Overwatch: Doomfist Discussion

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Epyc Wynn

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Distance you travel when you charge your fist has been nerfed.


Makes sense since this could be exploited to travel great distances in a short amount of time like how Tracer does.
 
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It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
 

Epyc Wynn

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Bilious Green said:
It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.
 

Dirty Hipsters

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Epyc Wynn said:
Bilious Green said:
It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.
You have to remember that developers tend to SUCK at the games they create. They might think that something is internally balanced, but then in the hands of a somewhat decent player it becomes busted as hell.

Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
 

Bob_McMillan

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Hawki said:
Bob_McMillan said:
Wasn't he supposed to be Terry Crews?
Only in the mind of Terry Crews himself. And, I guess, everyone else rooting for Crews.

Still, Crews gets to tear up cities in Crackdown anyway, so he'll get his urge for mayhem satisfied to at least some extent.
Will he though? That E3 trailer was noticeably missing any actual destruction. Seems real suspicious to me.
 

Epyc Wynn

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Dirty Hipsters said:
Epyc Wynn said:
Bilious Green said:
It's inevitable that he's going to see changes before he goes live. I'm sure the devs are already surprised by the things players are doing with the character and will be making adjustments accordingly. They already fixed a thing where he could charge through Junkrat's trap, which was apparently not intended. I'd also expect changes to his ult as it can do some incredibly cheezy things with no counter play at the moment (I think they will reduce the amount of time he can stay up in the air before coming back down). That said, I think he's not far off being balanced and will hopefully shake up the dive meta a bit.
I am shocked at the ineptitude of the developers when it comes to Doomfist. The first thing I would have done as a developer, is go one-at-a-time through every ability and see how each one interacts with each one of Doomfist's abilities. Could do that all in less than a day but no, just have some guinea pig players do it instead and fix things as we see them. Freaking amateurs made the Escapist's Game of the Year with these shoddy development tactics. It does not take years of coding experience or 20/20 hindsight to play-test characters instead of putting shoddy mechanics out for players to test. Triple A game developers more like Beta builders. Having no shame in displaying faulty mechanics out in the open for everyone to see is not a good development practice. Acknowledge them yeah, but ideally ensure they are not shown so easily in the first place.
You have to remember that developers tend to SUCK at the games they create. They might think that something is internally balanced, but then in the hands of a somewhat decent player it becomes busted as hell.

Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
They thought people couldn't make body shots? I find that hard to believe.
 

TheMysteriousGX

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Epyc Wynn said:
Dirty Hipsters said:
Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
They thought people couldn't make body shots? I find that hard to believe.
There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.
 

Epyc Wynn

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altnameJag said:
Epyc Wynn said:
Dirty Hipsters said:
Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
They thought people couldn't make body shots? I find that hard to believe.
There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.
So Overwatch being better with console controls is a myth?
 

TheMysteriousGX

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Epyc Wynn said:
altnameJag said:
Epyc Wynn said:
Dirty Hipsters said:
Take Ana for instance. When she was released she healed for shitloads per shot because the developers thought that people would miss a lot more often with her than they do. She ended up being incredibly OP. Can't account for people having really good aim if internally everyone designing her has crap aim.
They thought people couldn't make body shots? I find that hard to believe.
There's also the bit where they're designing this for PC and console at the same time. Ana is more powerful on PC then console because accuracy is generally better on PC than console. Torb's turret was more powerful on console than PC for the same reason.
So Overwatch being better with console controls is a myth?
No? Unless your measure for how good a shooter is is "how accurately cursors go over targets" anyway.

I like shooters on consoles more than PC for a plethora of reasons that aren't my accuracy rate.
 

Neverhoodian

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The following is from a player who barely even touches competitive, so take my first impressions with a grain of salt...

I haven't had a chance to try Doomfist yet, on account of the PTR not being available for consoles. I have watched gameplay footage on YouTube however, and it does look like fun playing as him. That said, what I've seen makes me worried about the implications for Support mains like myself. It looks like I'm going to have yet another speedy, hard hitting dive/flanking hero to worry about in a roster already filled with flankers and dives...


