So, it's been roughly a month since the most recent round of demo nerfs (although substantially less time since they removed the super dumb stealth buff where dmg falloff was removed). I figured it was about time to talk about how the game has changed, both anecdotally and statistically.
To begin, from an anecdotal perspective. I was always opposed to any demo nerf that could have unforeseen (or seen by me but not by other people for some reason h3h) consequences. Unlike the most basic and, in my mind, acceptable nerf of reducing the number of stickies in a clip to like 6, the radius reduction has a much more tangible effect on other classes. Simply put, other classes just fear stickies less, as the ability to quickly airdet on scouts and rocket jumping soldiers has been vastly nerfed. Personally, I find the change very frustrating, as I feel like my playstyle (ie I was never exactly a pipe god) has been affected a lot in particular, and a lot of shots that would have hit before no longer do. I had like 1400 hours in demo before the nerf and it almost feels like I wasted a lot of the time.
Now, you might say all this is just a washed-up demo main whining about his class and not "adapting" like all the top players must surely be doing. I'm glad you thought that/said that out loud, generic composite forumgoer, as I have a bit of data I'd like to go through.
Let's start with the ESEA-I dmg stats from this season so far. Keep in mind, only two weeks have passed; however, the maps (snakewater and process) are certainly ones where demos have quite often top damaged in the past (at least more than on badlands and granary).
http://play.esea.net/index.php?s=stats&last_type_scope=league&game_id=43&sort_by=ddm&sort_dir=desc&page=&type_scope=league&type_sub_scope=invite&d=overall&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&find_user_alias=
What we see on our top 10 is a field dominated by pocket soldiers. The highest-up demo is xalox at 3rd place, but he has a particularly small sample size, consisting of 1 game where his team annihilated Show Me the Monet, and two games where his team got rolled but his heals were roughly equivalent to those of his pocket soldier (leading me to believe that he got most of that damage falling back with his med after all of the rest of his team had died, or maybe holding last). After xalox, you have to go down to 10th place for Bdonski, a demo who has dominated such stats in the past as the core damage dealer of elevate. Here, he doesn't even crack a 300 average. The third highest demo is deadbolt at 18th, followed by duwatna at 22nd. To even get to the top 4 demos, we have to go through every pocket soldier in invite except for marmaduke (whose team has been rolled in every match they have played, and despite that he still sits at 23rd, above the bottom 5 demos), as well as a ton of roamers and scouts. Let's compare these stats to last season's ones.
http://play.esea.net/index.php?s=stats&last_type_scope=league&game_id=43&sort_by=ddm&sort_dir=desc&page=&type_scope=league&type_sub_scope=invite&d=overall&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&find_user_alias=
The difference between these two stat lines is staggering. Bdonski is at #1, as he should be given his team's playstyle, and most of the other demos are close behind (insom at 2nd, duwatna at 5th, deadbolt at 7th, chriz tah fah at 8th, dingo at 11th, xalox at 14th). There are only four players who don't play pocket or demo in the top 20- b4nny, clockwork, blaze, and ma3la. The three biggest outliers on their respective classes, followed by the roamer for the team that went 16-0 in the reg season last time around. In s18 so far, there are 8 such people.
If this is getting a little complicated, let's narrow the field and compare some team damage stats from season to season. Let's start with froyotech.
http://play.esea.net/teams/69987?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Last season, duwatna got outdamaged by lansky, not surprising with their team's playstyle. However, both were well above 300 average dpm, and both were far above the rest of their team. Let's compare that to now:
http://play.esea.net/teams/69987?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
The difference is definitely noticeable. duwatna has gone from the 2nd highest damage-dealer on his team to the 5th, and lansky is now completely unchallenged at the top.
