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🧡 Cool Gal 🧡
⚡⚡ Let’s be T4T for future games ⚡⚡
🌟🌟 Have a wonderful year full of estrogen🌟🌟
💫💫 Stay safe & take care💫💫
🔥🔥🔥+REP The profile is so gay🔥🔥🔥
════════════🔱🔱🔱🔱🔱🔱═════════════
Now that I think about it, airblast seems unique in that it's an entirely new mechanic that was added to Pyro's stock kit instead of being relegated to a specific unlock. Other classes have had numbers tweaked to their base selves (e.g. minigun rev time, metal spent per swing of the wrench), but nothing else comes to mind besides moveable buildings (maybe team disguises), and I feel like airblast is a less obvious addition than that was.
So, with how meticulous TF2's core design is, why did Valve add airblast in the first place with the specific features it has (i.e. knockback, reflect, extinguish)? Giving Pyro a greater defensive or supportive role? Were Demo and Soldier too oppressive without it? Was afterburn considered overly annoying? If anyone has a link to developer commentary on this, I'd love to see it.
…….…………………….¸„-^"¯ :\_ / o '"*'"¯/' WOOF WOOF
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.:.:.:.:.„-^" : : : : : : : : : : : : : : : : :- GIVE THIS CUTE DOG
:.:.:.:.:.:.:.:.:.:.: : : : : : : : : : ¸„-^¯ TO PEOPLE YOU CARE ABOUT
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