![]() I think that if he was dps in this game something would have to be done about this move in order to put him in line with the other heroes. While I think it can be kept in some ways, I think that tanks should be here to provide space, take space, and secure kills with the use of more than one or just two resources. I think that one shotting people while being changed to a tank is something that has to be taken very carefully. This remains the same as overwatch 1, except for the fact that he has to charge a block, and land perfect shots after the impact during the stun in order to secure this kill. ![]() However, as an empowered punch has been added as well, in order to get kills with the punch Doomfist must now charge up this ability and land it unto a wall to secure a kill. ![]() In the transition to overwatch 2 this has been made into a movement and disruption tool as it can hit multiple enemies at once. Ow1 punch was too powerful, I think that one shotting 250hp characters can be extremely frustrating to play against, especially when doomfist had escape options to boot. This inconsistency hurts the character’s viability and, well, his consistency. The biggest issue with this move has always been when it doesn’t register any damage on the opponent. This allowed doomfist to follow up with Rising Uppercut, or with whatever is deemed necessary by the doomfist player. I would like to start with general issues (not necessarily bugs) with the character.ĭoomfists slam ability (in ow1) was a leap that dealt damage in a cone-like projection from his body that would pull and push the opponent relative to the center of the slam. Being changed to a tank he underwent a ‘rework.’ I hesitate to fully say rework because while the fundamental idea of the characters play stayed similar, he still remained with his rocket punch and seismic slam, making the rework seem more like just an attempt to limit frustration against the character in ways that were less than ideal. I would like to first state that I am in no way against this change. In overwatch 2, Doomfist was reworked into being a tank. While this isn’t the best description of this playstyle, I think it is at least in my best interest to point it out in case someone has not heard of it before. What does being a punch bot mean? This is what people refer to as playing doomfist in such a way where he secures kills through punch and lacks use of his other tools. I think that the removal of this move has caused a large shift from this character being a combo brawler to more of a gimmick-y punch bot. Akin to the uppercuts in fighting games, (often referred to as a ‘dp’), Doomfist had a vertical mobility move that doubled as being great for combos and damage dealing. Seismic Slam, Rising Uppercut, and Rocket punch. His initial release (ow1) showed him having three abilities. I believe that the soul (being how he played) and fun of this character has been lost. Next, Geoff Kaplin said in a video describing the character, that this (being doomfist) was like a love letter to the fighting game genre, releasing a character that could string together combos and get up close with his brawler playstyle. This is not something that is really of any major value, but I would like to point it out as it is part of his lore as a character. As in his release debut video, it has been said (in an animated video) that his punch could level a building. My first point is on the subject of his release (ow1). While this is an extremely hard topic to cover and something that is very hard to solve, I believe that there is a way to strive closer to reaching a better place for doomfist then he is in right now. Before you read please understand that I am not necessarily qualified to write about a topic such as this, but I think that all characters should be given a fair shot at being fun for the player, and fun for everyone in the lobby.
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