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BalanceMod.TF
Balance

Classes

Engineer
  • Reduced build and upgrade cost of teleporters by 50%
Added:
  • 80% faster construction speed for dispensers and teleporters
  • Engipads: Replace teleporter with jump or speed pad. Use +attack3 to switch between teleporter and engipad-mode.
  • Rotate teleporters to change configuration:
  • Odd number of rotations: Speed pad
  • Even number: Jump pad
Why?
If you play engineer and you don't have the eureka effect to switch to half your teleporter cost you are playing at a sever disadvantage. The Engipads are added to give engineer an alternative to teleporters in situations where teleporters are not commonly used. Situations like last holds on defense and first points on attack.
Pyro
  • Fixed Pyro taking extreme self damage from reflected rollers, sentry rockets and flares
Why?
Pyro takes for some reason an insane amount of damage from reflected rollers on self damage. A roller does in the official game 163 damage at point blank when reflected. Now in the balancemod it's 48. A demoman takes 69 damages from the same roller.
Sniper
  • All sniper rifles have 50% less ammo and fires tracer shots
Why?
The sniper rifles are very powerful weapons with very little counterplay at the highest level of play. With the less ammo and tracer shots snipers will be spotted easily and can't camp for too long without having to find any ammo
Spy
  • Spy Sprint:
  • Bind a key to +attack3 and hold key to run at max spy speed regardless of disguise
  • Reloading while disguised while holding the revolver will trigger the fake reload animation for your disguise.
Why?
Being able to run at spy speed regardless of disguise opens a whole new level of deception and usefulness for the slower and less used disguises for the spy

Weapons



Demoman
Ali Baba's Wee Booties , The Bootlegger
Added:
  • Wearer never takes fall damage
  • 60% increased secondary ammo on wearer
  • -30% damage taken from sentry guns
Why?
Switching out a Grenade Launcher for shoes that gave very little for sticky-bomb launcher is not that great. The melee refill also made certain swords worse than others. Now the shoes buff both shields and sticky-bomb users alike.

The B.A.S.E. Jumper
Changed:
  • 250% to 275% more air-strafe control
  • Max speed from 300 (average speed) to 330 (same as scout running backwards)
Added:
  • +200% increase in turning control while charging
  • Can jump while charging with a shield
  • Added: +15% move speed with a shield
Why?
The B.A.S.E. Jumper nerf made it basically garbage, while its previous version was OP. These changes will (hopefully) be a middle ground. With the changes to how it works with a shield, it should be more viable for demoknights too

The Iron Bomber
Added:
  • -10% damage falloff on explosion radius
Why?
The Iron bomber is considered a straight upgrade to stock, with stock only being better in a few other small situations, while not gimping the damage on doing accurate hits with it, the damage you do on the edge of the explosion has been reduce to compensate with the area control not having rolling bombs provides

Festive Targe , The Chargin' Targe
Added:
  • 50% self damage resistance
  • 20% faster recharge time
  • Melee swings now deal mini-crit damage early in the charge
Changed:
  • Reduced fire reisitance from +50% to +30%
Why?
Shield replacing stickybomb launcher is next to impossible to balance, as shields are some of the worst weapons comparativly in the game, I have no idea what to do with the shields, but let's try this. The sentry resistance is added due to less killpower to buildings by using a shield.

The Quickiebomb Launcher
Added:
  • -15% Less self damage
Why?
For consistency, if it does less damage to enemies, it should also do less damage to yourself. An oversight from Valve that's been fixed here.

The Scottish Resistance
Added:
  • Increased reload speed by 10%
Why?
The Scottish Resistance laser sight isn't accurate enough to warrant use, as you detonate stickies below you without looking at it, which is just really really really dumb design. The faster reload speed should help making it more viable, as you will spend your time reloading more than if you used a regular stickybomb launcher.

The Splendid Screen
Added:
  • 40% self damage resistance
  • Melee swings now deal mini-crit damage early in the charge
Why?
Demoman is supposed to be good against sentries, the tiny resistance will help survive mini sentries.

The Tide Turner
Added:
  • 30% self damage resistance
  • Melee swings now deal mini-crit damage early in the charge
Why?
While being the easiest to turn and control for sick trimps or whatever, giving this a slight buff is also fitting given the other shields got buffs as well.

Festive Eyelander , Nessie's Nine Iron , The Eyelander
Removed:
  • Increased shield damage based on heads collected
  • Slower holstering penalty
Why?
With all the changes to shields and shoes, Eyelander ended up being the superior demoknight choice with how it scaled itself. The removal of shield bash damage was neccesary as it isn't even listed as a stat.

Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
Added:
  • Only changed for: Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

Horseless Headless Horsemann's Headtaker , The Half-Zatoichi
Changed:
  • Removed slower holstering penalty
Why?
Slowering holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty.

The Claidheamh Mòr
Added:
  • +25% increase in self push force
  • -15 Max Health
Changed:
  • Removed slower holstering penalty
Removed:
  • +15% Damage Vulnerability
  • While Active Requirement
Why?
Slower holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty. The theme of this weapon is mobility, which is why it has a 25% increase in self push force.

The Pain Train
Added:
  • On miss: Hit yourself idiot
  • -25% damage done
  • On miss while blast jumping: Get momentum boost
Why?
The pain train serves no purpose on ctf maps and on defense on attack defend maps. With this self hurt you will be able to extend some rocket jumps, adding more mobility to master

The Persian Persuader
Added:
  • On Hit: +25% faster reload for 10 seconds
  • -10 max hp
  • Changed
  • 20% to 25% charge meter on melee hit
Removed:
  • Ammo penalty
  • Slower holstering penalty
Why?
Now you can combine this weapon with grenade launchers, as the theme of the weapon is on enemy hit sustain. Whether it be shield recharge or faster reload, it now does something regardless of loadout.

