EDIT: Our community has released our final megamap (created with many members of the community) of Overwatch 1. Try it out with the custom game share code: VRCAM
Dear Blizzard,
On behalf of the Doomfist Parkour Community, I would like to suggest a feature that would mean a lot to many Doomfist Parkour players across the globe.
- Adding a legacy Doomfist option for custom games.
I would also like to extend this suggestion to all other Overwatch heroes that will be reworked for Overwatch 2. Since OW2 will overwrite OW1, we will lose access to this functionality altogether.
As the release date for Overwatch 2 nears, a fear of losing a community that I hold dear becomes closer to reality. The Doomfist tank rework will destroy the foundations of Doomfist Parkour (DPK) that we have built over the last four years. This is due to Rising Uppercut being removed from Doomfistās kit and changing the functionality of Seismic Slam. There are many nuances and ātechā associated with these two abilities that have allowed DPK to truly blossom into what it is today. Donāt get me wrong, the new abilities for Doomfist are cool, but it will ultimately undermine the core gameplay of DPK by removing most if not all movement nuance that the hero had.
We have a Discord server that has grown rapidly in the last few years, with close to 1500 members. In the server, we track speedrun times, share map codes, and compete in tournaments to see who can be the fastest. Other than that, we host events such as game or movie nights. We have noticed a decline in morale amongst DPK players the past few months after learning about Doomfistās rework and playing the OW2 betas.
The future of DPK is seemingly bleak. This is not to say that OW2 Doomfist will not be able to perform in a parkour-type situation. In fact, he may be too mobile since he can fly a quarter length of the entire map in less than 3 seconds. The issue is that the rework makes the easier side of DPK extremely easy and the more challenging side extremely difficult.
One may ask, āwhy canāt you recreate the ability in Workshop?ā Due to the removal of ādirectā or āindicatorā slams, specific stall (certain surfaces of the game where you can be in without being considered on the ground) locations are now impossible and cannot be recreated with Workshop. These slams are commonly used in speed-focused parkour levels. So it will be hard to let go. Since Rising Uppercut has nuanced movement, it would be virtually impossible to recreate the effect true to its nature. Rising Uppercut is an ability with a diverse set of movements. Uppercut can be animation canceled with the current framework used to make parkour maps which plays a significant role in speedrunning. Itās used in a tech called āheadbounceā which allows you to gain horizontal momentum when using it against specific surfaces or when setting up for āpixelsā (stalls that are very small and difficult to land on).
This feature would help not only the DPK community but also the Doom Sumo and 1v1 communities. These game modes will not play the same in OW2.
Extending this feature request to all OW1 heroes can and will benefit the Overwatch Workshop community as well. More options for creators to build excellent game modes is a great idea.
TL;DR: Doomfist rework (and other heroes) will be hard on many people in Workshop based communities. Adding a legacy option for Doomfist (and other heroes) would be beneficial for these communities and for Workshopping in general.
If anyone has any thoughts on this, please share!
Thank you for your time.