continuation of doom thread (ill add up top as well):
rip doom rollouts.im not sure how doomfist can really work as a tank especially with the game being 5v5 now.
if it was still 6v6 and he was a off tank i can kinda see it? my guess is that hes going to use his CC to push enemies into bad positons or something.
i just hope i can still do rollouts and stuff because that is what made doomfist challenging and very fun to play.
is there any hints you can give on how doom as a tank is going to work? everyone in the doom community is super anxious and curious on what doomfist is going to be in ow2.
if he doesnt work as a tank in ow2 is he going to remain as a DPS with the same kit?
if it was still 6v6 and he was a off tank i can kinda see it? my guess is that hes going to use his CC to push enemies into bad positons or something.
GEOFF - Yep, this can still be a big part of his kit. For example, one thing we’re testing is for Rocket Punch to create an area knockback around a target he impacts, creating a new ability to knock multiple enemies away (or into walls!).
i just hope i can still do rollouts and stuff because that is what made doomfist challenging and very fun to play.
Doomfist’s high mobility is a huge part of his kit and that’s not going to change. In fact, its part of what makes him potentially a good tank, being able to initiate fights for your team.
if he doesnt work as a tank in ow2 is he going to remain as a DPS with the same kit?
This is tricky tbh. In a world where almost all crowd control has been removed from non-tanks, Doomfist would be a huge outlier. Maybe there is a world where he can still exist as a DPS with less displacement and crowd control effects, but it would certainly be a challenge to make that work.
Alas, no Sym new. And for now at least, they seem pretty set on keeping Mei sucky in DPS
Seems like they’ve really already decided on Tank Doom and aren’t just “trying it out” but rather just still figuring out the implementation. He certainly has the potential to thrive and be a huge draw for the role.
I do feel a decent bit of relief from this Q&A despite (or really because) the fact that it seems like their internal sense of balance may be wildly off from reality. The way they’re making it sound, their intentions and goals aren’t too different from current OW.
It no longer stuns but its CD is much shorter, its damage is higher, it goes through shields again and it travels almost double the distance on live and trigger her Passive on hit.
Baja, thank you very much for posting the answers here. I really appreciate the effort you put in.
Gotta say, those responses have me feeling quite a bit better about all this going forward.
I’m still not a fan of role wide passives, I’d prefer each hero have an individual passive, but beyond that it sounded a lot better than it has in previous communications.
Don’t make Doomfist a tank, keep the power behind is abilities the mobility aspect of his kit and just reduce or remove the CC from all of his kit. He’d function just fine as a dps in this form I think.
Especially when it’s very easy to mathematically verify Zarya being in a lesser state than OW1 with worse bubble uptime. As for Mercy, some math and logic will tell you she will have troubles.
For starters, why are we getting our regen nerfed? Why does Zen get to have 30 hp/s regen but not Mercy? If Zen’s regen is ok, then can Mercy at least have her passive reverted to launch state? ( I know…) That way, at least their regen is identical.
and that’s just the surface… so many corners they designed themselves into. They absolutely cannot afford continue on with their infamous stubbornness.
His passive belongs on a Tank, I find it hard to imagine the rest of his kit. But I suppose Tanks are turning into chunky DPS in OW2 so…
Never thought about that, but one less player does means less ult charge.
I think this needs to be focused on more, Blizzard even before OW2 has worked like this.
Seemingly random balance changes in the live game, a good portion of the time is due to what Blizzard has experienced in their internal play-tests of the game with characters that we currently don’t have access or knowledge about.
It’s frustrating to read a number of these responses. We’ve seen a lot more gameplay from pros playing, and they’re just doubling, tripling, or quadrupling down on responses that don’t line up with what we’re seeing. Make it make sense.
I’m not sold on this, but a well-managed Zarya is basically an unkillable high energy murder machine in TDM, so maybe…
Dunno what they think they can do about this. Discord is literally designed to help blow up tanks…
Why not knock healing down to the mid-fight values that allow fights to actually end, and give tanks a role passive that increases healing received after X seconds of not taking damage? Playing against double support (particularly Bap/Ana) in TDM is absolute misery because of all the utility and healing they provide, and adding just one lonely DPS doesn’t nearly offset the healing those two can produce currently.
For real, we got tons of match footage and it shows a completely different game than what the developers seem to be talking about and that should alarm MANY MANY people.
But then again, blizzard is always to stubborn and this is why WoW is failing hard as it is.
Majority of the developers aren’t even playing in diamond level. Look at Diamond + games and you see how fast things die already. The Pros aren’t even trying in the match videos and things are just melting instantly.
It’s only mildly concerning that they think Zarya is very strong based on their testing, but the pros contended that she’s poop because she’s very vulnerable when bubbles are on cooldown. I can only assume Blizzard’s internal testers only feed Zarya instead of punishing her, a rookie mistake.
The other changes seem to be in line with what you should expect for a tighter game experience though? They’re adjusting healers so having two high-output healers doesn’t make one team fight last 500 years, and after calibrating the healing they can look at defensive skills. A lot of the balance changes are being made in anticipation of other heroes that we haven’t seen either, so who knows what the meta will look like with the new heroes added in?
Except, nerfing healer output just makes them trash. They’ve already gutted all the healer utility to the point they got insanely long cooldowns and DPS already whine like entitled children about those.
Brig literally lost everything that made her anti-flanker cause “Muh DPS”. Mercy healing for how much Zenyatta orb heals on live is completely trash, Ana keeping anti nade AND sleep dart in this kind of environment means she is just an auto pick. How long until immortality field, discord orb, and speed boost get gutted too? Immortality field is already on a long cooldown and people ree hard about it as is.
Sorry, but no. If you want unga bunga Overwatch then sure I guess the changes look neat to you.
If you are removing all the CC from his kit rocket punch doesn’t knock back and uppercut does not launch you in the air. I see no way that can possibly work because if you remove the CC you basically remove his entire kit.
To be fair those were not pro games. They were basically just good ladder players at that point as there is no way for them to have the game knowledge to be pros at OW2 yet (as that knowledge is not yet available).
If you want raid boss tanks that never die, WoW is still going.
Brig got a YUGE buff with the bash changes. 50 damage bash returns, with double the range, barrier piercing, a lower cooldown, and it procs inspire. Dunno how you decided “can’t stun Genji for 0.5s” means “gutted”.
Did you read the Geoff posts? All of this is gone over in his comments on healing output.
Nerf anti. Better yet, remove anti. It has no use other than giving Ana a third wincon in her kit, especially in 5v5.