A shitload of weapons need attention.Remember, u/MiniGuide is watching.Like all games, TF2 is not perfect. Many of its weapons and tactics can seem “overpowered” and some are “underpowered”. Many people say that these shortcomings can be overcome with skill and practice, but it seems that some weapons simply need some help… and some, a severe change in stats. I’ve compiled here a list of every major buff and nerf I can think of in a more serious manor (I’m not saying there’s a [SERIOUS] tab, but you won’t find one “Volvo pls nrf Gunslinger” in this whole article). If you see a suggestion you don’t agree with, please make sure to comment. Or maybe even new suggestions!Although most of these are things I’ve collected from various threads and discussions, much of it is my opinion and should be taken as such. Take what you read with a grain of sand, because it’s not like they’re going to be put in the game anyways.CTRL + F may be handy if you’re looking for something specific; this is kind of long.the weapsThe Candy CaneBuff - Make the dropped Health pack team specific.Reason – The Candy Cane is one of the few weapons that can, in certain circumstances, actually help the opposing team. I mean, even if you have low accuracy with your gun, you’re still doing some damage, right? Well, with the Cane it’s possible to heal the other team with the Health pack that you drop. Experienced players know to quickly get the pack before the opposing team does, but it can quickly lead to catastrophe if an inexperienced player ends up saving that burning enemy medic from dying.The Sun On A StickBuff – Alt-Fire launches a ball that works similarly to a Flare Gun projectile, but is recharged like a Sandman projectile. Length of burning would work in reverse proportion to distance (like Scout’s other Melees).Reason - The SOAS is famous for being one of the most underused and situational weapon in the game. The weapon pretty requires you to have team support in order to not be dead weight in your Melee slot. With the fireball, the scout has a reliable way to land critical hits - and deal some extra damage. For those of you who think that this is overpowered, think this: every class (except for the most part Soldier – the Concheror and Black Box sort of work, though) has at least one reliable way to either extinguish, be immune to or regenerate Health faster than afterburn. Not to mention Health packs and team help, such as dispensers.The Wrap AssassinBuff – Decrease the bauble’s recharge time.Reason – The Wrap Assassin is in a group with the other Scout weapons with extremely low damage for the sake to balance out their secondary ability: the Atomizer, king of mobility; the Fan of War, king of MVM; and the Wrap Assassin, king of being completely useless until that meter fills up again. At least the Sandman can still do some damage after stunning someone. And you don’t even know if the bauble’s bleed will kill the enemy; it’s not exactly reliable. Lessening the recharge means more baubles in the air, therefore more use.The Battalions BackupBuff 1– Add 5 Health to the existing 20 additional bonus, meaning a total of 25.Buff 2 – Lessen the amount of damage needed to fill the meter from 600 to 450.Reason - By far the least used backpack (and arguably the least useful), the Backup received a “buff” a while back by converting the “damage taken” to “damage done” and slapping a +20 Health boost on it. The problem is, any hope of using it was destroyed when another weapon was similarly buffed: the Concheror. “Only 480 damage needed for a speed boost and Health on hit buff for everyone? Why use the Backup?” That’s why the Backup’s damage requirement should be lowered to 480 as well, because1. The Backup’s buff is almost too situational. It’s good for a push but nothing else. It’s also a little too short.2. The Concheror’s buff is better in almost every situation and requires less damage.3. Why the hell does this thing have the same damage requirement as the Buff Banner?Oh, and the 5 additional Health? Well, it’s basically Ali Baba’s Wee Booties in your secondary slot, so it might as well have the same stats.The Quick FixBuff – Make the “move at your target’s speed/travel with your target if launched” option have a toggle button for ON/OFF. This could use the reload key or MOUSE 3.Reason - I main Medic, and (to many people’s dismay) I use the Quick Fix. And trust me, everyone forgets that if they rocket jump or charge with the shield, their Medic is coming with them. Basically, you’re shoving your Medic into the heat of battle, and I’ve died quite a few times because of it. It may just be personal rage, but god damn is it annoying. This option could integrate more