The Scotsman's Skullcutter
Changed:
  • Slower movespeed while active to -10%
Removed:
  • Slower holstering penalty
Why?
While this weapon does decent damage, the slower movement speed combined with the slower deploy time made it difficult to get into melee range for a successful hit. Lowering the movespeed penalty should help mitigate this.

Ullapool Caber
Added:
  • 15% more melee damage
  • -40% shield bash damage done
  • 30% more self damage taken
Changed:
  • 100% slower deploy time to 75% slower deploy time.
Why?
The Vanilla TF2 caber leaves much to be desired, We've increased the damage so you can now oneshot 125 hp classes more easily. With a nerf to the charge damage to compensate for the increase in crit with shields. To add up for the increase in damage we have compensated with more self damage to be more similar to pipes and stickies, and the lowering of weapon switch speed should make it slightly more viable to non-shield users.

Engineer
Panic Attack
Removed:
  • Successive shots become less accurate
Why?
With the Panic Attack you can negate the downside of less accurate by just switching weapons and keep firing at the same firing speed, therefore in the spirit of removal of holster penalties, this was removed

The Pomson 6000
Removed:
  • Drain of cloak and medigun uber
Added:
  • Triple projectile speed bonus
  • Minicrits whenever it would normally crit
  • This weapon deploys 30% faster.
Why?
Drain of Uber and Cloak is not acceptable, as those classes rely heavily upon that. And similar to the Bison, the slow projectile is hard to hit, the increased projectile speed will allow Pomson enthusiasts to actually get kills of this weapon now, instead of mildly annoying the enemy. This weapon now functions as the Bison.

Festive Wrangler , The Gigar Counter , The Wrangler
Changed:
  • Reduced shield damage reduction from 66% to 50%
Why?

The Short Circuit
Added:
  • Reduced metal gained from payload dispenser from 40 to 10
Why?

Airwolf , Autumn , Blood Botkiller Wrench Mk.I , Boneyard , Carbonado Botkiller Wrench Mk.I , Diamond Botkiller Wrench Mk.I , Dressed to Kill , Festive Wrench , Gold Botkiller Wrench Mk.I , Gold Botkiller Wrench Mk.II , Nutcracker , Rust Botkiller Wrench Mk.I , Silver Botkiller Wrench Mk.I , Silver Botkiller Wrench Mk.II , Top Shelf , Torqued to Hell , Wrench , Wrench (Renamed/Strange)
Added:
  • 50% more metal capacity
Why?
With all the other options available in the engineers toolkit, the wrench simply doesn't have an edge over any of the other unlock options. The increased metal capacity will give it something the other wrenches don't have, making it the best basic wrench

Gold Frying Pan , Prinny Machete , Saxxy , The Necro Smasher
Added:
  • Only changed for: Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

The Eureka Effect
Added:
  • 25% Faster Teleporter & Dispenser build speed
  • Teleporting back to spawn now refreshes your loadout, health and ammo
  • Removed: 50% Teleporter cost
Why?
Not being able to refill metal when teleporting back to spawn and having to press the loadout key to refill was a very strange way of doing things, now when you teleport back to spawn you get your ammo back (loadout refreshes), which means we've eliminated a redundant step similar to the holstering penalites on other weapons. Now this weapon will flow more naturally in the game for you engineers.

The Jag
Changed:
  • Slower repair rate from 20% 40%
Why?
The Jag is often the better stock, at least in Vanilla, it's been nerfed to not be able to sustain as much as before.

The Southern Hospitality
Added:
  • 300% longer dispenser range
  • -20% slower upgrade rate
  • Dispensers gets destroyed when changing to another wrench.
  • Can Phase through your own sentry and dispenser
Why?
I'm still not sure what this weapons place is, so we're testing longer dispenser range for now, if you have any good ideas for what we can do with this wrench, let me know. As we're looking for proper ways it can support the team somehow. Since the Dispenser is a different building, similar to mini sentry, it now gets destroyed.

Heavy
Natascha
Removed:
  • 100% Slow on hit
  • Damage resistance when at 50% health
  • Slower spin-up time
Added:
  • Speed boost on hit (1 second)
  • 5% faster move speed while deployed.
Why?
Slow on hit isn't fun to play against. So it's been inverted and now we speed up, opening a whole new world of unrev jump-techs to do as heavy. While still being the weakest of the miniguns, it offers the most different playstyle.

The Brass Beast
Removed:
  • Damage resistance
Changed:
  • Increased movespeed while deployed from -60% to -40%
  • Reduced spin up time penalty from 50% slower to 40% slower.
Added:
  • +12% crit resistance while spun up
Why?
The Vanilla TF2 Brass beast movement speed is so slow that you take a lot of additional splash damage, even so much it negates the resistance you have below half health. By increasing the movespeed you can now dodge a bit easierly and won't need the resistance anymore. The removal of the damage resist is due to that you can't tell easily if a heavy is at half health or not, since the heavy now moves faster and has faster spin up time, it's been removed. Since you can use movement to negate taking the full damage you normally would with the official weapon. Adding the crit resistance does make overheled brass beast heavies able to tank a fully charged headshot from all rifles except machina.

The Huo-Long Heater , The Huo-Long Heater (Genuine)
Added:
  • Mini-crits burning targets
Changed:
  • Reduced damage done to burning players to compensate for mini-crit done
  • Increased initial flame damage from 12 to 30
Why?
In Vanilla TF2 it doesn't offer enough visiual confirmation of hitting players that's on fire. It also doesn't pack enough punch to warrant only 13 seconds of effective firing time. The increased damage to the flamerings makes it really scary to be close to a revved up huo-long heater heavy. The damage is offset to be similar to the original huo-long heater, only with slight increased damage to on-fire targets that's far away due to how fall-off works with minicrits.

