Demomans downfall

lol

Yea...I'm not gonna argue too much with you guys about that. This isn't the Steam forums, haha. But although yes, those are possible, usually body blocking gets you killed rather quickly and you'd need to be pretty unlucky for the bombs and rocket blast to do that.

But, what you just said only gave my point more merit. Its not too big an issue if its a group behind that uber. ;)
 
You can still take out 3 sentries ... Just follow Jehuty in as he saps 'em ... no uber required! xD

But the Demoman change is welcome, and I agree with Midget -- it's all in prep for the Demo update. Don't you worry your pretty little heads off, Demos! Retribution will come!

KA-BOOOM!
 
I don't think so, because wait for the DEMO update, Then will be laughing:D
 
I think its a good way to balance every thing out, there cant be just one OP class or weapon a class has, it all needs to be balanced. Ubers were way out of control, as far as a pyro airblasting the uber was about all you could have, im glad they are finding different ways to stop the uber.
 
What valve also has to consider is how fun it is to play the game. If it isn't fun, people don't play it. The uber is powerful because that is when a medic gets his dose of fun. Without it, he just stands there while everyone else gets tons of action. However, it really stinks to be on a killing spree and around the corner comes an uber pair and your only option is to run and pray that you don't get slaughtered.

Valve, believe it or not, knows how to design games and will take these into account. If ubers get destroyed by tactics, people will stop using them and the stats will reflect that--then expect a change from valve.

The nerf for demos is only an offensive nerf, and by offensive nerf I mean that when playing offense he now follows the same rules as every other class. Why is there complaining?
 
Something I've had some time to think about, so I figured I would chime it in, regarding the ubers, along with the scout update, and the demoman.

Firstly, ubers. A pyro's airblast, wich itself can be somewhat dodgy as roughly 70% of the time it just throws the medic around, not necessarily off of his patient. It also doesn't take long for a smart player to notice the pyro blowing his doc around, and soon you have a hole riddled asbeustos(spelling?) suit. The scout's new weapon allows a more ranged approach at uber control, a new tactic wich also brings me to my 2nd topic.

The scout on defense. Before this update, having a scout on defense was a laughable concept unless they were being controlled by a scout expert. With these new weapon choices, one wich may become key in holding against ubers, the scout may now have a place on the Red team in that gruesome hold on the final cap of Dustbowl. I think this was one of the main drives behind some of his weapon choices.

As for the demoman... He's supposed to be a long-ranged class. When you close in on him, after evading his dangeous traps and bouncing grenades, it should be your moment of triumph. Instead, before this nerf, 2 stickies on the floor while hes retreating a small distance means you closed in on him for naught. It's not an exciting feeling when you know deepdown, you should have won that conflict, or at least had better odds, only to be beaten back by some non-aimed spambomb. They have put the demoman in his place as a long-range offensive class, but still manage to keep him a strong defender with thier 5 second rule.

Valve knows what they be doin.
 
The scout on defense. Before this update, having a scout on defense was a laughable concept unless they were being controlled by a scout expert. With these new weapon choices, one wich may become key in holding against ubers, the scout may now have a place on the Red team in that gruesome hold on the final cap of Dustbowl. I think this was one of the main drives behind some of his weapon choices.

Exactly! That's part of the point! Scouts needed to be good players to do well on defense. It was teh amazing.
 
I think everyone really misread the update information, the demoman really isnt nerfed at all. All that damage nerf did was make it so stickies that are a certain distance away from the demoman, do less damage when detonated. If you are RIGHT next to someone or near someone they are still doing full damage (the update said you had to be like 500 units away whatever it said). Hardy a nerf, how often do you have to launch stickies full distance at things?


Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)

Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman

Shooting a sticky with no added power really doesnt make the sticky go far at all, but how often do you run in and shoot 8 partially juiced stickies in an area before you either get killed or they get destroyed or everyone runs off.
 
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Ballzac, I think you got that backwards. The closer to the Demoman (less than 512 units), the LESS damage they do. If you are RIGHT next to someone, they do far less damage than to someone 512 units away.

I think everyone really misread the update information, the demoman really isnt nerfed at all. All that damage nerf did was make it so stickies that are a certain distance away from the demoman, do less damage when detonated. If you are RIGHT next to someone or near someone they are still doing full damage (the update said you had to be like 500 units away whatever it said). Hardy a nerf, how often do you have to launch stickies full distance at things?


Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)

Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman

Shooting a sticky with no added power really doesnt make the sticky go far at all, but how often do you run in and shoot 8 partially juiced stickies in an area before you either get killed or they get destroyed or everyone runs off.
 
Quest is right, the closer you get the less damage it will do, that is why pyro's have an advantage right now.

*But they will still see my bottle muhahah*
 
I think EVERYONE over looked the part about for the first 5 seconds of life. simply put the sticks stay out for 6 seconds its teh same as before the update.
 
Quest is right, the closer you get the less damage it will do, that is why pyro's have an advantage right now.

*But they will still see my bottle muhahah*

What? That doesn't make any sense.

If the Demoman is as close as possible, he does about 125-130% in damage, although other weapons would do about 150%.

It just means they lowered the boost, but the Demoman does essentially do more damage with the sticky gun if done up close unless the five seconds are up.
 
What? That doesn't make any sense.

If the Demoman is as close as possible, he does about 125-130% in damage, although other weapons would do about 150%.

It just means they lowered the boost, but the Demoman does essentially do more damage with the sticky gun if done up close unless the five seconds are up.


It means basically if im a demo and your lets say a pyro, and your standing RIGHT in my face, and 1 of my stickies is under us, itll do LESS damage than if your far away from me and i launch 1 and it lands right under your feet

So pyros have a bit more of an advantage now because if they are right in front of you, the stickies will do slightly more damage (and obviously pyros are a close range class so it helps them a bit)
 
Red pyros' playstyles were very limited before the update: in the good ol' days, they could only ambush and spy check - the soldier overpowered him. Now he has a few more uses, as will the scout, largely only useful for ctf atm. You can still cap point B of second stage dustbowl (a good example of multiple sentries) but you have to coordinate at least two ubers, followed by the rest of the team. Most importantly, I think Valve are making the demoman a more defensive class as intended, as people are able to attack more effectively than other classes that are ubered with the demo - he's a demolitions person, catching the unprotected engie from obscure angles, not rambo. Also, engie would be too weak if you could take more than 2 sgs (adjacent) with one uber.
 

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