Let's look now at elevate, a team that is much more demo-centric and therefore might still have decent demo stats. Starting with last season:
http://play.esea.net/teams/77431?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Again, Bdonski is clear #1, and rando is the clear #2, followed by a gap between those two and their flank classes. Now our current season:
http://play.esea.net/teams/77431?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Bdonski has fallen to second on his team, despite the roamer/pocket switch that his soldiers made, leaving his team with no one cracking 300 dpm anymore (which is probably related to why they're less dominant than last season).
Finally, Street Hoops, our other consistent LAN presence. Here's last season:
http://play.esea.net/teams/74241?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Despite their team's very pocket-centric playstyle, as well as deadbolt being a fairly passive demo, their team still has the pocket and the demo neck-and-neck, with deadbolt taking the slight edge. Both are above 300 dpm, and both are significantly higher than the rest of their team.
Now here's this season:
http://play.esea.net/teams/74241?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Grape has pulled ahead as the clear damage dealer on their team, nearly hitting 350. ash has also surpassed deadbolt, who sits barely above cyzer at around 250 dpm.
Now, before I draw my conclusions, there are a few devil's advocate arguments here.
1. Not enough time has passed and the sample size is too small. This is sort of unknowable; I believe there is enough data to pass judgment, others may not.
2. You're looking at online play only! Yes, to be fair LAN is a bit of a different beast, with all soldiers receiving a significant buff. However, this does not tend to make demos weaker, only scouts if anyone.
3. Viaduct hasn't happened yet. I'm not sure if I will even receive this criticism, but I feel I must bring it up because it is my only nagging doubt here. I can only say that a) Viaduct won't warp the stats towards demoman THAT much, b) maybe the demo nerf will reduce the number of crazy 500 dpm demo games on the map and make it more of a general dmg boost to every class than a demo stat whore paradise, and c) the maps thus far are more demo-friendly for stats than most other 5cp maps (gullywash being the notable exception) and that fact balances the stats out.
So, it's been roughly a month since the most recent round of demo nerfs (although substantially less time since they removed the super dumb stealth buff where dmg falloff was removed). I figured it was about time to talk about how the game has changed, both anecdotally and statistically.
To begin, from an anecdotal perspective. I was always opposed to any demo nerf that could have unforeseen (or seen by me but not by other people for some reason h3h) consequences. Unlike the most basic and, in my mind, acceptable nerf of reducing the number of stickies in a clip to like 6, the radius reduction has a much more tangible effect on other classes. Simply put, other classes just fear stickies less, as the ability to quickly airdet on scouts and rocket jumping soldiers has been vastly nerfed. Personally, I find the change very frustrating, as I feel like my playstyle (ie I was never exactly a pipe god) has been affected a lot in particular, and a lot of shots that would have hit before no longer do. I had like 1400 hours in demo before the nerf and it almost feels like I wasted a lot of the time.
Now, you might say all this is just a washed-up demo main whining about his class and not "adapting" like all the top players must surely be doing. I'm glad you thought that/said that out loud, generic composite forumgoer, as I have a bit of data I'd like to go through.
Let's start with the ESEA-I dmg stats from this season so far. Keep in mind, only two weeks have passed; however, the maps (snakewater and process) are certainly ones where demos have quite often top damaged in the past (at least more than on badlands and granary).
http://play.esea.net/index.php?s=stats&last_type_scope=league&game_id=43&sort_by=ddm&sort_dir=desc&page=&type_scope=league&type_sub_scope=invite&d=overall&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&find_user_alias=
What we see on our top 10 is a field dominated by pocket soldiers. The highest-up demo is xalox at 3rd place, but he has a particularly small sample size, consisting of 1 game where his team annihilated Show Me the Monet, and two games where his team got rolled but his heals were roughly equivalent to those of his pocket soldier (leading me to believe that he got most of that damage falling back with his med after all of the rest of his team had died, or maybe holding last). After xalox, you have to go down to 10th place for Bdonski, a demo who has dominated such stats in the past as the core damage dealer of elevate. Here, he doesn't even crack a 300 average. The third highest demo is deadbolt at 18th, followed by duwatna at 22nd. To even get to the top 4 demos, we have to go through every pocket soldier in invite except for marmaduke (whose team has been rolled in every match they have played, and despite that he still sits at 23rd, above the bottom 5 demos), as well as a ton of roamers and scouts. Let's compare these stats to last season's ones.
