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File: 1426943414206.jpg (52.87 KB,604x453,4:3,Depressed_Cat.jpg)

 No.2714

How would you buff the pyro, anons?
____________________________
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 No.2715

Afterburn is stopped but not healed by health kits
Afterburn increases damage taken by ~10%
Afterburn lasts longer but less DPS
Reduce backpedaling speed for all classes slightly
Pills and stickies have arm time reset upon reflect, crit stickies do full damage
Reduce power jack speed buff, make it passive
Fix airblast bugs
Give stock flamethrower slightly longer range, particles bounce around walls, and sets floors and walls on fire temporarily
Degreaser stays the same
Reduce self damage from reflects so pyro can reflect jump again
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 No.2716

>>2715
I'm not sure if decreasing afterburn DPS would be needed, even with those buffs. Maybe make them keep burning until they have a way to stop it?
I think that flames sticking around would create way too much area denial and make pyro slow the game down even more than it does already.
If I was to balance stock to make it compete with degreaser, if fix degreaser so that stock has some use. Make degreaser do significantly less (at least -30%) damage, leaving the user only have crit-on-fire tricks and afterburn. Meanwhile, stock remains unchanged and deals good flame damage but with standard switch speed.
Reflect jumps are cool, I support that.

Before pyro gets buffed though, I'd like to see airblast get reworked. The way it affects players is frustrating and slows down the game. What makes natascha/sandman stun OP, but airblast stun, which even affects ubercharged players, balanced?
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 No.2718

>>2715
Pretty gud
>>2716
The fact that the former two can be used at a longer range and allow the user to attack as well.The airblast leaves a pyro vulnerable to attack.
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 No.2719

>>2716
Natasha isn't overpowered just annoying but yeah I agree being able to strafe out of airblast again would be a fair trade off. Pyro being an issue during ubers has more to do with medics not utilizing flashing, poor uber targets, or teammates not supporting the combo.

As for area denial, I know it can slow down the game a bit but the problem is pyro doesn't really have much else to offer from a support standpoint. Maybe fire damages you but not enough to start afterburn? Making him an offensive class is simply not going to work, soldier and heavy already do a good job of that.

As for degreaser, if it's going to be nerfed these bullshit shields have to go and things like the loch and DH need to be rebalanced. Reflecting those things is hell, especially against good players who can heckle and successful reflects don't do as much damage as they should.
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 No.2728

>>2718
Airblast hardly makes the pyro vulnerable, there's only a .8 second delay before they can use their flamethrower, or they can switch to shotgun/flare/axe in even less time.
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 No.2734

tbh I want to be able to reflect jump and detonator jump without losing a ton of my health. I think that would go a long way to solving pyro's mobility problem.
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 No.3506

Afterburn is not put out by medkits

If a burning player is healed via medigun/dispenser, he takes no afterburn damage, but also doesn't regain any health. If healed via medigun, afterburn time is still shortened. Other methods of healing, including the amputator and self regen still work

Reflected explosives do the same self damage as they would do to the enemy (eg at most 45 damage for stock rockets)

Grenades/stickybombs have their arm time reset upon airblast and stickies automatically detonate once they are armed, doing full damage to enemies (maybe only the demoman)

Detonator jumping is stronger and does only up to 25 self damage

Powerjack heals 50 instead of 25

Volcano fragment has twice or 1.5 times the normal afterburn duration

All pyro melee weapons, except maybe the powerjack have a slight damage bonus against burning enemies

That should do it

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 No.3526

>>2734

It's not a huge problem if you use the rake. a small kit makes up for the most damaging jump you can make and half-kits are essentially full health kits

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 No.3540

>>2715

>give the stock flamethrower more range

because it didn't already have excessive range before, right?

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 No.3555

>>2714

Just give me an item to increase my base health like every other class has. It can be 15 health. It can be 10 health. I would take 5 extra health.

Also, -50 base health penalty for phlog equipped.

Also, undo that stupid stun-on-airblast thing.

Really, I want my class back to being weak and vulnerable like before, but with a little extra health to make up for it and phlog users punished.

Alternatively, give pyros a universal 1 damage resistance…all attacks don't do the first point of damage against them. Really only ever useful for ignoring scouts for a fraction of a second longer while getting something done.

>>2715

>crit stickies do full damage

This really should be the case, it takes multiple blasts to get them to go anywhere anyways.

>floors and walls on fire temporarily

This would be awesome on defense, burn some ammo for a line of fire. Not even deadly like the Huo Long Heater's effect, just a slight deterrent against your team getting roflstomped…slightly faster to set up than demo stickies but also way less effective. Even if there were just one special flamethrower that let you drop napalm as a secondary, that would be fine. The fire could burn you as well if you stepped in it, like with explosives.

Agree about not fucking with the Degreaser. It's perfect.

Agree about reflect jumping, although in a way it's more fun to just jump an initial poorly placed enemy projectile.

>>2716

>The way it affects players is frustrating and slows down the game

It really is, I feel fucking stupid now when I airblast someone and they can't fight back, but if I didn't airblast them I'd be dead. Plus those godawful combo-spamming faggots. I know, the Sandman stun is stupidly long, but that doesn't mean Pyros have to do dumb cheesy shit too. Demos can pipe most classes once in the face to kill them, and people still complain that pyros have flares.

>>2719

Pyro isn't an actual offense class, it's a utility class whether Valve says so or not.

>>3540

It really doesn't, but it shouldn't be increased.

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