Let us think back to the KF1 Demo for a bit. We all remember what the Demo could do to Fleshpounds back then. If you don't, this video shows pretty well. A 6 man, HoE Fleshpound, reduced to jelly before it can leave the rage animation. Single-handedly, might I add. This was a good reason to introduce a zed that could nullify explosives with an AoE ability, ie the Siren. Sirens were purposefully coded to spawn with Fleshpounds because the Demo's job was so easy. There had to be something to keep him down, otherwise the hardest non-boss zed in the game would be completely trivialized by a single Demo with an M32.
Now, let us look at the KF2 Demo. Gone are the days of wiping 6 man HoE Fleshpounds single handedly, before they can take a step out of their rage animation. It's easy to see that the KF2 Demo is significantly less powerful than his KF1 counter part. So the question is, why are Sirens still destroying his projectiles? What is so exceedingly powerful about this iteration of Demo that warrants a zed having a large AoE projectile negation field ability, which is still deliberately coded to spawn with Fleshpounds? He can't single-handedly mulch high difficulty Fleshpounds before they leave the rage animation, he doesn't have a 6 shot rapid fire grenade launcher with a shotgun-like interruptable reload, he doesn't have as many grenades, he doesn't have as much ammo, he doesn't get any discounts, all of his weapons are single shot with long reloads, the list goes on. The logic just doesn't work anymore. He does not deserve this hard counter.
And not only does he not deserve it, but it's not fun. It is an anti-fun mechanic. Furthermore, this would help solve the issue of no-brainer, auto-pick perks within the Demo's perk tree. If you remove the ability from Sirens, you open up the Siren Resistance perk for something that feels less essential and offers more choice for the player, rather than them feeling forced into a perk to have fun when Sirens show up.
Now, let us look at the KF2 Demo. Gone are the days of wiping 6 man HoE Fleshpounds single handedly, before they can take a step out of their rage animation. It's easy to see that the KF2 Demo is significantly less powerful than his KF1 counter part. So the question is, why are Sirens still destroying his projectiles? What is so exceedingly powerful about this iteration of Demo that warrants a zed having a large AoE projectile negation field ability, which is still deliberately coded to spawn with Fleshpounds? He can't single-handedly mulch high difficulty Fleshpounds before they leave the rage animation, he doesn't have a 6 shot rapid fire grenade launcher with a shotgun-like interruptable reload, he doesn't have as many grenades, he doesn't have as much ammo, he doesn't get any discounts, all of his weapons are single shot with long reloads, the list goes on. The logic just doesn't work anymore. He does not deserve this hard counter.
And not only does he not deserve it, but it's not fun. It is an anti-fun mechanic. Furthermore, this would help solve the issue of no-brainer, auto-pick perks within the Demo's perk tree. If you remove the ability from Sirens, you open up the Siren Resistance perk for something that feels less essential and offers more choice for the player, rather than them feeling forced into a perk to have fun when Sirens show up.