Tomislav
Changed:
  • Firing speed from -20% to -25%
  • Accuracy bonus from 20% to 25%
Why?
The tomislav is in many cases better than the stock, as it is silent and has faster rev time, however due to a rounding error with how firing speed works with the minigun, it actually has -15% firing speed instead of -20%. To compensate for this minimal loss of damage the accuracy has been increased slightly.

Fishcake , The Dalokohs Bar
Added:
  • Increased eating speed by 40%
Why?
Being the second-weakest lunchbox item in Vanilla TF2, the increased eating speed allows the Heavy to eat it with less planning before combat, increasing its overall viability.

Panic Attack
Removed:
  • Successive shots become less accurate
Why?
With the Panic Attack you can negate the downside of less accurate by just switching weapons and keep firing at the same firing speed, therefore in the spirit of removal of holster penalties, this was removed

The Buffalo Steak Sandvich
Added:
  • 100% faster eating speed
  • Cancel the effects by pressing reload or special attack key (+attack3)
Removed:
  • Hidden 20% damage taken
Why?
Being the weakest of all the lunchbox items for the Heavy. With the new ability it has to cancel and faster eating speed, it should give the heavy more opportunities to use this to great effect.

Apoco-Fists , Fists , Fists (Renamed/Strange)
Added:
  • 25% faster global weapon switch speed
  • Increased throwing power on thrown lunchbox items
Why?
The rest of the unlocks for Heavy offers a lot of utility, and not much use for the stock fists, which is why they are getting this buff. The buff is to help switch speed between main and secondary. Works well in situations where you don't use your melee much or at all.

Festive Gloves of Running Urgently (G.R.U.) , Gloves of Running Urgently , The Bread Bite
Removed:
  • Holster speed
Added:
  • 20% Slower firing speed
Why?
In Vanilla TF2 the gloves did as much damage as the fists. Reducing firing speed and giving them slower deploy time (does not affect when you gain speed, as you gain speed as soon as you hit weapon slot3), ensures this weapon is used as a movement tool and not emergency punching tool.

Fists of Steel
Removed:
  • Old stats
Added:
  • While active:
  • -40% Damage from ranged sources
  • +100% damage from melee sources
  • Health from healbeams-70%
  • -30% slower firing speed
  • -60% slower deploy time
  • Medics builds uber build 50% slower while item is active
Why?
In Vanilla TF2 the Fists of Steel are bugged and OP. Reducing the damage and healing taken now fixes the overheal issue, as well as the weapon being used for anything other than tanking.

Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
Added:
  • Only changed for: Soldier, Pyro, Heavy, Medic
  • See the class's stock weapon for the new stats
Why?

The Eviction Notice
Added:
  • Get a speed boost for 1 second on deploy - 5 second cooldown
Changed:
  • Increased On Hit: Gain a speed boost from 3 to 5 seconds
  • Health regenerates at the same speed as GRU
Why?
With the deploy speed bonus combined with faster weapon switch speed combined with the now faster health regeneration while not active, it should make this weapon better and different compared to it's GRU counterpart. Making it better in close range movement scenarios

The Holiday Punch
Added:
  • Gunslinger 3 hit crit combo
  • +25% faster firing speed
  • -35% damage
Why?
Without random crits, this weapon is not worth using compared to Heavy's other current options. Now there's a small niche against Uber pushes using the Gunslinger punch combo.

The Killing Gloves of Boxing
Changed:
  • Increased critical on kill time from 5 to 6 seconds
Why?
With all the other unlocks that has gotten buffs and do more things, the KGB is falling a bit short, primarly since we don't have random crits, thus this weapon has gotten a slight buff to make up for the lack of random crits in terms of usefulness

Warrior's Spirit
Added:
  • 20% slower deploy time
Removed:
  • 20% damage vulnerability
Why?
The Vanilla TF2 version of these 'glass cannon' unlocks for the heavy doesn't really suit the class that well. It's now just more damage, with slower deploy time.

Medic
Crusader's Crossbow , Festive Crusader's Crossbow
Added:
  • -20% damage & healing done
Why?
Balancing Medic’s other primaries around being as good as the crossbow has a been point of contention in the BMod. Bringing down the power of the crossbow allows less overtuning of other weapons to make them worth running against the crossbow. Other suggestions have been made about adding dmg vulnerabilities or a larger reduction to healing, but may prove too oppressive to the medic that uses it.

Syringe Gun , Syringe Gun (Renamed/Strange)
Added:
  • Per 100 damage dealt to players: Gain 15% ubercharge
  • Passive reload
Why?
In Vanila TF2 the medic unlock choices have been locked to ubers-saw and crossbow. But with passive reload added, and uber gained on hit, this becomes a ranged ubersaw, and with the changes to the vita-saw you can effectively switch the two slots and play a new style of medic. This now allows you to build some uber in situations where you previously did nothing and were passive. But do be careful, if you're using it wrong you and your team will pay for it (like you always do))

The Blutsauger
Added:
  • Needles that hit enemies will now overheal
  • Needles hitting teammates will heal you and teammate for 2HP pr needle, can overheal, does not build any uber.
Why?
In Vanilla TF2, this weapon is trash. It makes you die to everything faster, since you'll primarly be using the medigun. Now it's been given the same survivor power as the Overdose, but focuses on shooting enemies for heal and overheal, or teammates for reduced heal (useful when in a pinch and no health packs are around). It now helps the medic survive in a sense that is as powerful as the crossbow's ability to heal teammates.