team communication, such as “Medic, turn your Quick Fix on so we can Sticky jump!” instead of just being thrown across the map.The NataschaBuff - +1 Health healed for each bullet that hits the target.Reason – I think we all agree that the recent buff was near useless. However, this buff would give the Natascha a form of roam-style play: hit the enemy to slow them, and then go in for some Health – filled bullet firing. The increased ammo means less ammo packs needed, and the Health means less Health needed (and a possible excuse for a substitution of the Sandvich) If you’re concerned about balancing with “vampire Heavies” or whatnot, 1 Health per bullet is really not that much (especially at close range, where you don’t need as many bullets to mow down an enemy).The TomislavBuff – Whatever speed you go when you spin up your Minigun, you go twice that speed when the Tomislav is spun up (I don’t know the exact numbers).Reason – Let’s face it – the ol’ ‘Slav is meant for ambushing. Silent and quicker spin up lead to corner turns and surprises. Other than that, however, it is outclasses by almost every other Heavy primary there is. A bit more mobility is just what this weapon needs to really shine as an ambush-mobile-KGB assassin-Heavy…thing. Not to mention it’s realistic: the increased spin up time is probably because the gun is lighter and has no revolving barrel.The Brass BeastBuff – Increased knockback resistance when fully spun up.Reason –There are two things you fear most as a Brass Beast Heavy: Machina Snipers and Pyros that know how to airblast/use the Scorch Shot. The reason being: chances are, if you’re being hit by either of these things, you’re already revved up. If it’s a Sniper, you’re already dead. However, if it’s a Pyro, that means you have to sssslllloooowwwwllllyyy crawl your way back to where you were. This can be especially annoying during an Ubercharge. This buff can potentially fix this situation and maybe everyone won’t use fricking stock. Like the Tomislav it’s realistic; we can guess the movement slowdown is because the gun is very heavy.The Family BusinessBuff – Increased weapon switch speed.Reason – Because of the very low damage output, the Family Business is usually not recommended (not even if you use the Brass Beast – and that’s saying something). However, a passive buff gives it some form of utility and could match with weapons such as the KGB.The Dalohkos BarBuff – Alt-Fire throws the bar to the ground for teammates. The bar will then have to be recharged, but at a much faster rate than the Sandvich.Reason – The Bar is a very good weapon on paper. An additional 50 Health on top of the class with the highest Health in the game, with no recharge between bites? How is this not overpowered? Well… two major things. One is the actual eating time. Although it’s very short, a few seconds of standing completely still and helpless is like an hour in TF2. So that time needs to be worth it, right? Well, compare an additional 50 Health to a mobile full Health kit and see who wins. Second, the both the other lunchbox items are throwable. Even if you have the Steak, at least you can throw it to save your burning Medic. Which reminds me: the 50 extra Health does not stack with Overheal. Which sucks.The GunslingerNerf – Reduced knockback with each shotReason – The whole time I was writing this, I debated on whether or not I should even put something in for the Gunslinger. I mean, I didn’t want to join the circlejerk. However, I do agree that it can shut down complete parts of the map for classes like Scout and Pyro because even if it is destroyed, another one will be built in three seconds flat. What’s the biggest problem? You can’t get close enough to it because of the knockback! Because of how the increased fire rate works, it has more knockback than a level one Sentry. So what’s the answer? Reduce the knockback. That way it will be easier to take down (or, at least it won’t push you across the map without you noticing).The JagBuff – Either fix the damn build rate or leave it where it is and increase the swing speed.Reason – Infamous for being a terrible weapon BECAUSE VALVE WONT FIX IT, the Jag is in need for love most out of any of these weapons. It’s loss of the ability to two-shot enemy Spies is much worse than a barely noticeable. Here is a comparison video (sorry – links don’t work on this website): http://www.youtube.com/watch?v=cUMTDLSZZKsThe best way to boost this weapon is to increase the swing speed, therefore leveling out the build speed (more hits means faster build), increasing Sentry repair speed (more hits means more repair) and kill spies faster (you get it). Then they can fix the stats so they actually