Demomans downfall

Cl!FF

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Why did we do this? We didn't think that the Demoman was overpowered at medium & long ranges, where the charge up time provides an existing penalty. If we did a straight damage reduction across the board, we would affect that. In addition, by weakening the Demoman specifically at short range, we've created a weakness that enemies can take advantage of in combat, and makes the Demoman wary of specific enemy classes (like the Scout and Pyro).

http://www.teamfortress.com

Is this actually fair is the question, demoman has it hard enough with all compression blasting pyro's while ubered, soon also will have to be stunned by the sandman of the scout too. But for the demoman it is more difficult to take out the compressionblasting pyro's since the stickies will do less damage. So the sentryguns are much more safe in some ways.

But my 2nd point is, do you think valve should stop making anti-uber weapons?
 
interesting, good find. i completely agree with your second point, it ruins the hole point of an uber nothing has an effect on an ubered person but now they will be simple to ruin with a quick hit of a bass ball
 
Demomen and their winbombs needed a nerf. I welcome it. And ubers are still powerful enough, and I have a feeling that the sandman will have less of an effect on an ubered person than a normal person.
 
Yeah back in the good old days you could take out 3 sg's on an uber run. Now...fuhgetaboudit. 1 smart pyro player can virtually stalemate a team's progress.

Nerfing demo's....great call.....:rolleyes:
 
I dont think of it as a nerf, I think of it as them getting ready to screw over all the other classes with the demoman update :D

~M
 
It's not a nerf, it's a welcomed change. I play demo often and I have noticed no change at all when I play. I can still tank even without a medic behind me and when I get ubered I can still clear a room, SGs and all. This is NOT an anti-uber update and is NOT a demo nerf. The only change is for stickies, which had always been overpowered in my opinion.
 
Any more anti-uber equipment will extremely heighten my frustration. However, we still have yet to see the sandman in action, so we don't know how easy it is to hit someone with the baseball, nor do we know for exactly how long the stun will last.

Weakening the demo? I don't think so. Just makes my job easier when I want to saw one.
 
The uber is just supposed to be something to help a team yet still require teamwork to make effective. Anti-uber stuff just makes teamwork that much more important which I'm all for, it is called 'Team' Fortress after all :)
 
Well it is a nerf, but it was a needed nerf. I love playing demo but admit the class was way too over powered. The whole game is kind of going to be in flux until all the updates for each class are released anyway. Just enjoy all the different types of play and strategies that will keep changing over the year until every class is updated.
 
I don't like the anti-uber weapons personally. I'm fine with the compression blast since it only knocks them back, but being stunned for a few seconds is a little too much for me. Ubers are needed for teams who are turtling and the new scout bat makes ubers completely useless.
 
It's not a nerf, it's a welcomed change. I play demo often and I have noticed no change at all when I play.

If you don't noticed any kind of change, and if you play demoman just often, the update is since yesterday

I can still tank even without a medic behind me and when I get ubered I can still clear a room, SGs and all. This is NOT an anti-uber update and is NOT a demo nerf.

Clearing rooms is easy of course as a demoman if you are any good, in what direction can they compression blast you, a wall...? That doesnt matter at all, the parts where you need to run before you can actually destroy something is what I am talking about. If you have pyro's compression blasting you or blasting you into the air that the sgs will blow you away that is the problem part. So if you need a lot more stickies to kill them, I consider it a nerf, wich affects the uber as well, since you got no time or little left to do what a demoman is trained to do, who else will take down the sentryguns at long range?
 
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Soldiers, spies, snipers.

I think this enforces team play instead of 1 ubered demo clearing out an entire defense.
 
I am not going on about this so I will make my last post, but there are many ways sgs will fall, but it is really hard destroying sgs with soldier missles if there is an engie behind them, spies usually get shot down after sapping if the sgs are near the last point since 16 players (or a lot atleast) are around that area, snipers probably will get spammed down after their first shot what will give the sg 50% health left and the snipers need to recharge to full power.

*thinks of last point at dustbowl stage 3 as an example*

But if good teamwork is used, sure it is possible that is the point of the whole game, you also can put a heavy in front of the pyro's with compression blast and let him kill the pyro's so the demoman can advance, there are multiple ways but usually not everyone plays together as a team, usually they just follow after one makes the initial movement by taking down the sentryguns for example.
 
Buildings like sentries ignore falloff damage, falloff is only against players. If you shoot a rocket at someone at max distance you'll deal 40-60 damage, if you fire a rocket at max distance and hit a sentry, full pointblank 90-120. Hes still the sentry killer.
 
I think that making stickies shootable and pyros being able to blow them back was enough. Now with this it's too much. Should of been one or the other not both.
 
any class is as good as the player playing it, ive seen demos that cant hit anything and demos that hit almost every shot, same with any other class, heavys that run out and cant kill an engy point blank, or a heavy that gets atleast 5 kills every death.
 
I really think that valve needs to stop. It's getting to the point where ubers are a pointless way to get points for the medic. Unless you use the kritz on a good soldier or heavy but it's pointless against sentries.
 
Valve did this because of major complaining from the steam forums. A lot of "demo is op' threads. Valve uses there community feedback, which we all are grateful for. So we can't really be mad at Valve for this one.
 

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