The Overdose
  • Added
  • While active: 5% faster movespeed
  • This weapon holsters 45% faster
  • Passive reload
  • Changed:
    • Reduced the base of speed received by uber by 14.3%
    Why?
    While being a decent escape tool when you have uber, with the buffs of the other syringes, this one needed a little tweak, so now if you spawn by yourself you can use this to run to the fight faster. The clipsize is to reduce the damage output even more, as good medics would use superiour speed to never get hit and do damage pretty effectively. The faster holster speed will combo well with the Vita-saw

    The Quick-Fix
    Changed:
    • Heal bonus from from 40% to 50%
    • Uberbuild rate from 10% to 15%
    Why?
    We're testing to see if this slight increase in uber buildrate and healing makes this weapon more viable.

    The Vaccinator
  • Test Changed:
  • Reduced all total charges from 4 to 2
  • Decreased overheal penalty heal rate from -67% to -40%
  • Why?
    Vaccinator is proven to be too easy to defend with, reducing the availability by only having 2 charges as max instead of 4, also allows for opponents to properly measure and see how many charges a medic has. The buff to overhealing speed done is to compensate for the loss of 2 additional charges. This means that an ubersaw now fills half a gauge.

    Amputator
    Added:
    • Cancel Taunt with +jump or taunt button
    Why?
    With all the other buffs to the other melee unlocks for medic, this one needed something extra. The main issue with the AOE heal is that it was often wasted as it didn't overheal and you stood around like a statue litterally waiting to get stabbed or shot. Being able to cancel the taunt makes this item way more viable and opens up new interesting ways to manage heal on your team.

    Bonesaw , Bonesaw (Renamed/Strange) , Festive Bonesaw
    Added:
    • 4 seconds of bleed damage
    • On Kill: Enemy drops healthpack
    Why?
    With all the other unlocks for the medic's melee slot, this one falls behind. With the added bleed medic can now track spies easierly and dish out slightly more damage in melee fights. The health pack on kill allows for a team oriented heal on kill mechanic.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Solemn Vow
    Removed:
    • See enemy health
    Added:
    • 25% more health from healthpacks
    • While active: 50% increased knockback taken from damage
    Why?
    Similar to amputator, this one needed a buff as well. In the spirit of having similar weapons on different weapon slots this one now helps with healing from healthpacks.The increased knockback servers as a 'get off me' tool for the medic. The increase in base speed is equal to the overdose at 20% uber. The knockback increase helps in escaping while escaping. Being able to see enemy health has been removed since this is now an escape tool to be used when surfing damage.

    The Vita-Saw
    Removed:
    • Keeping ubercharge when you die
    Added:
    • On teammate hit: Restore 40 health on teammate, it overheals & gain 1% uber
    • Removes jarate, madmilk, fan'o war, gas and afterburn
    • -50% less damage done
    • Increased melee range 70%
    • 20% slower swing speed
    • 25% faster weapon deploy speed.
    Why?
    In Vanila TF2 the medic unlock choices have been locked to ubers-saw and crossbow. With passive reload added, and uber gained damage dealt, this becomes a ranged ubersaw of sorts. With the changes to the vita-saw you can effectively switch the two slots and play a new style of medic. This now allows you to build some uber in situations where you previously did nothing and were passive. Incorrect usage of this weapon will be a detriment to your team, similar to incorrect usage of the ubersaw.

    Pyro
    Dragon's Fury
    Added:
    • Afterburn duration increased by 100%
    • -50% airblast pushback power
    Removed:
    • Airblast penalty
    Why?
    In Vanilla TF2, this weapon offer less effective DPS than if you ran perma-shotgun on pyro. The increase in flame duration makes it a little easier to land the second shot on targets being healed, as the fire now has 2 ticks instead of 1. Removing the crippling (and weird) airblast penalty makes it viable. You still can't airblast until firing is complete, so the overall airblast output is less than a regular flamethrower.

    Festive Backburner , The Backburner
    Added:
    • Changed flame particle to be different from normal flames
    Why?
    Flames changed just to make it visually different from other flamethrowers.

    The Degreaser
  • Changed: Reduced deploy speed from 60% to 30% faster
  • Removed: Holstering speed bonus
  • Added: 30% global weapon switch speed
  • Damage penalty
  • Why?
    This deploy speed change should make it less jank with the bugged holstering times in TF2. The damage penalty is to add up for it being a better flamethrower, since afterburn hardly matters against competent players. This means that in a WM1 pyro fight, degreaser loses to all other flamethrowers.

    The Phlogistinator
    Added:
    • Deals -50% damage to buildings
    Why?
    In our evergoing quest to find a good solution for the phlog, we are trying to make it bad vs buildings to make pushing with it in to sentry nests worse. We shall see how this plays.

    Gas Passer
    Added:
    • Ignited enemies explode for 45 damage
    Changed:
    • Reduced projectile speed to match jarate and mad milk
    • Reduced gas effect duration from 10 seconds to 8 seconds.
    • Reduced damage needed to fill a charge from 750 damage to 650 damage.
    • Reduced afterburn duration by -70%
    • Reduced splash radius of gas by -35%
    • Gas Meter doesn't build off itself.
    Why?
    The official gas passer has some glitches that has been fixed. The 45 aoe damage it does will make this weapon more viable and not just utter trash. Since it can't combo off itself anymore, it's spammability is greatly reduced.

    Panic Attack
    Removed:
    • Successive shots become less accurate
    Why?
    With the Panic Attack you can negate the downside of less accurate by just switching weapons and keep firing at the same firing speed, therefore in the spirit of removal of holster penalties, this was removed

    The Detonator
    Added:
    • -25% burn damage
    Removed:
    • Additional self damage taken.
    Why?
    The afterburn penalty is to further differentiate it from the scorch's more spam focused niche and the combination of both should overall shift the det towards a more mobility focused niche as opposed to being half mobility and half spam like it is now.

