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3 months after the radius nerf
1
#1
0 Frags +

So it's been roughly 3 months and 1 season after the sticky radius nerf and I want to ask tftv how you feel it has changed the game? Demos, have you been playing more defensive to allow your pockets to get even more heals? Do you still feel like you provide the same things to your team that you did before the nerf? Have you raged like I have because certain trap spots just don't work anymore? Scouts, do you feel like you have more freedom on mids without the threat of catching a 70 damage sticky in the first 5 seconds? Soldiers, Do you focus demo less on mid/whenever because he just isn't as important as he used to be? Feel free to share anything you feel is worth noting.

Also other demos, what changes have you made if any because of the nerf? I played pretty defensive during the season but during scrims with my new team that just formed I have been doing the opposite. Getting in close while taking a lot of heals because yeah sure stickies aren't better than rockets anymore(at least not in the way they used to be) but I still have 12 bombs to the soldiers 4 so why not get close enough to make them count.

Personally the thing that has bothered me more than anticipated really is that traps aren't the threat that they used to be

So it's been roughly 3 months and 1 season after the sticky radius nerf and I want to ask tftv how you feel it has changed the game? Demos, have you been playing more defensive to allow your pockets to get even more heals? Do you still feel like you provide the same things to your team that you did before the nerf? Have you raged like I have because certain trap spots just don't work anymore? Scouts, do you feel like you have more freedom on mids without the threat of catching a 70 damage sticky in the first 5 seconds? Soldiers, Do you focus demo less on mid/whenever because he just isn't as important as he used to be? Feel free to share anything you feel is worth noting.

Also other demos, what changes have you made if any because of the nerf? I played pretty defensive during the season but during scrims with my new team that just formed I have been doing the opposite. Getting in close while taking a lot of heals because yeah sure stickies aren't better than rockets anymore(at least not in the way they used to be) but I still have 12 bombs to the soldiers 4 so why not get close enough to make them count.

Personally the thing that has bothered me more than anticipated really is that traps aren't the threat that they used to be
2
#2
0 Frags +

As scout i'd say that there is a difference. But since time has passed, most demoman mains got used to new stickies.
Yesterday i was playing against some mid tier demo (etf2l) and he was hitting every single sticky on me and everyone else, no matter where and how I was going. People probably get used to it imo.

As scout i'd say that there is a difference. But since time has passed, most demoman mains got used to new stickies.
Yesterday i was playing against some mid tier demo (etf2l) and he was hitting every single sticky on me and everyone else, no matter where and how I was going. People probably get used to it imo.
3
#3
-48 Frags +

it made me so bad i had to quit the class

it made me so bad i had to quit the class
4
#4
1 Frags +

really the only big change with the nerf was you can't have your demo take a lot of the ubers. Plus the fact you can't like shoot one place and hit 3-4 players anymore.

The thing I've done to adapt is use my pipes more and getting my sticky aim to be a lot better. I really only use stickies on pushes and mid fights now.

really the only big change with the nerf was you can't have your demo take a lot of the ubers. Plus the fact you can't like shoot one place and hit 3-4 players anymore.

The thing I've done to adapt is use my pipes more and getting my sticky aim to be a lot better. I really only use stickies on pushes and mid fights now.
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#5
0 Frags +

It made me change my main class honestly, I started practising and playing a lot more solly. Completely lost interest in demo tbh because the class feels so irrelevant in team fights to me now, the things I liked about the class are gone. Like, demos averaging 6-7k dmg now with shitty relevance and contribution through the game in any aspect.

I still think the nerf was a mistake, or at least in the way that it was done.

It made me change my main class honestly, I started practising and playing a lot more solly. Completely lost interest in demo tbh because the class feels so irrelevant in team fights to me now, the things I liked about the class are gone. Like, demos averaging 6-7k dmg now with shitty relevance and contribution through the game in any aspect.

I still think the nerf was a mistake, or at least in the way that it was done.
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#6
-1 Frags +
WARHURYEAHit made me so bad i had to quit the class

ahahaahahahahahha. :D

[quote=WARHURYEAH]it made me so bad i had to quit the class[/quote]
ahahaahahahahahha. :D
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#7
2 Frags +

This nerf really nerfed kritz in general too, which I think is sad.

Also, it's generally harder to make big pushes in Highlander now, which I think is a shame, since being slowed down was the last thing the gamemode needed.

Overall it isn't as bad as I had expected though

This nerf really nerfed kritz in general too, which I think is sad.

Also, it's generally harder to make big pushes in Highlander now, which I think is a shame, since being slowed down was the last thing the gamemode needed.

Overall it isn't as bad as I had expected though
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#8
1 Frags +

i use pipes more, highlander now sucks as demo imo, 6s seem to be more fun if you play passive

i use pipes more, highlander now sucks as demo imo, 6s seem to be more fun if you play passive
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#9
29 Frags +

Kritz is significantly worse but other than that it really wasn't a big deal.