http://play.esea.net/index.php?s=stats&last_type_scope=league&game_id=43&sort_by=ddm&sort_dir=desc&page=&type_scope=league&type_sub_scope=invite&d=overall&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&find_user_alias=
The difference between these two stat lines is staggering. Bdonski is at #1, as he should be given his team's playstyle, and most of the other demos are close behind (insom at 2nd, duwatna at 5th, deadbolt at 7th, chriz tah fah at 8th, dingo at 11th, xalox at 14th). There are only four players who don't play pocket or demo in the top 20- b4nny, clockwork, blaze, and ma3la. The three biggest outliers on their respective classes, followed by the roamer for the team that went 16-0 in the reg season last time around. In s18 so far, there are 8 such people.
If this is getting a little complicated, let's narrow the field and compare some team damage stats from season to season. Let's start with froyotech.
http://play.esea.net/teams/69987?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Last season, duwatna got outdamaged by lansky, not surprising with their team's playstyle. However, both were well above 300 average dpm, and both were far above the rest of their team. Let's compare that to now:
http://play.esea.net/teams/69987?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
The difference is definitely noticeable. duwatna has gone from the 2nd highest damage-dealer on his team to the 5th, and lansky is now completely unchallenged at the top.
Let's look now at elevate, a team that is much more demo-centric and therefore might still have decent demo stats. Starting with last season:
http://play.esea.net/teams/77431?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Again, Bdonski is clear #1, and rando is the clear #2, followed by a gap between those two and their flank classes. Now our current season:
http://play.esea.net/teams/77431?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Bdonski has fallen to second on his team, despite the roamer/pocket switch that his soldiers made, leaving his team with no one cracking 300 dpm anymore (which is probably related to why they're less dominant than last season).
Finally, Street Hoops, our other consistent LAN presence. Here's last season:
http://play.esea.net/teams/74241?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=182&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Despite their team's very pocket-centric playstyle, as well as deadbolt being a fairly passive demo, their team still has the pocket and the demo neck-and-neck, with deadbolt taking the slight edge. Both are above 300 dpm, and both are significantly higher than the rest of their team.
Now here's this season:
http://play.esea.net/teams/74241?tab=stats&last_type_scope=league&game_id=43&type_scope=league&period%5Btype%5D=seasons&period%5Bseason_start%5D=186&period%5Bseason_type%5D=regular+season&period%5Bmatch_round%5D=&sort_by=ddm&sort_dir=desc
Grape has pulled ahead as the clear damage dealer on their team, nearly hitting 350. ash has also surpassed deadbolt, who sits barely above cyzer at around 250 dpm.
Now, before I draw my conclusions, there are a few devil's advocate arguments here.
1. Not enough time has passed and the sample size is too small. This is sort of unknowable; I believe there is enough data to pass judgment, others may not.
2. You're looking at online play only! Yes, to be fair LAN is a bit of a different beast, with all soldiers receiving a significant buff. However, this does not tend to make demos weaker, only scouts if anyone.
3. Viaduct hasn't happened yet. I'm not sure if I will even receive this criticism, but I feel I must bring it up because it is my only nagging doubt here. I can only say that a) Viaduct won't warp the stats towards demoman THAT much, b) maybe the demo nerf will reduce the number of crazy 500 dpm demo games on the map and make it more of a general dmg boost to every class than a demo stat whore paradise, and c) the maps thus far are more demo-friendly for stats than most other 5cp maps (gullywash being the notable exception) and that fact balances the stats out.