    The Manmelter
    Added:
    • 10 more damage done to normal and crit hit
    • -20% afterburn duration
    • +10 Health restored on extinguish
    Why?
    By having no reload animation and really clunky feel to it, this weapon needs something extra to compete with the rest of pyro's arsenal. While reliant on the enemy team having a pyro to be worth running, which isn't always the case, is the reason for the increase in damage and firing speed, so it does something better than the other flareguns.

    The Reserve Shooter
    Added:
    • -20% damage to targets not launched airborne by explosions, grapple hooks or rocket packs
    • No random crits
    • Airblasted targets takes reduced mini-crit damage (Pyro Only)
    Why?
    While being able to do mini-crit to blast-jumping classes with faster initial damage, this weapon was really good, to offset the effectiveness it's been given lower damage to grounded targets, however the old full damage is applied on regular mini crits.

    The Scorch Shot
    Added:
    • -33% explosion radius
    • -25% burn damage
    Why?
    Being a bit to easy to shoot the ground and the second bounce to light people on fire, The radius has been reduced as well as the afterburn damage to compensate.

    Thermal Thruster
  • Added:nRemoved:
  • Holstering penalty
  • Why?
    Vanilla TF2 Thermal Thruster is really clunky and weird to use, and requires a lot of planning effectively making you unable to do reactive plays to the enemy. With the removed pushforce and holstering penalty, you can now use it as a gap closer and get more effective Pyro plays out of it.

    Fire Axe , Fire Axe (Renamed/Strange) , The Lollichop
    Added:
    • +20% max ammo on primary weapon
    • +15%a faster swing speed
    Why?
    With all the other utility the other unlocks for pyro's offer, the Fire Axe would need a buff, rather than nerf all the other items. The faster swing speed makes the pyro's baseline for melee the highest DPS. And doesn't require fire to do well.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    Homewrecker , The Maul
    Added:
    • While weapon is active
    • -40% less pushforce taken from damage
    • Attacks pierce damage resistance effects and bonuses
    • +20% bullet resistance
    Why?
    Being very limited in terms of use. If the enemy has no spies or buildings, there's little for this weapon to do. The added pushforce reduction allows the pyro to push through chokes more easily without the need of a speed unlock. It will also destroy wrangled sentries if you can get close. The added bullet resist will allow you to tank one more shotgun shot at point blank.

    Hot Hand
    Added:
    • This weapon deploys 50% faster
    Changed:
    • Increased speed duration from 1 to 3 seconds
    • Hitting teammates also gives speed boost as well as extinguishes them
    Why?
    With the speed boost on slap being so miniscule, it made sense to boost it. While it is a hot hand it's also suited for the weapon to give the fire resist when active, to counter enemy Pyros better. Giving you as a pyro more response options to what happens in a match. The speed boost on hit for teammate will help it make it more reliable and less risky compared to before.

    Neon Annihilator , Neon Annihilator (Genuine)
    Added:
    • On kill gain 5 seconds of guaranteed mini-crits
    • Players coated in gas counts as wet (when not on fire)
    • -10% slower swing speed
    Removed:
    • Damage penalty vs players
    Why?
    Similar to the Homewrecker this weapon offers very little to do. Now it will give mini-crits on kill, making it a combo tool for the pyro. Enemies not counting as wet when in Gas was also stupid so it now will crit someone covered in gas. Do note that they are not covered in gas if they are burning, this means you will only get one hit off.

    Sharpened Volcano Fragment
    Added:
    • On burning target hit: Causes small explosion to targets that deals 35 damage
    • -85% damage penalty
    • Mini-crits target on fire
    • On fiery target hit: Target explodes dealing 10 damage and lights enemies fire and spawns 3 dragons fury projectiles in the direction the pyro is looking
    Why?
    Arguably the worst Vanilla TF2 meleee for the pyro. This total rework makes it a nuke on a stick. It now feels powerful and fun to use, and is in theory the 'best' melee unlock in terms of damage, however getting in position and enemies being clustered together and not outright killing you due to the range limitations of pyro is another story.

    The Axtinguisher , The Festive Axtinguisher , The Postal Pummeler
    Removed:
    • Slower holster penalty
    • -33% damage penalty
    Why?
    The slower holster penalty could be avoided by switching weapons quickly, so it's been removed. With the now other powerful tools for Pyro, this needed to be able to pack a similar punch. The damage penalty has been removed as the fire axe has gotten a fire rate increase. Enough to reliably oneshot 125 health classes, even from a small puff of fire. This damage buff is also due to the sharpened volcano fragments new fuction.

    The Back Scratcher
    Added:
    • While active: health packs overheal 25% of maxh health
    Changed:
    • Increased damage bonus from +25% to +35%
    Why?
    Compared to the other melee unlocks for Pyro, it doesn't do what it's supposed to do well enough. The overheal while active allows pyro's to actively use it to gain overheal buff, since you are already using healthpacks on the flanks alone. Making that it's primary function over the damage. The overheal brings pyro to 219 overheal when capped. The damage boosts makes it so that 175HP classes dies in 2 swings instead of 3

    The Third Degree
    Added:
    • Mini-crits enemies who's being healed
    • While Active: +75% more healing from healbeams while active
    • While Active: +10% damage vulnerability
    Why?
    In vanilla TF2, this weapon is very niche, and relies on random crits to be viable. Since random crits are not enabled in balance mod servers, we have given it a damage buff in the form of mini crits vs medibeam connected targets. With this weapon's theme focusing on healbeams, we also added faster heals from healbeams (Medics and Dispensers) while active. This allows Pyro to heal up incredibly quickly, meaning he can be involved in fights more often. The damage vulnerability prevents Pyro from using this to tank damage mid fight.

    Scout
    Baby Face's Blaster
    Added:
    • -20% slower move speed on wearer
    Changed:
    • Boost is not lost when taking damage or jumping
    • Boost lasts 21 seconds
    Why?
    While not in a better state, this current version of it is more reliable. As you don't get gimped by getting hit which is unavoidable against good players, and for double jumping. Gradually losing boost at the cost of less clip should be fine.

