Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'll have a think on it perhaps
I don't want to nerf it into the ground, or make it too awkward for the average player to use with a variety of soft nerfs.
Still doesn't address the comp issue, people don't like the unpredictability and the absurd mobility of the extra jumps in competitive, in addition, I feel as though reducing Hype on damage would frustrate the casual player, and make it fall out of place as a somewhat viable sidegrade.
I haven't really considered anything for the Soda Popper.
At the start of this list I mentioned how I just balance things as I see fit, The Soda Popper in its current iteration exists as a nice sidegrade allowing for creative plays.
In regards to competitive, even if I were to balance it so it was allowed in comp, I feel as though it wouldn't be used, due to the fact the Scattergun simply exists.
I wouldn't know where to start, outside of a complete rework.
Seems fine enough!