomson's reload speed ? That's one of the 3 major problems with that weapon and the other two are just being overshadowed by the fact that it's now a middle finger to the worst class in the game. It's not necessary 13- Making such drastic changes to the Eureka Effect and nerfing the Jag out of spite really tells me he doesn't know how Engi works: he's supposed to switch loadouts to get his setup running (Eureka first for the cheap TP then Jag to get it done quick). As an Engi main, I feel offended. 14- The Vaccinator went from an oppressive Medigun to a parrying weapon that 95% of the playerbase won't use correctly because they can't even organize themselves to über push let alone time it to rockets. And 380 HP on a Heavy with the Dalokohs Bar, that doesn't go away. 15- Doing a HiGPS and change stock weapons without applying it to the other unlocks (and not even good changes at that) 16- the Overdose just lets you become the TFC Medic again. Just because he thought it was a good idea to give a speed buff to the 2nd fastest class in the game. 17- The Blutsauger is one of the most redundant weapons in the game with those changes. It's the Candy Cane all over again. 18- Why is it with those videos that wanna give the Medic a goddamn Eyelander with the Vita-Saw ? The fact that it happened twice is shocking to me 19- "911, I would like to report the murder of the Hitman's Heatmaker" 20- I don't understand why even change the Razorback to give you more HP but you just can't tank a backstab anymore, it becomes way worse as a result 21- In his video, Grouch complained that the ammo the primaries have is way too much, which is understandable (that is one of the many complains about this class). My question is "WHY DOES HE GIVE THE COZY CAMPER UP TO 40 AMMO ON EVERY PRIMARY ?!!" Does he not go back and check on his script ? That's a very big mistake being left out 22- The Darwin's Danger Shield... Need I say more ? Do I really need to tell you why giving a weapon that lets him take any spot in the map a bad idea ? 23- Yet another HiGPS change by making the Shahanshah one of the worst melee designs ever. STOP TRYING TO MAKE THIS GIMMICK WORK, IT WON'T EVER BE VIABLE. IT'S A GODDAMN MELEE WEAPON THAT YOU NEED TO BE AT 50 HP FOR IT TO DO ANYTHING 24- The Tribalman's Shiv changes were so inconsequential I don't even have anything to say about it. You'll do nothing if you use that weapon 25- Seriously, why did he think it was a good idea to change the Enforcer to the Tranquilizer from TF2C with bleed ? 26- I understand that the Diamondback needs to have a nerf in some way. But he absolutely took that weapon and crippled it so hard it's a shadow of it's former self. 27- Introducing the new crutch for Spy mains with the rework of the Kunai! Do you really wanna get those stabs at the same range as the Disciplinary Action while also spamming the Dead Ringer ? No ? Well too bad! That's what you're gonna get with this. 28- No Gas Passer ? No Equalizer ? No Baby Face's Blaster ? No Classic ? No Sun on a Stick ?
Sniper now has tracer rounds...except for the weapons that don't Sniper shouldn't be able to hide...so I let him run fast and jump high to get into more sneaky places Easy nerf
the candy cane is absolutely NOT it imo. going from getting oneshot from explosives to getting oneshot by like 80% of the games weapons doesnt make the better healthpacks worth it in the slightest
@@HeyGrouch short term balance does not equal long term balance. Spy used to be powerful and scary and Sniper used to not be at the community's forefront of most OP/busted classes. The community learned how to counter Spy, and good Sniper mains and bots made the community realize that Sniper can't be countered. I don't think you've had enough evidence/ time to prove that the candy cane will stay balanced.
@@HeyGrouch That is because you forgot something, every single teammate can pick up the health packs left behind. Medic who? This forces a scout to use it, and pray to god they get a kill, because if not then the entire fight is blamed on them.
"time to rebalance a weapon I've never really used and make them "fixed", I'm sure the people who use these weapons will like it" like, god as a medic main, this hurt so much. complete misunderstanding of the class
As a fellow medic main, I can understand wanting something that goes against type and makes battle medic a legit subclass. Engie is a support class if we’re being honest and he gets battle engie. The thing is I feel like trying to validate the battle medic subclass with one of the existing weapons is a bad idea. You’d probably need to design a whole new item, probably to replace the medi-gun, to succeed.