Kritz is significantly worse but other than that it really wasn't a big deal.
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#10
5 Frags +

scouts are stronger, especially on mids

scouts are stronger, especially on mids
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#11
44 Frags +

it helped me devise my new genius successful scout strategy "run at the demo"

it helped me devise my new genius successful scout strategy "run at the demo"
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#12
0 Frags +

For me, While the stats seem to say demo damage averages are down, all the demo mains just got better or something because stickies still hurt a lot.

Edit: One thing I noticed is demo complaining about that whole demo v demo sticky sniping shenanigans being harder.

For me, While the stats seem to say demo damage averages are down, all the demo mains just got better or something because stickies still hurt a lot.

Edit: One thing I noticed is demo complaining about that whole demo v demo sticky sniping shenanigans being harder.
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#13
-7 Frags +
ScissorsThis nerf really nerfed kritz in general too, which I think is sad.

Also, it's generally harder to make big pushes in Highlander now, which I think is a shame, since being slowed down was the last thing the gamemode needed.

Overall it isn't as bad as I had expected though
messiahJi use pipes more, highlander now sucks as demo imo, 6s seem to be more fun if you play passive

highlander demo was barely changed from the nerf because in HL the players are always grouped up anyway so the radius nerf isn't a big deal. Plus a lot of the classes in HL are considered "slow classes" so they are easier to shoot/spam.

[quote=Scissors]This nerf really nerfed kritz in general too, which I think is sad.

Also, it's generally harder to make big pushes in Highlander now, which I think is a shame, since being slowed down was the last thing the gamemode needed.

Overall it isn't as bad as I had expected though[/quote]
[quote=messiahJ]i use pipes more, highlander now sucks as demo imo, 6s seem to be more fun if you play passive[/quote]
highlander demo was barely changed from the nerf because in HL the players are always grouped up anyway so the radius nerf isn't a big deal. Plus a lot of the classes in HL are considered "slow classes" so they are easier to shoot/spam.
14
#14
1 Frags +
gargleburryhighlander.

u r wrong

[quote=gargleburry]highlander.[/quote]
u r wrong
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#15
-1 Frags +

i havent played much 6s in the last few months, but HL wasn't hurt at all and pubs are doing way better than before

i havent played much 6s in the last few months, but HL wasn't hurt at all and pubs are doing way better than before
16
#16
11 Frags +

The problem with pubs was never the demoman.

On the whole, the only thing that's changed for NA play is that like Xalox et al have said, kritz is basically useless now, unless you only play criminally inept teams. It's much harder to catch 1-3 players before your own medic (or you the demo) are killed. Sometimes it's hard to catch even one if you miss slightly, those guys will just go flying every which way, scared, but alive.

The problem with pubs was never the demoman.

On the whole, the only thing that's changed for NA play is that like Xalox et al have said, kritz is basically useless now, unless you only play criminally inept teams. It's much harder to catch 1-3 players before your own medic (or you the demo) are killed. Sometimes it's hard to catch even one if you miss slightly, those guys will just go flying every which way, scared, but alive.
17
#17
10 Frags +

i agree that it wasn't the main problem, but any 200 hour average joe with a pocket medic can't shut down the server anymore

now it takes like 4 engineers to do it

i agree that it wasn't the main problem, but any 200 hour average joe with a pocket medic can't shut down the server anymore

now it takes like 4 engineers to do it
18
#18
9 Frags +
smoboi agree that it wasn't the main problem, but any 200 hour average joe with a pocket medic can't shut down the server anymore

now it takes like 4 engineers to do it

tf2 will never be a balanced (pub) game until engi and heavy are reworked :(

[quote=smobo]i agree that it wasn't the main problem, but any 200 hour average joe with a pocket medic can't shut down the server anymore

now it takes like 4 engineers to do it[/quote]
tf2 will never be a balanced (pub) game until engi and heavy are reworked :(
19
#19
0 Frags +

Midfights are a lot harder for demoman now because you are doing half the damage you did before, you can't control midfights with stickies, and if someone rushes the demo the demo will most likely need help to defend himself. Demos can no longer spearhead pushes like they used to, which really throws off my own style of play and makes me more of a passive player hoping my teammates can do something. Demos aren't useless, but they are clearly not as good as they were before and are probably the weakest class of the 4 competitive classes currently.

Midfights are a lot harder for demoman now because you are doing half the damage you did before, you can't control midfights with stickies, and if someone rushes the demo the demo will most likely need help to defend himself. Demos can no longer spearhead pushes like they used to, which really throws off my own style of play and makes me more of a passive player hoping my teammates can do something. Demos aren't useless, but they are clearly not as good as they were before and are probably the weakest class of the 4 competitive classes currently.
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#20
-1 Frags +

More balanced, I can't shit on people anymore with no aim at all. I like it, even if my main class is weaker.