So, my conclusions are as follows:
-Even though I do not believe the heal stats have skewed super far towards pockets, the game still feels more pocket-soldier-centric, with a) less spam denial and b) less of a reason to uber demos as well.
-Roamers and scouts aren’t necessarily getting more kills, as their demo is putting out less damage for them to clean up on, but they are outputting more damage themselves, as their aggression goes more unpunished.
-Teams like froyotech with very high-performing and, frankly, heal-heavy flank classes are more adapted to deal with these changes than teams like elevate.
I realize I did not discuss IM and open stats, but from what I saw the patterns were largely repeated (with the exception of the 4-5 individuals playing pocket or demo on the top open teams that roll everyone else, who all have like 450 dpm average).
I know this is rather a tl;dr, but I do it because I care. I didn’t like the sound of this nerf, and a month later, I still don’t like it.
So, my conclusions are as follows:
-Even though I do not believe the heal stats have skewed super far towards pockets, the game still feels more pocket-soldier-centric, with a) less spam denial and b) less of a reason to uber demos as well.
-Roamers and scouts aren’t necessarily getting more kills, as their demo is putting out less damage for them to clean up on, but they are outputting more damage themselves, as their aggression goes more unpunished.
-Teams like froyotech with very high-performing and, frankly, heal-heavy flank classes are more adapted to deal with these changes than teams like elevate.
I realize I did not discuss IM and open stats, but from what I saw the patterns were largely repeated (with the exception of the 4-5 individuals playing pocket or demo on the top open teams that roll everyone else, who all have like 450 dpm average).
I know this is rather a tl;dr, but I do it because I care. I didn’t like the sound of this nerf, and a month later, I still don’t like it.
Anything that makes scout a stronger class is uncalled for
Anything that makes scout a stronger class is uncalled for
the game was good with regular stickies and unmarked equalizers esp with how good scouts are now
the game was good with regular stickies and unmarked equalizers esp with how good scouts are now
santababythe game was good with regular stickies and unmarked equalizers esp with how good scouts are now
I agree, the mini crit escape plan is such bullshit, I used that weapon constantly to like fast juke around corners to dodge dmg when I was low health
[quote=santababy]the game was good with regular stickies and unmarked equalizers esp with how good scouts are now[/quote]
I agree, the mini crit escape plan is such bullshit, I used that weapon constantly to like fast juke around corners to dodge dmg when I was low health
really the only clear answer to this whole thing is
Show Content
scout limit 1
really the only clear answer to this whole thing is [spoiler]scout limit 1[/spoiler]
Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
santababythe game was good with regular stickies and unmarked equalizers esp with how good scouts are now
splitting up the equalizer and escape plan was eh with me but the mark for death makes no sense, if youre that low theres no reason for mark for death, youre going to be 90% of the time anyway lol.
Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
[quote=santababy]the game was good with regular stickies and unmarked equalizers esp with how good scouts are now[/quote]
splitting up the equalizer and escape plan was eh with me but the mark for death makes no sense, if youre that low theres no reason for mark for death, youre going to be 90% of the time anyway lol.
6 scouts on each team to level the playing field
6 scouts on each team to level the playing field
kounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.
[quote=kounterparts]Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
[/quote]
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.
http://www.vossey.com/gallery2/d/76617-1/equalizer.jpg
rip. running away with escape plan today from scouts is like trying to run away from the gestapo
[img]http://www.vossey.com/gallery2/d/76617-1/equalizer.jpg[/img]
rip. running away with escape plan today from scouts is like trying to run away from the gestapo
the american classes have to be the best classes
the american classes have to be the best classes
Despite the fact I mostly play scout, demo is my favourite class and I consider myself a demo main, and to be completely honest I forgot the nerf even happened. I have noticed the lower damage stats for demo recently but I don't think that has to be a bad thing. I still find the game equally enjoyable as it was before the nerf, on every class including demo.
That said, there is a lot in this thread I agree with, I just don't think it's as big of an issue as you make it.