The google doc in the description has even more changes that might be worse. He finally remembered to touch the Wrangler, and its only stat changes are "-80% damage from your own sentry, +30% player damage vulnerability while active" In theory I like the idea of making the Engineer more vulnerable while his sentry has the shield up but that doesn't change the fact he can just stand behind it. Not to mention sentry jumping is already a viable tactic, especially for getting crazy sentry spots with the Rescue Ranger. Making it basically free just means more sentries on the roofs of buildings and shit, the Wrangler was practically buffed!
@@SaintRedFoxhe doesnt realize that the only reason why caberknight is the only caber playstyle is because its garbage and near useless on regular demoman
Bro cooked when no-one was at kitchen, and burnt the entire thing down 💀💀💀 As Hakita said, "it's good thing you aren't making Ultrakill, otherwise it would be shit", just replace Ultrakill with TF2 💀
Just a proposal for my favorite garbage, the sharpened volcano fragment. What if it just basically worked like the scythe from TFclassic? You hold it out while someone is burning and it charges a meter for a guaranteed crit... that also explodes because it is a volcano...
My favorite part about the scorch shot rebalance is that it basically just makes the flare gun a shittier flamethrower, immediately before complaining about how the sharpened volcano fragment is a shittier flamethrower. 11/10, no notes.
"Why would you ever use the sharpened volcano fragment when it has less DPS than the flamethrower?" **Proceeds to make the sharpened volcano fragment still have less DPS than the flamethrower (as well as less burst damage)**
It’s funnier when you rewatch the caber part, the caver being able to one shot buildings is the stupidest idea ever and completely counteracts what he said about pyro, demean really needed a counter to buildings huh?
Your main annoyance with sniper is that he is able to shoot you from positions that are far away, difficult to communicate about, and are immensely difficult to spot. And then you changed the weapons so that there is now a loadout (hitmans + danger shield) that makes this exact issue worse. I, personally, have never felt that sniper being able to shoot you from faraway without you having an idea of where he is that big of an issue, that's literally a sniper's whole gimmick (both in games and in actual warfare), and unless you're dealing with a sniper god, no sniper is insanely difficult to deal with due to their positioning (plus there's a level of predictability as to where a sniper is that you're overlooking). Thus, by making this loadout which allows sniper to "go where no Sniper has ever gone before", I think you've really only made it a thing where people who are insanely good at sniper (which is the group that would really perpetuate your initial grievance in the first place) can now basically nest in completely insane locations and be an even bigger nuisance than before, you even acknowledged this in passing, but that doesn't address that it is a fatal flaw and just reintroduces the issue you claimed to have fixed to a degree. I would like to hear your thoughts on this, if you have the time
@@NothingMeansNothingButNothing Yeah, the reason is that most snipers aren't good enough to dominate games yet. But when one does, it's an awful experience. Just because it doesn't happen often doesn't mean it's ok when it does happen.
Honestly this video is so stupid it loops around to being incredibly good. My suggestion is putting fixing in quotes and suddenly this is probably one of the best videos.
I do have some other suggestions however. Do stupider stats and make goofier changes. The darwin danger shield alone really makes me want to play on the server tomorrow lmao.
i played a few rounds as natascha heavy and it was as OP as i thought it would be. some enemies literally couldn't even run away from me because the difference between their speed and the heavy speed wasn't big enough. thanks for hosting the server, its good to see people actually doing something about balance problems instead of just complaining and hoping someone else does something 👍
@@HeyGrouch some of the heavy reworks are really funny cuz they speed up the heavy's taunt animations (like the dalokus bar - the conga is super funny with it)
Here’s a pretty good change; keep the de speed equivalent to hi walk speed, but reduce his walk speed by 20-25%. Also increase his time to rev and now there is a more conscious decision to rev or not rev
@@HeyGrouchIf possible, make Natasha consumes ammo on revved up or (and) decrease movement speed while firing.(like 50% faster movement on revved up, and 30% on firing). If 1 design:chases became not long = escape easier, more time-based. 2 design: will stop chases fully.
The Razorback doesn’t not allow overheal to stop revolver shots lol it’s so they can’t tank quickscopes, now you’ve given the sniper his free “I win the sniper duel” item back