    The Back Scatter
    Removed:
    • -20% less accurate
    Why?
    The Back Scatter is easy to counter and overall worse than Stock due to its reduced accuracy. By removing this downside, it now behaves the same as Stock, and rewards Scouts with good positioning at the cost of clip size. The main strength relies on a factor you can't control, which is where the enemy is looking.

    The Shortstop
    Added:
    Removed:
    • Hidden airblast and pushback force taken
    • 15% faster reload speed
    Why?
    This weapon still remains hard to balance properly. For now we will just have remove the hidden pushforce penalties it provides

    The Soda Popper
    Changed:
    • Faster reload speed lowered from 25% to 15%
    Why?
    This weapon was the best scattergun for scout, as it had highest DPS and highest mobility options. The slower reload time brings this weapon into a place where there's more counterplay opportunities as it's DPS is lowered when only holding M1

    Bonk! Atomic Punch , Festive Bonk!
    Added:
    • Wearer becomes marked for death for X amounts of seconds depending on damage taken
    • Removed: Slow when bonk duration is over
    Changed:
    • Meter now starts empty and doesn't refill when touching resupply locker
    Why?
    The slow effect made little to no difference as the scout could negate it by simply spamming A and D keys. The marked for death makes more sense to add up for taking damage under bonk effects

    Mad Milk , Mutated Milk
    Changed:
    • Reduced effect duration from 10 seconds to 8 seconds
    • Reduced healing done from 60% to 35%
    • Reduced splash radius by -35%
    Why?
    Mad milk remained incredibly powerful with its insane healing potential and large area of effect. The healing has been lowered to match that of the concheror banner for Soldier, thus making it no longer OP. The reduced splash radius prevents it from coating entire teams and requires more accuracy from the user.

    Pretty Boy's Pocket Pistol
    Added:
    • -15% damage done
    Removed:
    • 15%Fire rate bonus
    Changed:
    • Increased heal on hit from 3 to 4 in close combat.
    Why?
    With the Vanilla TF2 faster firing speed, it has higher initial DPS than pistol AND it heals. The damage has been reduced to compensate for being able to heal. The health gain has been increased at close range to compensate for the removal of slower firing speed.

    The Flying Guillotine , The Flying Guillotine (Genuine)
    Added:
    • +70% slower recharge
    • Minicrits Airborne targets
    Why?
    Being able to do high and consistent damage from long range as scout for minimal effort and risk is too strong when used right. Thus the bleed has been removed, and being able to deny jumpers as a skill shot has been added.

    Bat , Bat (Renamed/Strange) , The Holy Mackerel
    Added:
    • Weapon deploys 40% faster
    Why?

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    Sun-on-a-Stick
    Added:
    • -25 damage to non-burning players
    Removed:
    • Damage penalty
    Why?
    The sun on a stuck is very nieche in it's design, having it do better damage against enemies that's on fire makes more sense.

    The Candy Cane
    Added:
    • -50% uber build rate when healed
    Removed:
    • 25% more damage taken from explosion
    Why?
    The candy cane is a straight upgrade whenever there are no demoman, soldiers or engineers on the field. Removing this weakness and replacing it with less heal from healers should help scout get more value out of the healthpack dropped feature.

    The Fan O'War
    Changed:
    • Marked For Death lasts 10 seconds
    • This weapon deploys and holsters 40% faster
    Why?
    While lasting for too long and not giving much indication to the enemy being hit, the now increased knockback makes it more visible and some options for the one getting hit to get out of trouble.

    The Sandman
    Removed:
    • -15 max health penalty
    Added:
    • -35% melee damage
    • Increased max ball damage to 50
    Why?
    To remove health off an already squishy class for a hardly useable projectile, when you have the wrap assassin is not so good. Instead the damage of the bat has gone down (it is made of wood after all) and we've increased the ball damage, giving the scout another damage dealing weapon that is similar to the wrap assassin that offers similar type of sacrifice.

    The Wrap Assassin
    Removed:
    • Splash damage from projectile
    • Reduced damage by -25%
    Why?
    Wrap assassin was getting too much value compared to sandman

    Sniper
    Airwolf , Balloonicorn , Blood Botkiller Sniper Rifle Mk.I , Bogtrotter , Boneyard , Carbonado Botkiller Sniper Rifle Mk.I , Coffin Nail , Diamond Botkiller Sniper Rifle Mk.I , Dressed to Kill , Festive Sniper Rifle , Gold Botkiller Sniper Rifle Mk.I , Gold Botkiller Sniper Rifle Mk.II , Lumber From Down Under , Night Owl , Pumpkin Patch , Purple Range , Rainbow , Rust Botkiller Sniper Rifle Mk.I , Shot in the Dark , Silver Botkiller Sniper Rifle Mk.I , Silver Botkiller Sniper Rifle Mk.II , Sniper Rifle , Sniper Rifle (Renamed/Strange) , The AWPer Hand , The Bazaar Bargain , The Hitman's Heatmaker , The Sydney Sleeper , Thunderbolt , Wildwood
    Added:
    • 47% less ammo capacity
    Why?
    The sniper rifles are very powerful weapons with very little counterplay at the highest level of play. The ammo reduction will lower the snipers effective time in battle,. As this change makes the sniper stay more in scope overall, which the sniper is supposed to be anyway

    Shooting Star , The Machina
    Added:
    • 47% less ammo capacity
    • +50% headshot damage on 50% or higher charge.
    • 15% damage to buildings
    Removed:
    • On full charge: 15% damage per shot.
    Why?
    The sniper rifles are very powerful weapons with very little counterplay at the highest level of play. The ammo reduction will lower the snipers effective time in battle. Removing the bodyshot damage bonus will get people to stop complaining that this weapon is no skill. Supplementing that for more headshot damage at 50% or more charge and building damage balances this out.

