Gummy

Unremarkable User
It seems that an update today has effectively nerfed all the classes in the DR mode; medics can't heal, scouts aren't fast, and demos can't even charge, along with other changes. Though done with the intent of balance, it's made the death run mode a lot less fun. Hales still won about half the time even with charging demoknights and rushing scouts; in fact, those people usually went down first due to being the classes that attracted the nooby players. Therefore, in the interest of a more interesting Death Run, I ask that the changes to each class be rescinded.
 
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Some of the changes (allowing cloakless spies especially) are fine. However, my main grievances are:

1. Allowing scouts on all maps but putting them at 100% speed. Rushers are a problem, so I'd go back to the old status; banned everywhere but office.
2. Disabled dispensers. Obviously it allowed cheating, but it's necessary in block for the easter egg.
3. Demoknights lose their charge. Similar thing with scouts; office has doors to slow rushers (if you can't catch them on office, you deserve to lose), but I'd be okay with a cap on them.

Demoknights have 1 charge only now
 
I totally agree with this thread. Death Run should offer a challenge for both the players and Hale.
At this point the name could be only Death. On maps where the train or some other object comes very fast to kill players, without any rusher that force Hale to waste traps, it's pretty hard to win.
Also being Hale became very boring. It's way too easy catching those snails.
 
imho, undoing the speed restrictions set on scouts and demoknights and simply setting their caps to 1 or 2 sounds reasonable.

note: right now, the class for rushing is Soldier w/ Escape Plan, at less than 20% health, they have 128% speed
 
Also, another effect of this: Games either take too long (when there's no rushers to keep Hale moving), or everyone is killed by the train/penis/king/Painis.
 
I think it is time to face the fact that none of these maps were built to take into account the different TF2 weapons.

Having class limits for classes that can jump through most of the traps is just going to make everyone else rage quit.
 
Again, it's probably best to outright ban scouts from most maps; the double jump is far more broken than their fast moving speed. It didn't make people ragequit before; when scouts were banned on most maps, only about 1/4 the team were demos or EP soldiers. The slowdown has also killed office and forest, as now people are usually killed by the object chasing them. Office, in most respects, was the map best suited to handle the class problems; scouts are automatically killed for trying to double jump one trap, and they tend to be the overconfident noobs anyway. Back before these changes, all the scouts would die first while the survivors would consist of heavies, pyros, and demos. When there are class caps, smart Hales are going to focus on killing those classes, so I again doubt there would be ragequitting.

Is this a losing battle? Probably. But I'll fight on like that Japanese guy who hid on an island for 30 years after the war. :P
 
They will rage quit because they weren't fast enough to pick the class that could bypass half the traps. People will feel cheated out of the opportunity to win.
 
would you atleast remove scouts double jump/add a height limit on slay? They can jump over just about every trap there
 
Though scouts can bypass a lot of traps on maps not designed for scouts, I wouldn't say that they can just bypass all the traps; demos still have to run over most traps, so a Hale with decent reflexes can kill them. And again, scouts are usually the overconfident cannon fodder.