For what it worth I typically play with <60 ping, I don't know what kind of ping you are playing with if it's making it terrible.
Despite the fact I mostly play scout, demo is my favourite class and I consider myself a demo main, and to be completely honest I forgot the nerf even happened. I [i]have[/i] noticed the lower damage stats for demo recently but I don't think that has to be a bad thing. I still find the game equally enjoyable as it was before the nerf, on every class including demo.
That said, there is a lot in this thread I agree with, I just don't think it's as big of an issue as you make it.
For what it worth I typically play with <60 ping, I don't know what kind of ping you are playing with if it's making it terrible.
mustardoverlordkounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.
I agree with you, but Valve was planning on nerfing demo for a while, If we bitch enough they will give us those stickies back (hopefully). But Im glad that it was done with more poise than just straight up making stickies do like 30 dmg. I agree that Valve probablydoesn't know nor care that much about comp. But, if you want to get your stickies back, get some traction, do something about it, put this post on other outlets where valve seems to pay attention like reddit or something. Naive, maybe, but Im just voicing my opinion.
[quote=mustardoverlord][quote=kounterparts]Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
[/quote]
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.[/quote]
I agree with you, but Valve was planning on nerfing demo for a while, If we bitch enough they will give us those stickies back (hopefully). But Im glad that it was done with more poise than just straight up making stickies do like 30 dmg. I agree that Valve [b]probably[/b]doesn't know nor care that much about comp. But, if you want to get your stickies back, get some traction, do something about it, put this post on other outlets where valve seems to pay attention like reddit or something. Naive, maybe, but Im just voicing my opinion.
kounterpartsmustardoverlordkounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.
I agree with you, but Valve was planning on nerfing demo for a while, If we bitch enough they will give us those stickies back (hopefully). But Im glad that it was done with more poise than just straight up making stickies do like 30 dmg. I agree that Valve probably doesn't know nor care that much about comp. But, if you want to get your stickies back, get some traction, do something about it, put this post on other outlets where valve seems to pay attention like reddit or something. Naive, maybe, but Im just voicing my opinion.
(Sorry double post)
[quote=kounterparts][quote=mustardoverlord][quote=kounterparts]Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
[/quote]
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.[/quote]
I agree with you, but Valve was planning on nerfing demo for a while, If we bitch enough they will give us those stickies back (hopefully). But Im glad that it was done with more poise than just straight up making stickies do like 30 dmg. I agree that Valve [b]probably[/b] doesn't know nor care that much about comp. But, if you want to get your stickies back, get some traction, do something about it, put this post on other outlets where valve seems to pay attention like reddit or something. Naive, maybe, but Im just voicing my opinion.[/quote]
(Sorry double post)
"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.
"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.
Why don't we adapt the playstyle like any other game? It happens in dota every 3 months where the meta changes. Albiet a very different game I think the concept is the same
Why don't we adapt the playstyle like any other game? It happens in dota every 3 months where the meta changes. Albiet a very different game I think the concept is the same
mustardoverlord-Even though I do not believe the heal stats have skewed super far towards pockets, the game still feels more pocket-soldier-centric, with a) less spam denial and b) less of a reason to uber demos as well.
the buff ruined passive demo play not aggressive there for aggressive demo ubers can still be very effective. The thing with the nerf now is you are forced to play that aggressive demo and for a lot of demo and even teams its very hard to get above 280+ dpm if you play a very passive demo style. For Europeans this won't be a problem since they are used to having there demo in every uber and tanking him a lot, but for Americans that play strongly off there scouts and pocket to get frags in the ubers.
