A post on the
Team
Fortress 2 Website by Valve's Robin Walker offers further explanation of the
changes made to Sticky Bombs in
yesterday's Team Fortress 2 patch.
The explanation entails how damage is calculated and the complications of the
Sticky Bomb code (complete with a graph for board meeting fans), and why they
feel balance is now better served: "Why did we do this? We didn't think that the
Demoman was overpowered at medium & long ranges, where the charge up time
provides an existing penalty. If we did a straight damage reduction across the
board, we would affect that. In addition, by weakening the Demoman specifically
at short range, we've created a weakness that enemies can take advantage of in
combat, and makes the Demoman wary of specific enemy classes (like the Scout and
Pyro)."