JaguarFiendA very slight nerf could be making the speed bonus apply only when melee is out. This would make the player have to be a bit busier with weapon switches to utilize the speed if they weren't using the booties to be a demoknight. In many ways though it wouldn't change much during non-fighting moments and would be like counterstrike (run faster with knife out).
make the move speed build up since your last sticky jump, maybe even a slight penalty after fall damage? Let's you surf better and play passively which is gay but doesn't dick you over for mid fights or w/e if you're not using them. Removing the move speed 100% is kinda unlikely since valve wants demoknight to be at least somewhat usable, and if it weren't for movespeed affecting sticky jumps the weapons would be fine for rollouts. The problem on mid is how much longer the extra 25-40 HP let's you stay alive
DanceNumberI think as long as they don't get changed they need to be removed from ESEA play.
I think you could make the booties work if you changed them in a couple of ways.
- remove the 25% damage reduction demoman gets from stickies not fired at an enemy
- whenever demoman takes fall damage with booties equipped he gets afflicted with bleed, if its a max fall damage hit, then he also gets stunned for one second.
- 10% slower heal speed
These changes are aimed to make the extra movement you get require more skill (avoiding fall damage), and to make the demoman less tanky with the booties on. While still keeping the general concept of what they are capable of alive.
1. would make sure you can't ever use them because the average sticky jump will do like 100 damage. If anything you'd wanna increase this to encourage more jumpy demos and prevent people from just passively gaying with the health bonus
2. Stuns are kinda gay but self inflicted ones aren't terrible. There's not any rollouts where you have to take fall damage so like it does make running them have risk for midfights and shit
3. please no slowing heal speed just makes medics and pockets suffer and buffs the flank more :(
if u wanna make him less tanky and more flanky limit his overheal to 260 and give him a self damage resistance. It kinda goes against the demoknight core of the weapon but it provides an alt to pipes that's a lot less stupid and encourages playing demoman in a different and more aggressive way. if u wanna make him more passive and spammy (why?) you could take off the 25 health and give him 300 overheal. Tanking your demo on mid is a slightly better option but demos will arrive to mid at roughly the same health +/- 10.