Because I'm sure the discussion level here is much higher than in the Steam Forums. Now, if I were to make a "tier list" of some kind I would say that the following classes are perfectly fine: Demoman Soldier Medic Scout Sniper Then those three need very little to be at the same level: Heavy Pyro Spy The Engineer is last beacuse he is more situational and has not been upgraded yet. Now, the "competitive classes" are no surprise to anyone but probably some are surprised with the Heavy and the Pyro being just slightly underpowered instead of "crappy classes" or similar. I think that if the Heavy could reach the middle point of the map faster he would see a lot more play specially in maps like Granary that suit him well. Right now he is going to be 6 seconds later to the party which is way too much. You risk a lot by not having that extra player in the middle fight and probably that limits his potential a lot. Giving him the GRU or similar would make him a far better choice for comp play. I don't think the class needs anything else but that. Now, the Pyro seems more surprising but he is not as bad as it's usually thought. The skill curve resembles more stairs than a curve so it's hard to see good Pyro players. It's not just airblasting but flare prediction and rocket jumping. I think that giving him a faster airblast rate would shake up things a bit. The Pyro will be a good class against Soldiers and Demoman but he's still weak to Scouts and two soldiers/demo at once so he will not ruin te competitive format. Think about a very good Pyro who can reflect everything a soldier shoots at him. Nice but he is not going to singlehandely win the battle because they are going to be in pairs and use bullets. I think this will make the Pyro a very good class to have around but not a "must have" in any way. Given him a faster airblast leads to more teamwork because you sacrifice the raw power and versatility of a Scout for more planed strategies. Those slight upgrades would make Heavies and Pyros more common but they will not change the metagame a lot. That's good, I don't want to see Heavies so powerful that they are useful in Badlands or Pyros capable of killing the combo alone. The Spy is pretty much fine with the new Death Ringer. I think the problem with the class is more skill than anything. I know of a Spy that single-handedly owned our combo when we played against them but most would not be capable of pulling that of. Perhaps the best way of making the Spy more viable would be a camera. This way you could prepare ambushes and give important information to your allies. In pub play it won't change much and in comp play some teams may want to sacrifice the defensive power of a strong class for him. Tranquilizer guns and such do not lead t o the same level of teamwork and I don't think they fully solve the problem. He will still be situational and rarely played but it makes no sense to run lots of Spies in small teams. If they were played a lot it would probably mean that the class was unbalanced. This would make it so that good spies can be played from time to time, which is a worthy goal. The Engineer is currently in a balance nightmare. Any class will destroy SG by peeking around a corner unless the engineer is wacking it off. And sooner or later he will run out of metal and die. This is the main problem of the class. Your sentry is useless if you are not right behind it and you are useless if you are behind your sentry instead of being credit to team. In the end you can't count of him to defend against a single individual. A higher fire-power would do nothing to help to balance the class because that is not the problem. Builing times are not the problem either. Engineers are ill-fitted for 5CP play because they are defensive classes. That's not bad. The goal should be to make them more viable in CTF and AD. Now I think that what he needs is something to make him more able to defend his sentry alone but he should not be able to hold a team without an ubercharge. I would say he should be able to take 1.8 enemies so as to compensate his reliance on buildings and situationality. Given him a more powerful weapon is not the answer either because that would just turn him into a crappy Scout. I think the answer would be similar to the TFC grenade he had but not with damage but with something that makes him need his teamates but at the same time to make his teammates need him. I have been pondering about a weapon-stun grenade that lasts for three seconds. He can use that to defend himself and help his team but he will not be able to protect him from a good deal of enemies and he will need his team around because 3 seconds is not enough time so as to do a lot of damage. Aggresive Ingeniering doesn't work in comp play because Soldiers will just tank the damage from a level 2 sentry and destroy it. They will not get caught off-guard and will return to cover once they realize they are fired. This means that the class will not be solved by skill. It's sad but I tried and failed, against skilled opponents the class is useless except in some very specidic maps and places. So, what do you think? And yes, wall of text.