The Half-Zatoichi
Now considered a sword (increased holster and deploy time and increased range)
Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
100% life restore on kill changed to 50% health gain on kill that can result in overheal
No random crits
fingerman wrote:The Half-Zatoichi
Now considered a sword (increased holster and deploy time and increased range)
Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
100% life restore on kill changed to 50% health gain on kill that can result in overheal
No random crits
rip secrets
fingerman wrote:The Half-Zatoichi
Now considered a sword (increased holster and deploy time and increased range)
Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
100% life restore on kill changed to 50% health gain on kill that can result in overheal
No random crits
rip secrets
that shiny mudkip wrote:as an egnis and pyro main i disapprove of this update : (
nerf beggars more pls
I JUST PLAYED PYRO AND IM SO MAD ;-; it feels a lot slower
Poppet wrote:I wouldn't say phlog is overpowered. It requires a whole lot of positioning sense. It doesn't really have strong braindead deathmatching like soldier or heavy. Even when you have phlog crits soldier would still have the dm advantage over you. What makes phlog powerful is you can kill a lot of players really fast. A given class out of a group can easily deal with you if you don't play from a position of power even when you have so much when popping crits.
Invuln is rather stupid though.
Poppet wrote:And I would disagree with a lot of people too. That's my opinion.
Game sense applies to Pyro too. If you can ambush with Phlog you could ambush with Heavy or Soldier too but neither of them will be completely dealt with by just slowing/pushing them.
TH3_SHAD0W_SAMUR4I wrote:Poppet wrote:And I would disagree with a lot of people too. That's my opinion.
Game sense applies to Pyro too. If you can ambush with Phlog you could ambush with Heavy or Soldier too but neither of them will be completely dealt with by just slowing/pushing them.
Slowing and pushing them? What does that mean? Sorry XD Well, it depends on the situation you're in. If you're a spy/sniper or if there's a friendly spy/sniper all it takes is a few seconds of a distraction and a backstab/headshot would deal with them. Pyros can maneuver and dodge far more easily cuz of their faster movement speed so they could still have a chance of surviving and avoiding spam and gunfire. And random crits. Don't forget that too The amount of times I PERSONALLY avoided deaths at the hands of a heavy or a soldier because of a random crit is ridiculous. Also, are you being healed by a med? Are you with another teammate? The list of situations and circumstances go on. Clearly, there is no definitive answer here.
MGunz wrote:I read through 2 pages of thread and nobody has commented on the health buff for Concheror and Cozy Camper? Does anyone else find this questionable and unnecessary, or can someone talk some sense and logic into me?
TH3_SHAD0W_SAMUR4I wrote:MGunz wrote:I read through 2 pages of thread and nobody has commented on the health buff for Concheror and Cozy Camper? Does anyone else find this questionable and unnecessary, or can someone talk some sense and logic into me?
It doesn't need to be commented on. The changes for those 2 items are so ridiculous and pathetic it doesn't even deserve to be discussed. What on earth was Valve thinking when they released this update? Some changes were great, but others made me go like wtf. Volvo has yet again, fked up. In my opinion.
MGunz wrote:I read through 2 pages of thread and nobody has commented on the health buff for Concheror and Cozy Camper? Does anyone else find this questionable and unnecessary, or can someone talk some sense and logic into me?
Doctor Galaxy wrote:MGunz wrote:I read through 2 pages of thread and nobody has commented on the health buff for Concheror and Cozy Camper? Does anyone else find this questionable and unnecessary, or can someone talk some sense and logic into me?
Personally, I feel that on the Cozy Camper it was implemented that was so that it received more attention, because waiting 60 seconds was equivalent to 60 hp, and a lot progresses within a second as it is.
On the Conch, it gives Soldier a way of getting hp without a Med, but like Med's default healing rate, it doesn't rev up fast to 4 if he's getting peppered or in combat, which can hurt him even more if a Heavy is on his ass.
Phlog's easy to beat anyways, as it just comes to distancing themselves from the Pyro and having your team around (with enough gamesense) to counter the w+m1. Demo should lay a carpet of stickies around the Pyro, and Soldier should be able to distance himself enough to not worry about taking blast damage when it actually happens. Everyone else should be smart enough to be long gone from him by the end of the taunt.