say 15-whatever percent build speed instead of 30.The DetonatorBuff – Remove the +25% damage penaltyReason – Why does this exist? Flare jumping is not the most reliable way of moving across the map, so why penalize one of the only weapons (the other being the Scorch Shot) that can actually do it? Plus, it doesn’t really affect gameplay in the heat of real battle, so why even have it in there? It just discourages players (especially new ones) to even try flare jumping.Sharpened Volcano FragmentBuff – Add some sort of bleed damage in addition to the afterburn.Reason – Why on earth would you take the time to unsheathe your Melee, hit the enemy, then run away instead of just puffing them with the Flamethrower? Use a flare instead! A bleed function would really put some use into the Fragment – enemies would be put on a time limit before they run out of Health, and it certainly matches up with Pyro’s classes “hit and run” technique. Not to mention that it’s in the name: Sharpened Volcano Fragment?Note – A lot of people say it’s useful for Medieval Mode. Well, if you’re being Pyro there then you should use the Back Scratcher and if you want to light people on fire just go Sniper and use the Huntsman.The Pompson 6000Nerf – Remove the “On-hit: victim loses 10% Medigun charge” stat.Reason – Oh boy, were back in the Gunslinger jerk. Anyways, the Pompson is clearly designed to handle pesky Spies. But why on earth would it give a way to drain Uber? Yeah, I get it. Less Uber means less of a chance that your Sentry might survive when that Heavy mows down on it. But you could be doing better things, like shooting your Sentry/transporting it away with the Rescue Ranger! Protecting your Sentry with the Wrangler! Hell, even standing behind the building and smacking it with your Wrench, hoping to god that the Uber ends soon. Hitting an invincible Medic teaches bad tactics and while it may be good for (shudder) a Gunslinger Engineer focused on support, there is no reason why a 125 HP class should be draining a Medic’s Uber by spamming their infinite ammo halfway across the map.Dawrin’s Danger ShieldNerf – Remove the +15% damage resistance.Buff 1 – Remove the +15% explosive vulnerabilityBuff 2 – Survive a headshot (with one Health) when at full Health.Reason – The DDS is a major bitch to play against. It gives the opposing Sniper an immediate edge, regardless of skill level. The recent change was meant to simulate the headshot survival thing with the Croc-o-Style kit, but why wouldn’t you just put the buff the set gave to the DDS? At least then you can still be taken out with a quick shot or even some stray bullet after a headshot.The Cozy CamperNerf/Buff – Change the stats to what they originally were.Reason – This was a pretty good weapon before the change. It was meant for Snipers who liked to hang back where there were less Medics and Health packs to heal, and if a stray Flare hit them then at least they could still try to go for a stable shot. With the change, however, it’s almost not worth using it. Trading going a little faster while scoped for lowing your effective Health (may I remind you that this is to every damage source possible) to 100 is not worth it at all. The increased movement almost seems like they were encouraging it for close quarter Huntsman Snipers, but your Health is too damn low! Not to mention the Health regeneration is almost pointless, because if the Sniper is in any situation where he is taking damage, he can take well over 100 in the course of a few seconds. You can’t even outlive afterburn anymore, because you traded your Jarate for a sniping backpack that steals your soul.The Third Degree and the Solemn VowI clumped these weapons together because both of these weapons need to be completely revamped. Having one trait that isn’t really outstanding but no downsides still means it’s better than stock. And we all know that TF2 is about balance, right? Now a lot of people say that the downside is “not using a better weapon like the Powerjack or the Ubersaw”, but what about every new player ever? So you’re saying they’re at a disadvantage for not getting a different weapon? Some cases its true… but you get the point. Look at the Amputator. A while ago, it was in a similar situation to the Solemn Vow: the ability to heal many people with the taunt, but no downsides. A small upgrade, but still statistically better than the Bonesaw in every situation. Now it’s a completely different weapon with a different play style, and it’s still very usable! Don’t think the Third Degree is any different; ambush a Soldier being healed by a Medic with a random critical hit and shear through the Medic for absolutely no downside? I think not.