Validating team fortress 2
Hearing from you helps us prioritize our work and influences the direction the game moves in. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down.This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player using it.These changes are based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing.
If you do not understand what is causing this behavior, please contact us here.Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.This weapon is one of the lower owner-equipped items in the game.The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back.Compounding this, the ball has to travel really far in order to disarm players.