![]() It feels clumsy, and I'm not the only one who thinks so. I've found it very difficult to aim, and if you're not up in the air then it's hard to judge where you'll end up when you trigger it. The only other change I'd like to see is with his 'E' ability, Seismic Slam. "In my opinion, it needs a higher cooldown considering it's a very powerful one-shot ability." Blizzard already reduced the distance Doomfist travels with Rocket Punch, but having a mere four-second cooldown on an ability that can potentially one-shot every non-tank hero does seem a little excessive. "I think Doomfist is pretty balanced besides his right click," Agilities said. "But I think that it's a good thing to have very strong but counterable heroes, rather than what we're seeing now with the most versatile and uncounterable heroes being the strongest in the meta, like Tracer, Soldier and D.Va." "He's definitely very strong at the moment," Hyped said. You'll probably want him as a bruiser for most King of the Hill maps." Does he need any changes? Any buffs or nerfs?īlizzard has done a sterling job delivering a character that feels balanced out of the box, and with a few minor tweaks he could be ready to dive into Overwatch proper. "Smaller, enclosed maps like King's Row or Illios could see him just pummelling people in small hallways, as well as being able to land easy pins. "He seems like he'll be a beast on the majority of maps," Hyped said. If players can learn to deal with his weaknesses and counters, the pros think Doomfist will work in a variety of situations. "When teams dive in he could in theory use his Seismic Slam to pull them towards him, then either charge or uppercut one of them out of the fight, or make it easier for his team to do a massive amount of damage." "He has the ability to counter dive very well," Emongg said. ![]() ![]() They also think he could be a good counter to the dive comp because of his one-shot potential. In the clip below I'm not able to kill the Reaper but I force him to retreat (and I would've probably killed him if not for a Zenyatta orb healing him up). Then, immediately uppercut to send enemies into the air and start charging your Rocket Punch, catching them on the way down. One strategy is to use Seismic Slam to leap forward and hit the ground, which pulls enemies towards you. So you'll need to chain it into combos with his abilities, which are built to work in flurries. His primary attack, which fires projectiles from his fist, only holds four shots and has a very slow reload. Sombra seems like a nightmare for him, as does any hero that can punish his giant hitbox such as Reaper, Roadhog, or even Ana with her sleep dart." How should you use Doomfist's combos?ĭoomfist is all about combos. "We'll see a lot of Pharah and Mercy used to counter him. Hyped agrees, noting that Doomfist has a lot of one-sided matchups. If Tracer can dodge his abilities it's a really easy kill for her." "Pharah can just go up in the air and avoid him completely. "I feel like he rolls the non-mobile heroes, but the mobile heroes are pretty strong against him," Danteh explained. There's no getaway ability."Īlso, some heroes can counter Doomfist with ease. He's really punishing if you don't use his abilities correctly-if you randomly go in you'll just die. "I didn't really know what to do for a couple of hours until I got the hang of it. Even the extra shields you get from dealing ability damage didn't stop me dying constantly.ĭanteh tells me he had issues too. I found my first few hours with him difficult, whiffing my abilities and finding myself exposed, out in the open with no means of escape. If Doomfist's abilities are on cooldown, he's a sitting duck with a massive hitbox. Personally, I've found he's good at harassing snipers-even if you can't get the kill on them, using Rising Uppercut (Shift) to fly into the air, followed by Seismic Slam (E) to leap forward onto ledges can force dangerous heroes to change spots.
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