So we have the notes on GS
Omega's fully charged max damage decreased from 150 → 130.
Omega's base damage with no charge decreased from 85 → 70.
*NEW* Omega's damage now properly ramps up based upon charge duration.
Omega's base damage with no charge headshot multiplier increased from 1.1 → 1.5.
Omega's damage during a Warp combo increased from 45 → 70
So clearly the omega damage was dropped. Both uncharged and fully charged. So gunslinger will be weaker as a sniper.
BUT.. Look at that headshot multiplier for uncharged omega shots, and also look at the warp combo damage increase. At close range, GS is going to potentially do more damage than before. You will have to take advantage of the warp combo, and try to land some headshots. He is now more a warp combo centric close range hero. GS will still be strong in the hands of good players.
Gunslinger: long range damage--; close range damage+;
Let's check the notes on enforcer
Aerator minimum spread decreased from 0.35 → 0.
Aerator maximum spread decreased from 3.75 → 3.25.
Badger ammo per clip increased from 6 → 7.
Distortion Field's default active duration increased from 4 → 6 seconds.
Distortion Field's buff bonus to reload & weapon swap speeds has been increased from 25% → 35%.
Reduced acceleration speed while Distortion Field is active from 5000 → 2500.
*NEW* Enforcer can now use double jump even when distortion field is not active.
Fuel regeneration time decreased from 10 → 7 seconds.
Bloodhound Rocket's ammo has been reduced from 4 → 3 salvos.
Bloodhound Rocket's damage per rocket (4 per salvo) has been decreased from 40 → 38
In advance, as an enforcer/wraith main, I'm going to tell you that this makes enforcer insanely OP. The spread reduction vastly improves your medium range damage. In addition, we have 50% longer boost duration. It might also not be apparent from the notes, but I suspect that this also means 50% more energy gained off hits. (ie if fuel consumption got reduced to make the total duration 6 seconds, and not the total fuel increased instead, then you have indirectly buffed the energy gain off dealing damage, as that now gives more effective boost time per hit)
The time to regenerate came down from 10 to 7 seconds, which is a ~43% increase in passive fuel regen. This is ON TOP of the 50% longer duration. So in effect we get a 1.43*1.5 = ~2.14x faster passive regen, in addition to the 50% increased energy of dealing damage. Enforcer will be able to much more liberally spend fuel to walk faster.
(If the new duration was coded as an increase in fuel capacity, rather than a reduction of fuel consumption per second, then we do not get this 50% extra fuel from damage dealt. And the passive increase will be only ~43%, not ~2.14x) The patch notes don't tell us what they did sadly.
So his movement speed bonus was reduced. It makes sense if you have so much more energy. He is made much stronger in combat, and deserves the slower speed probably. The bloodhound nerf is really not that big of a deal, it will just set up a kill with your gun, rather than get a kill by itself. (The increase in health across the board makes them less powerful already). The reload speed buff together with the vastly larger availability of his boost will make him able to reload an aerator clip in combat, and empty another magazine.
enforcer: sustain++; medium range damage+; mobility-;
Now let's look at wraith
*NEW* Triple jump now generates one charge upon landing, and subsequent charges after a 0.5 second delay.
*NEW* 3 second cooldown on the Wasp Stab lunge
Spektor's damage per bullet increased from 24 → 25.
Spektor's minimum spread decreased from 1.0 → 0.35.
Spektor's damage falloff range decreased from 1200 → 600.
Spektor's spread amount on bullets after 3 bullets have been shot increased from 2 → 3 per bullet.
Spektor's ammo increased from 25 → 30;
Stinger's single target damage with a direct hit increased from 150 → 175.
Stinger's travel speed increased from 8000 → 9000.
Slide Kick damage increased from 25 → 75.
Slide Kick travel speed reduced from 1850 → 1700.
These aren't all buffs like the accompanying text suggests. "On the buffs train we're loading up improvements for almost every other aspect of the kit, with more damage on the Spektor, Slide Kick and Stinger, and a longer Key ability duration."
Spektor's minimum spread is reduced, but that doesn't really matter. Look at the 5th patch note: His maximum damage range got cut in half. So that means you will be dealing much less damage per bullet at medium range. At medium and long range the minimum spread matters, and at this range his damage is severely reduced. The 6th patch note means that the shots after the 3rd bullet fired per burst will generate 50% more degrees of spread. 7th note is simple: more ammo.
So regarding wraiths gun: more sustain at close range, but much less powerful at medium range. You are going to do much less damage when burst firing at people at medium range. This was the most skillful part of playing wraith. (besides finding the flank route and picking your engagement right). The slide kick got buffed to be more than just an increase in range for your knife and that is nice. Wraith now has 200 burst if he lands his slide + knife, and 270 if he also kicks after using the knife.
We don't know the dash range of the knife when it is on cooldown, and neither do we know the damage. At least they are taking wraith in a less spammy direction. I think he will still be able to flank despite the mobility nerfs. One knife use gives a lot of momentum, and bunny hops + air jumps let you maintain that momentum.
wraith: close range sustain+; medium range damage-; mobility-; close range burst+;
The passive health regen is sooooooooo welcomed. I was already requesting this after CB2 aaaand its here =D. I'm really exited for this patch actually. Let's see how OP enforcer is going to be.