I think there was a missed opportunity to make Doomfist a tank instead of DPS. I mean, the guy already looks the part with his rippling muscles and giant (and presumably very heavy) armored gauntlet. If Blizzard were to tone down his crazy air combos in favor of tweaking his stats, abilities and buffs to be more defensive in nature he could conceivably fill a niche role between dive tanks like Winston and anchor tanks like Reinhardt.
 

Chimpzy_v1legacy

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undeadsuitor said:
Why pay a guy for one persons findings, when you can put something up on the testing realm and get thousands of players feedback in the same amount of time.

Developers aren't omnipotent, they can't account for every miniscule aspect of every character and how it reacts to the powers and combinations of every other character.

This is the reason for the public test realm whether you like it or not.
Pretty much this. Overwatch might seem straightforward to players, but underneath the hood is an incredibly complex array of systems. Just to give an idea, assuming a 6-man team with no doubles and one being Doomfist, that's already several million possible team comps.

Then add in every other possible variation and interactions and you get an absolute fuckton of possible configurations. More than a few people or even the entire team could possibly keep track of, let alone predict the myriad ways players will find to break your game (and they will try), no matter how much effort they put into patching the holes.

Is public testing an ideal solution? Maybe not, but it's the only method I can think of that is somewhat viable.
 

Epyc Wynn

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Chimpzy said:
undeadsuitor said:
Why pay a guy for one persons findings, when you can put something up on the testing realm and get thousands of players feedback in the same amount of time.

Developers aren't omnipotent, they can't account for every miniscule aspect of every character and how it reacts to the powers and combinations of every other character.

This is the reason for the public test realm whether you like it or not.
Pretty much this. Overwatch might seem straightforward to players, but underneath the hood is an incredibly complex array of systems. Just to give an idea, assuming a 6-man team with no doubles and one being Doomfist, that's already several million possible team comps.

Then add in every other possible variation and interactions and you get an absolute fuckton of possible configurations. More than a few people or even the entire team could possibly keep track of, let alone predict the myriad ways players will find to break your game (and they will try), no matter how much effort they put into patching the holes.

Is public testing an ideal solution? Maybe not, but it's the only method I can think of that is somewhat viable.
What about play-testing your own game? I wonder if they even have beta testers with how shoddy things are going.
 

Dirty Hipsters

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And Doom Fist has gotten 2 nerfs now, but not to the one thing that REALLY needs to be fixed, which is his ult.

Looks like they're trying to make him less mobile so that he doesn't steal Genji's niche.
 

Epyc Wynn

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>tfw the biggest defenders of Overwatch's meta finally admit the game has balance problems and nerfs too much



 

Dirty Hipsters

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Epyc Wynn said:
>tfw the biggest defenders of Overwatch's meta finally admit the game has balance problems and nerfs too much



It's not that they nerf too much, it's that often they nerf or buff the WRONG things.

Like with Doomfist they keep nerfing his mobility, but his mobility isn't the reason that character is actually overpowered.

With Ana they nerf the healing output of her rifle, but the problem with her is the grenade.
 

IceForce

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Dirty Hipsters said:
Epyc Wynn said:
>tfw the biggest defenders of Overwatch's meta finally admit the game has balance problems and nerfs too much



It's not that they nerf too much, it's that often they nerf or buff the WRONG things.

Like with Doomfist they keep nerfing his mobility, but his mobility isn't the reason that character is actually overpowered.

With Ana they nerf the healing output of her rifle, but the problem with her is the grenade.
Exactly. Agreed.

They made the same mistake with Roadhog too. The problem wasn't with his one-shot combo (because without it he's basically useless), it was his insane levels of self-sustain and survivability which allowed him to flank on his own and get pick-offs (which the devs never intended for him to do) instead of being a tank for the team.

The correct way of discouraging such behavior would be to nerf his health or self-heal (or both), so an out-of-position Roadhog can be more easily punished.