    The Classic
    Removed:
    • Bodyshot damage penalty
    • Added:47% less ammo capacity
    Why?
    The Vanilla TF2 classic can be summed up like this: 'Always less damage or the same'. Being a very different sniper rifle, that offered very little practical use, removing the bodyshot damage now makes it viable for those prefering the sort of charge while unscoped sniper style.

    The Sydney Sleeper
    Added:
    • -47% less ammo capacity
    • Reduced charge from +25% to -10%
    • -33% headshot damage done
    • Tracers
    Removed:
    • No headshots
    Why?
    The Vanilla TF2 Sydney Sleeper is the only sniper rifle that doesn't reward you enough for headshotting. While feeling similar to the official one, this one now rewards headshots with more damage. The reduced charge speed is to make sure it doesn't kill 300HP targets on HS that much faster than stock.

    Darwin's Danger Shield
    Changed:
    • Fire immunity now behaves more like Pyro's fire immunity
    Added:
    • 15 max health
    Removed:
    • 50% damage reduction.
    Why?
    The Vanilla TF2 Darwin Dangershield does nothing if the enemy team doesn't have a pyro. It now has 15 more max health, increasing overall survivability and not just specifically against pyros. For consistency the after burn immunity has been tweaked to be a little worse than Pyro's, as sniper will now burn for maximum 2 ticks.

    Festive Jarate , Jarate , The Self-Aware Beauty Mark
    Changed:
    • Reduced jarate effect duration from 10 seconds to 8 seconds
    • Can piss yourself
    • Reduced splash radius by -35%
    Why?
    Being arguably the best sniper secondary. A nerf is in it's place. The less duration and the fact you can piss yourself allows for counterplay against the sniper, as well as more precicion required from the sniper to do well with this weapon

    The Cleaner's Carbine
    Added:
    • 20% More accurate
    Changed:
    • -25% slower firing speed to 20% slower firing speed
    • Adjusted max ammo to match clip size
    • 30% more damage needed to fill the meter
    Why?
    Having gone from OP to trash in Vanilla TF2, following the same principle as the Tomislav, it's now more accurate while shooting slower. The less ammo is to make sure you have a perfect 4 Clip shoot-reload. The faster firing speed buff is to make it less ass.

    The Razorback
    Changed:
    • Razorback recharge rate increased by 20%
    Added:
    • Movespeed while scoped increased by 25%
    • Reduced the overheal penalty from 0% overheal to 75% less overheal (caps at 140)
    • 50% uber build rate for medics
    Why?
    In Vanilla TF2, this weapon is utter ass, it elimates 1/27 different ways you can be killed in the game.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Bushwacka
    Added:
    • -15% damage done
    • 15% longer deploy time
    Changed:
    • Damage taken penalty to 15%
    Why?
    Being the better choices for perma-jarate snipers, it was due to a nerf. Now dealing less damage and taking longer to deploy, gives the opponents a larger window to counter-play the sniper switching to bushwacka.

    The Shahanshah
    Changed:
    • Increased positive and negative attributes by 10%
    Why?
    Hardly any difference with this weapon with the small damage increase and decrease.

    Soldier
    The Liberty Launcher
    Changed:
    • -25% to -20% damage done
    Why?
    The Vanilla Liberty launcher has been through many reworks, it keeps going between overpowered and trash. This current version seems to balance the area between too good and too bad nicely.

    Festive Buff Banner , The Buff Banner
    Added:
    • 40% more primary ammo capacity
    Changed:
    • Increased rage buildrate by 20%
    Why?
    With the reduced charging time that now matches the Concheror, it should increase the weapons effectiveness without being too good.

    Panic Attack
    Removed:
    • Successive shots become less accurate
    Why?
    With the Panic Attack you can negate the downside of less accurate by just switching weapons and keep firing at the same firing speed, therefore in the spirit of removal of holster penalties, this was removed

    The B.A.S.E. Jumper
    Changed:
    • 250% to 275% more air-strafe control
    • Max speed from 300 (average speed) to 330 (same as scout running backwards)
    Added:
    • +200% increase in turning control while charging
    • Can jump while charging with a shield
    • Added: +15% move speed with a shield
    Why?
    The B.A.S.E. Jumper nerf made it basically garbage, while its previous version was OP. These changes will (hopefully) be a middle ground. With the changes to how it works with a shield, it should be more viable for demoknights too

    The Mantreads
    Added:
    • 10% faster movespeed
    • +20 flat damage bonus on stomps
    Why?
    Being one of the least used shoes for soldiers, and competing with shotguns, the increased airspeed and pushback is not enough. The faster movespeed allows for easier pushes in as it stacks with the pushback reduction as well as longer rocketjumps and better positioning overall.

    The Reserve Shooter
    Added:
    • -20% damage to targets not launched airborne by explosions, grapple hooks or rocket packs
    • No random crits
    • Airblasted targets takes reduced mini-crit damage (Pyro Only)
    Why?
    While being able to do mini-crit to blast-jumping classes with faster initial damage, this weapon was really good, to offset the effectiveness it's been given lower damage to grounded targets, however the old full damage is applied on regular mini crits.

    The Righteous Bison
    Added:
    • 275% more damage done
    • +50% clip size
    Changed:
    • Tick rate, so target will no longer get hit twice by the same projectile
    • Tripled projectile speed
    • Can not be crit boosted
    • Mini-crits when it would normally crit
    • This weapon deploys 30% faster
    Why?
    The Vanilla TF2 bison is both bad and inconsitent, with a slow projectile and a tickrate that makes certain classes get hit by the same projectile twice depending on which way it was fired from is really bad. The tickrate has been reduced so this doesn't happen. It will penetrate, but not hit every target that are really close to each other. The faster projectile speed was added so you can actually kill with it.