Poppet wrote:They just brought them in line with medic's regeneration. In the conch's case it means you'll be losing a lot of health regen if you rocket jump or take damage but if you play it safe you'll be getting better heals. Cozy Camper wasn bad and got buffed to quadrupled healing when not taking any damage for a period of time. It's probably still bad but it's still better to be a more viable choice.
Both of them are really good changes. The update changes are all really good except the demoknight changes and phlog invuln.
They didn't has much nerf demoknight as much as they made it unfun and limited the viable choices you can use. It's really strong still but all the already weak options were made completely useless.
TH3_SHAD0W_SAMUR4I wrote:Poppet wrote:They just brought them in line with medic's regeneration. In the conch's case it means you'll be losing a lot of health regen if you rocket jump or take damage but if you play it safe you'll be getting better heals. Cozy Camper wasn bad and got buffed to quadrupled healing when not taking any damage for a period of time. It's probably still bad but it's still better to be a more viable choice.
Both of them are really good changes. The update changes are all really good except the demoknight changes and phlog invuln.
They didn't has much nerf demoknight as much as they made it unfun and limited the viable choices you can use. It's really strong still but all the already weak options were made completely useless.
Don't you think the melee range for the half zatoichi is kinda ridiculous Poppet? And, that full health regen and full charge regained with the tide turner when killing with half zatoichi and tide turner both equipped is....frustrating.
Poppet wrote:They just brought them in line with medic's regeneration. In the conch's case it means you'll be losing a lot of health regen if you rocket jump or take damage but if you play it safe you'll be getting better heals. Cozy Camper wasn bad and got buffed to quadrupled healing when not taking any damage for a period of time. It's probably still bad but it's still better to be a more viable choice.
Both of them are really good changes. The update changes are all really good except the demoknight changes and phlog invuln.
They didn't has much nerf demoknight as much as they made it unfun and limited the viable choices you can use. It's really strong still but all the already weak options were made completely useless.
Like said, Shadow. If phlog pyro could do it a drop bear heavy or demoman or whatever could do it too. They're not as EASILY DEALT WITH though. You're going to have to kill them to make them stop. A phlog pyro can be knocked back and be made completely useless or just outright killed as well even.
TH3_SHAD0W_SAMUR4I wrote:Good points about the phlog Doc
TH3_SHAD0W_SAMUR4I wrote:How would one know when to distance themselves from a phlog pyro? How would a demo know when to lay a carpet of stickies? If he times it wrong he ends up wasting his time and stickies when he could have been doing something else that would actually benefit him and his team.
TH3_SHAD0W_SAMUR4I wrote:What if the phlog pyro is really sneaky and remains hidden out of the enemy's view and comes in cleaning out the enemy when they are making a major important push and are distracted? It really isn't that easy once you think about it, every class has their own priorities to think about and not waste time focusing on a phlog pyro who could easily play with the enemy's mind picking times where the opposition is most vulnerable and preoccupied with fighting, being totally oblivious to their surroundings.
TH3_SHAD0W_SAMUR4I wrote:Yes, everyone should be smart enough to be long gone by the end of the taunt, but what if they never saw the phlog pyro in the first place? What if they were distracted?
TH3_SHAD0W_SAMUR4I wrote:It is things like these that you have to consider. One more IMPORTANT NOTE, the invulnerability. That is what makes the phlog EXTREMELY HARD TO COUNTER. Spy mains like me now have a hard time feeling guilty not being able to kill a phlog pyro during their disgusting taunt of mockery which then ultimately leads to their teammates demise. That my friend, is probably the most infuriating thing about this abomination of a weapon.
TH3_SHAD0W_SAMUR4I wrote:Correct me if I'm wrong, but aren't heavies and demos also vulnerable to knockback and cant they also be rendered useless? Demos are extremely vulnerable to scouts who know how to avoid sticky spam and pipes so it makes them a target for close range combat and heavies are slow which means they cannot possibly keep up with a faster class and long range they're useless and prey to an awaiting sniper.
TH3_SHAD0W_SAMUR4I wrote:I am pretty sure that a player will have more of a hard time fighting a pyro who can maneuver more quickly than a heavy and a demo whose speed is slower thus making it hard for them to keep up with your maneuverability. There are just too many variables here to make a definitive answer.
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