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The nerf was needed because a Demo could just fire one into the air, m2 and kill someone almost instantly. Though it will make sticky jumping in mid air a pain. Oh well, I never learnt how to do that anyway.
.....Isn't that what it was intended to be?
Yeah but if someone comes at you, you are pretty much screwed if you run out of pipes, and need stickies...
If you need an example of why Demo takes immense skill, YouTube b4nny TF2 and watch his Demo gameplays.
For all you who are predictible and are planning on saying "You're just butthurt your OP main class got nerfed".. Wrong, I main Scoot, which hard counters Demo before the nerf. I appreciate good Demos, because I know how hard it is to beast at. I will, however, say you scrublords are butthurt because you can't respect the Demo's area of denial.
The real problem is pubs don't have class restrictions. Example: You can have more than 1-2 of each class on a team, no limits.
I'd just like to add one more thing: stickies, despite their rather large area already had a huge damage fall off for area of effect. To get any type of decent damage required the sticky to detonate about 2 feet away from the person. Anyfurther away and the numbers weren't looking so good. Maybe around 40-50 damage to people outside that little sweet spot, which is not bad, but not going to help enough to usually be worth it. At the very outer area of the explosion people would have taken high 20's-mid 30's. Good enough damage against scouts for a direct pipe to maybe get the kill assuming demoman is smart enough to play the weapon heckling meta, and skilled enough to predict movement and lucky with the damage numbers.
Stickies did not need the nerf. This is actually a huge buff to defensive style TF2, which was absolutely not needed at all considering how ♥♥♥♥♥♥♥ tough pocket heavies and wrangled sentries can be.