Personally I think that the combo damage situation or whatever you want to call isn't the biggest problem with the nerf. The mids are the biggest problem because thats the one point in the game where demos can't just run into people and just spam stickies into them(unless the mids are small like in badlands, gully, or viaduct) its the point in the game where demo actually is forced to charge their stickies and aim them into the enemy. Heres the thing though with demo you used to be able to charge up stickies and deal 70-90 damage with one sticky per charged shot, you hit 3-4 of those it can impact the mid and the game a shit ton. Now with demo, you charge up a sticky and shoot it directly into a enemy and it only does 35-50 dmg. The only place where demo can be useful in mids now is trapping up things in mids and trying to get an early demo pick. If the enemy team has a competent med the 35-50 damage you shoot into the enemy team won't matter because he can heal the 35-50 damage in about 2-3 seconds. The stickies you hit will basically do nothing to the enemy team besides make their team feel more insecure and weaker.
[quote=mustardoverlord]
-Even though I do not believe the heal stats have skewed super far towards pockets, the game still feels more pocket-soldier-centric, with a) less spam denial and b) less of a reason to uber demos as well.
[/quote]
the buff ruined passive demo play not aggressive there for aggressive demo ubers can still be very effective. The thing with the nerf now is you are forced to play that aggressive demo and for a lot of demo and even teams its very hard to get above 280+ dpm if you play a very passive demo style. For Europeans this won't be a problem since they are used to having there demo in every uber and tanking him a lot, but for Americans that play strongly off there scouts and pocket to get frags in the ubers.
Personally I think that the combo damage situation or whatever you want to call isn't the biggest problem with the nerf. The mids are the biggest problem because thats the one point in the game where demos can't just run into people and just spam stickies into them(unless the mids are small like in badlands, gully, or viaduct) its the point in the game where demo actually is forced to charge their stickies and aim them into the enemy. Heres the thing though with demo you used to be able to charge up stickies and deal 70-90 damage with one sticky per charged shot, you hit 3-4 of those it can impact the mid and the game a shit ton. Now with demo, you charge up a sticky and shoot it directly into a enemy and it only does 35-50 dmg. The only place where demo can be useful in mids now is trapping up things in mids and trying to get an early demo pick. If the enemy team has a competent med the 35-50 damage you shoot into the enemy team won't matter because he can heal the 35-50 damage in about 2-3 seconds. The stickies you hit will basically do nothing to the enemy team besides make their team [b][i]feel[/i][/b] more insecure and weaker.
demo is now by far the most boring class to play
demo is now by far the most boring class to play
it hurts me when i know a sticky should hit but it does not because of smaller radius
it hurts me when i know a sticky should hit but it does not because of smaller radius
kounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
According to the old comentary:
Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps.
(Wade Schin) The Demoman is the most versatile combat class capable or rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.
Judging by this they damn well knew he was a powerhouse and your statement is erroneous.
[quote=kounterparts]Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.[/quote]
According to the old comentary:
[quote]Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. [b]This is because it's generally a dual purpose weapon: used offensively like a rocket launcher[/b], and defensively to create traps.[/quote]
[quote](Wade Schin) The Demoman is the[b] most versatile combat class capable or rapidly switching from strong offensive pushes[/b] to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.[/quote]
Judging by this they damn well knew he was a powerhouse and your statement is erroneous.
mario"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.
I'm pretty sure this is the change for stickies on the ground. Air-detted stickies ranges are significantly smaller.
--
Anyways I think demo's just become a lot more boring to play in 6s. I can't really threaten an advancing team unless they're all standing in a choke, and all I feel like I'm doing is putting up impromptu traps and perpetually backing up. I think it took a while for that to become apparent to me cuz people reflexively dove for cover when stickies showed up, even if they weren't really dangerous anymore, but eventually they figured it out
[quote=mario]"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.[/quote]
I'm pretty sure this is the change for stickies on the ground. Air-detted stickies ranges are significantly smaller.
--
Anyways I think demo's just become a lot more boring to play in 6s. I can't really threaten an advancing team unless they're all standing in a choke, and all I feel like I'm doing is putting up impromptu traps and perpetually backing up. I think it took a while for that to become apparent to me cuz people reflexively dove for cover when stickies showed up, even if they weren't really dangerous anymore, but eventually they figured it out
mario"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.
