After sleeping and thinking about these weapon changes for a bit these are the things that stuck with me.
Ambassador
seems to undercut skill, will need to play test to really understand it
Your Eternal Reward
I feel like this "Increased cloak drain rate by 50%" change will continue to make this knife irrelevant
I believe this means with stock revolver/invis watch cloak lasts for 6.67s (instead of 10s) and for l'etranger/invis watch 9.33s (instead of 14s) I guess it could be viable if ran with the l'etranger
Pretty Boy’s Pocket Pistol
downside doesn't seem large enough, even ignoring health regain the pocket pistol is going to be the go to pistol for quick cleanup with the faster fire rate. 9 shots is more than enough, probably not going to be a huge difference but scout is already pretty powerful. May need an addition ~-10% damage done.
Base Jumper
Weapon is still irrelevant for competition and more so now, but the pub player in me thanks you so much.
Man Treads
Really cool, looking forward to seeing some use out of this weapon
Darwin Danger Shield
THANK YOU, probably going to be a go to secondary for a lot of snipers now (assuming it keeps +25hp)
Razorback
Overall good change, feel like extra health gain on health pack pickup would be a good edition to it as well. Not sure how the -100% overheal penalty will work with building uber. May have the unintended side effect of healing the sniper more if it constantly builds uber at max speed without taking damage.
All Miniguns
Thank fuck finally.
Rescue Ranger
a step in the right direction but it also needs a slight healing nerf for buildings perhaps have a "healing falloff" the further the engineer is away the less healing is done to buildings.