    Frying Pan , Gold Frying Pan , Prinny Machete , Saxxy , The Bat Outta Hell , The Conscientious Objector , The Crossing Guard , The Freedom Staff , The Ham Shank , The Memory Maker , The Necro Smasher
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    Shovel , Shovel (Renamed/Strange)
    Added:
    • This weapon deploys 40% faster
    • -20% blast damage from rocket jumps
    Why?
    Faster deploy speed will help securing clutch timed kills for aggressive playstyles. The blast resistance will give it some value when you are not landing melee hits with it

    The Disciplinary Action
    Changed:
    • Damage penalty increased from -25% to -35%
    Added:
    • When whipping a teammate: gradually drain health
    Why?
    Free speed boost on yourself and teammate at the cost of nothing is too strong. You can now lose up to 150 maxhealth while it's active. When the speed boost end the maxhealth penalty is removed. This makes the soldier weaker in the moment it's used, but overall doesn't change the effectiveness of the weapon.

    The Equalizer
    Added:
    • 60% damage bonus while half dead
    • Removed: Gradual damage increase depending on health
    Why?
    To give it an additonal damage dealing edge over other unlocks, the hardly used equalizer will now pack quite the punch when on low health. The reason for the gradual damage increase is for readability, as it's easier to tell if a soldier is most likely below half health or not

    The Escape Plan
    Changed:
    • Damage reduced by 25%
    • No random critical hits
    • Increased marked for death to from 1 to 3 seconds.
    Why?
    The vanilla Escape Plan could be used to both escape and deal decent amounts of damage. The -25% less damage done is to ensure it is only used for its intended purpose. The Mark for Death downside now lingers for 2 additional seconds, making it more punishing if deployed at the wrong time. This was added to prevent Soldiers from spam deploying the weapon whenever they are in any sort of danger; an effective strategy that has very few downsides.

    The Half-Zatoichi
    Changed:
    • Removed slower holstering penalty
    Why?
    Slowering holstering penalty could be negated by switching through other weapon slots quickly, so it has been removed from all weapons with slower holstering penalty.

    The Market Gardener
    Added:
    • -30% damage done while the wielder is not rocket jumping
    Removed:
    • Slower swing speed
    Why?
    To be consistent with the modded reserve shooter, meaning it will do less damage when you aren't rocket jumping with it, meaning the follow up will do less damage, but swing normally as the normal swing speed has been restored

    The Pain Train
    Added:
    • On miss: Hit yourself idiot
    • -25% damage done
    • On miss while blast jumping: Get momentum boost
    Why?
    The pain train serves no purpose on ctf maps and on defense on attack defend maps. With this self hurt you will be able to extend some rocket jumps, adding more mobility to master

    Spy
    The Diamondback
    Added:
    • Critical damage is affected by range
    Changed:
    • Damage done from -15% to -20%
    Why?
    The Diamondback has always been hated to the point of players refusing to use it due to how much of a damage reward you get for just doing spy things. Now that it has crit damange fall-off it offers a much smaller advantage that should add up for the slightly increased damage penalty.

    The Enforcer
    Added:
    • Reduced blink time when bumping into enemies
    Changed:
    • Increased damage while disguised to +25%
    Why?
    The enforcer remains a very unused gun for the spy, being only good in a couple of very specific situations, those being: Fists of Steel Heavies, Wrangled Sentries, Vaccinator, Battalions Backup and Invisible spies.

    The Red-Tape Recorder , The Red-Tape Recorder (Genuine)
    Removed:
    • Building deconstructs
    Added:
    • Sapper is removed in 1 hit
    • -80% sapper damage done
    • Use +Reload to throw it, has cooldown
    Why?
    Deconstructing buildings is buggy and gives a lot of value compared to effort put in byt the spy. So the item has been reworked in to being a throwable sapper. Thrown sapper simulates a cowmangler stun, and can be useful in well protected sentry nests guarded by pyros. You can still place the sapper, but it's very weak.

    Gold Frying Pan , Prinny Machete , Saxxy
    Added:
    • Only changed for: Soldier, Pyro, Heavy, Medic
    • See the class's stock weapon for the new stats
    Why?

    The Big Earner
    Changed:
    • Increased cloak on kill from 30% to 40%
    • Increased speed boost from 3 seconds to 4 seconds
    Why?
    With the increased in cloak and move speed bonus, this makes this weapon more viable in comparrison to the kunai.

    The Spy-cicle
    Changed:
    • Reduced fire immunity from 10 to 2 seconds
    • Reduced regen time from 15 to 5 seconds
    Added:
    • On melt: Switches to primary weapon
    Why?
    In Vanilla TF2 the spycicle is a 'get out of fire' free card. Now it servers as a self-extinguish only, so don't get caught on fire as spy, the spycicle isn't a crutch anymore.

    Your Eternal Reward
    Removed:
    • +33% cloak drain
    Why?
    While forcing you to be a certain disguise, spy sprint helps with this, however the cloak drain was a huge factor making this weapon a 'must use' with the le'tranger.

    Enthusiast's Timepiece , Invis Watch , Invis Watch (Renamed/Strange) , The Cloak and Dagger , The Quackenbirdt
    Added:
    • Increased cloaking speed by 15%
    • +15% increased jump height while cloaked
    Why?
    Spy is the hardest class to play against a competent team, the cloaking speed increase will help spy get more clutch kills in clutch scenarios.

    The Dead Ringer
    Added:
    • Reduced decloak time by 10%
    Why?
    Having been nerfed too hard by Valve, the decloak time has been slightly reduced so you can now stab as soon as the sound is over. Allowing the spy to get more spy kills.