More balanced, I can't shit on people anymore with no aim at all. I like it, even if my main class is weaker.
21
#21
5 Frags +

Ultimately I think it's fine but it was probably better to do this 5 years ago. A little late.

Ultimately I think it's fine but it was [i]probably[/i] better to do this 5 years ago. A little late.
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#22
0 Frags +

Some sticky trap positions are really weird now, as well as fighting at certain distances and very specific locations.

Other than that it's nothing entirely different.

Some sticky trap positions are really weird now, as well as fighting at certain distances and very specific locations.

Other than that it's nothing entirely different.
23
#23
2 Frags +

I think it's sort of like a reverse situation compared to 60hz vs. 144 hz. If I were to go back to prenerf demo, it'd be a lot clearer why people thought it was overpowered. The balance with scouts is more skewed in the scout's favor now, which can be a genuine issue, but I like how good demos are much more noticeable now compared to the rest.

I think it's sort of like a reverse situation compared to 60hz vs. 144 hz. If I were to go back to prenerf demo, it'd be a lot clearer why people thought it was overpowered. The balance with scouts is more skewed in the scout's favor now, which can be a genuine issue, but I like how good demos are much more noticeable now compared to the rest.
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#24
1 Frags +

Didn't like it at first but I got over it. Now it can be pretty satisfying hitting a well aimed air stick. Shame about kritz though

Didn't like it at first but I got over it. Now it can be pretty satisfying hitting a well aimed air stick. Shame about kritz though
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#25
1 Frags +

Its a change that happend so late in the lifespan of tf2 that it seemed kind of silly, but it feels like most people that play demo just got used to it and are using pipes more which is neat. It does make demo feel shitty on mids as scouts can do that sick strat of run at him. After mids tho teamfights still feel the same if you just take time and aim your shots.

Its a change that happend so late in the lifespan of tf2 that it seemed kind of silly, but it feels like most people that play demo just got used to it and are using pipes more which is neat. It does make demo feel shitty on mids as scouts can do that sick strat of run at him. After mids tho teamfights still feel the same if you just take time and aim your shots.
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#26
3 Frags +

The biggest change in my aim to accommodate for the damage and radius change is just to aim the stickies to hit their feet, which was really effective and made the change non-existent.

It was hard adjusting from detting mid-air stickies that did 60-80 into grounded stickies to do roughly the same damage, but the only major gameplay difference is less punishment for rushing a demoman.

The biggest change in my aim to accommodate for the damage and radius change is just to aim the stickies to hit their feet, which was really effective and made the change non-existent.

It was hard adjusting from detting mid-air stickies that did 60-80 into grounded stickies to do roughly the same damage, but the only major gameplay difference is less punishment for rushing a demoman.
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#27
0 Frags +

snakewater mid is impossible!!!

snakewater mid is impossible!!!
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#28
2 Frags +

i lowered my sens because of the nerf

i lowered my sens because of the nerf
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#29
Momentum Mod
7 Frags +

I noticed that scouts stack on top of each other a lot more now than ever. It's pretty uncommon (from the teams I've played against) to have a 'flank scout'. In general people seem to ball up a lot more now after transitions and uber trades because stickies can't hit everything at once.

pockets take more heals and do more yada yada

I noticed that scouts stack on top of each other a lot more now than ever. It's pretty uncommon (from the teams I've played against) to have a 'flank scout'. In general people seem to ball up a lot more now after transitions and uber trades because stickies can't hit everything at once.

pockets take more heals and do more yada yada
30
#30
0 Frags +

I have to agree mostly with the original poster. Sticky Traps just aren't as good as they used to be and that's a little annoying because dropping medics is awesome. Shooting up isn't as good either now because you got to wait for shit to hit the ground to do anything. The nerf was fair though in my eyes, it just means I have to work a little bit harder to outdamage my pocket.

On the topic of sticky traps though I think it would be interesting if there was an increase in blast radius on the Scottish Resistance to make up for the inherent decrease on all of demos weapons and maybe even make it a bit bigger than it was before. Maybe finally making it decent to switch off to on last?

I have to agree mostly with the original poster. Sticky Traps just aren't as good as they used to be and that's a little annoying because dropping medics is awesome. Shooting up isn't as good either now because you got to wait for shit to hit the ground to do anything. The nerf was fair though in my eyes, it just means I have to work a little bit harder to outdamage my pocket.

On the topic of sticky traps though I think it would be interesting if there was an increase in blast radius on the Scottish Resistance to make up for the inherent decrease on all of demos weapons and maybe even make it a bit bigger than it was before. Maybe finally making it decent to switch off to on last?
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