You haven't taken into account the radius rampup, it means that airdets have something like half the volume they used to.
Ninjaed lol
[quote=mario]"Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159."
This is the radius change: http://i.imgur.com/T0WfNkH.jpg
Although Valve is known to give us wrong data.[/quote]
You haven't taken into account the radius rampup, it means that airdets have something like half the volume they used to.
Ninjaed lol
TendaMonstakounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
According to the old comentary:
Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps.
(Wade Schin) The Demoman is the most versatile combat class capable or rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.
Judging by this they damn well knew he was a powerhouse and your statement is erroneous.
Thanks for clearing that up! I never listened to the commentary, thanks!
[quote=TendaMonsta][quote=kounterparts]Whats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.[/quote]
According to the old comentary:
[quote]Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. [b]This is because it's generally a dual purpose weapon: used offensively like a rocket launcher[/b], and defensively to create traps.[/quote]
[quote](Wade Schin) The Demoman is the[b] most versatile combat class capable or rapidly switching from strong offensive pushes[/b] to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.[/quote]
Judging by this they damn well knew he was a powerhouse and your statement is erroneous.[/quote]
Thanks for clearing that up! I never listened to the commentary, thanks!
i think sticky speed should be increased
i think sticky speed should be increased
demoman is still fun when ur drunk
demoman is still fun when ur drunk
I do feel like demo is much less a great target to focus on pushes and whatnot. Like picking the demo doesn't feel as important. Playing demo in pugs at least, I felt as though I needed to be closer to the fight to be impactful, but not as safe and more likely to die. He definitely doesn't feel like a class that needs to limited to 1 any more. I mean pipes still hit hard, and stickies on the ground I've seen still do 115+ in the right situations. Also, I'm not advocating for him being at 2, just saying how less important he is now.
I do feel like demo is much less a great target to focus on pushes and whatnot. Like picking the demo doesn't feel as important. Playing demo in pugs at least, I felt as though I needed to be closer to the fight to be impactful, but not as safe and more likely to die. He definitely doesn't feel like a class that needs to limited to 1 any more. I mean pipes still hit hard, and stickies on the ground I've seen still do 115+ in the right situations. Also, I'm not advocating for him being at 2, just saying how less important he is now.
Demoman is worse now than it has ever been. It's not a bad thing its just different than what people are use to. You can still do well with the current changes but it very hard to dominate a game like you could in the past.
People will adapt
Demoman is worse now than it has ever been. It's not a bad thing its just different than what people are use to. You can still do well with the current changes but it very hard to dominate a game like you could in the past.
People will adapt
loose cannon is incredible though
loose cannon is incredible though
waaaah demo is too hard now, I have to actually do more than alternate mouse1 and mouse2
waaaah demo is too hard now, I have to actually do more than alternate mouse1 and mouse2
I don't understand what's so bad about the nerf. I still do around the same amount of damage and, ultimately, the demo is still strong. Demos can still completely trap/spam off huge areas of the map, and stickies aren't that hard to do damage with if you just try to refine your aim with the projectiles.
It's a good way to cater to the pub community whiners about stickies, as well as catering to the comp players by requiring better aim.
Anyway, even if the nerf makes the game more pocket-centric, what's wrong with that? Might as well change the game's meta so that we get a little variety every once and a while.
I don't understand what's so bad about the nerf. I still do around the same amount of damage and, ultimately, the demo is still strong. Demos can still completely trap/spam off huge areas of the map, and stickies aren't that hard to do damage with if you just try to refine your aim with the projectiles.
It's a good way to cater to the pub community whiners about stickies, as well as catering to the comp players by requiring better aim.
Anyway, even if the nerf makes the game more pocket-centric, what's wrong with that? Might as well change the game's meta so that we get a little variety every once and a while.