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FAUXTON posted:Game isn't deaf friendly, unistawin Sure, but that's not a problem unique to Doomfist. There are a lot of important callouts without visual stimuli- genji blade, tracer blinks, gravitron, sombra reappearance, etc. Hell, it's not even unique to competitive games in general. Basically any team based game isn't deaf friendly, simply by virtue of the fact that communication is so vital to these types of games. berenzen fucked around with this message at 02:07 on Aug 12, 2017 |
# ? Aug 12, 2017 02:01 |
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# ? May 21, 2024 14:14 |
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doomfist is making 3v3 mode a lot more fun
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# ? Aug 12, 2017 02:06 |
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Snazzy Frocks posted:the fact that three people had to switch to counter you before you gave up should tell us something That im willing to play around an Orisa but an Orisa backed up by two very unfriendly DPS is more effort than its worth? We had to switch to Winston, tracer and genji to reliably kill the Cree, is he OP?
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# ? Aug 12, 2017 03:12 |
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Redundant posted:I'm glad that's settled then. Aim and gamesense will obviously always be a huge factor in someone's overall skill but all things being equal if a given character is vastly more powerful than a comparable character (say, Doomfist and Tracer for example) then I would expect foregoing the older one for the newer, OP model to have a noticeable impact on one's play and consequently one's rank. Like, if Doomfist lets you secure 5-10 more kills per match on average than Tracer with your overall play remaining the same, I can't see how that wouldnt influence your ability to climb. Or if he's more survivable, or both, whatever. Snazzy Frocks posted:the fact that three people had to switch to counter you before you gave up should tell us something It's actually a pretty good thing that Overwatch isn't so rock-paper-scissory that it's full of single-swap hard counters. It isn't a single Soldier or McCree's job to render Pharah completely shut down 100% of the time either, or a single Reaper's job to kill all Winstons forever.
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# ? Aug 12, 2017 03:38 |
Doomfist is healthy and good for the game: https://gfycat.com/PositivePastGiantschnauzer
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# ? Aug 12, 2017 03:43 |
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latency and hit box bugs that rarely apply are not the same as a hero being mechanically broken.
berenzen fucked around with this message at 03:53 on Aug 12, 2017 |
# ? Aug 12, 2017 03:47 |
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gamesense: I sense a head, I click it
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# ? Aug 12, 2017 03:56 |
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dogstile posted:That im willing to play around an Orisa but an Orisa backed up by two very unfriendly DPS is more effort than its worth? We had to switch to Winston, tracer and genji to reliably kill the Cree, is he OP? I forgot you were a bit further up there in terms of SR for a moment and was about to ask what the heck kind of games you were finding down here in casual land with McCrees able to dominate to that extent. He's practically useless down here at 2k, and while I feel like I could comfortably play in plat I've already ground out just over a hundred matches for around 500 SR to hit gold for the first time and I really don't have another hundred in this season.
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# ? Aug 12, 2017 04:40 |
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SKULL.GIF posted:Doomfist is healthy and good for the game: I was expecting the hanzo to die
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# ? Aug 12, 2017 05:17 |
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SKULL.GIF posted:"overpowered" and "bad for the game" are not necessarily the same thing An excellent point. For example, Doomfist may be overpowered, but his design in general is exactly what the game needs.
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# ? Aug 12, 2017 09:03 |
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doomfist is good for the game because it makes maining sombra even cooler for me
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# ? Aug 12, 2017 13:07 |
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Can't wait for Doomfist to get dumpstered so everybody playing Genji can go back to never feeling threatened. Can't have the golden boy of overwatch feel bad ever.
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# ? Aug 12, 2017 13:52 |
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don't really see how doomfist specifically counters genji, who has the mobility to disengage from doomfist and avoid being in places where he can easily be punched better than other characters also genji's not oppressive now or before doomfist came out
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# ? Aug 12, 2017 16:35 |
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doomfist is good at oneshotting tracer before she can rewind and revert the dmg, hes good at oneshotting genji when he tries to rely on his deflect to escape genji is still pretty oppressive on console at the diamond level and a good doomfist crushes him
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# ? Aug 12, 2017 16:48 |
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Genji's mobility lets him avoid Doomfist, but if Doomfist is hanging out around his team that makes it vastly harder for Genji to do his job, so Doomfist is a counter in that sense. Just like Winston and Reaper--Winston's defense and mobility makes it easy to avoid being killed, but that doesn't help Winston get his job done.
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# ? Aug 12, 2017 16:58 |
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Those last two posts sum up exactly why Doomfist is a good counter to Genji. I know full well Winston is a good deterrent for Genji but more often than not the enemy Genji won't swap. Instead someone else will swap to Reaper and make it their life mission to kill Winston. In my experience this works every time which then allows Genji to go back to doing whatever Jr e wants whenever he wants and it's frustrating. Doomfist having the capability to force Genji to swap or be an easy kill is like 50% of why I play Doomfist.
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# ? Aug 12, 2017 17:25 |
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IronicDongz posted:don't really see how doomfist specifically counters genji, who has the mobility to disengage from doomfist and avoid being in places where he can easily be punched better than other characters Doomfist's punch isn't affected by Genji's deflect and if Genji tries it he's cruisin' for a bruisin'.
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# ? Aug 12, 2017 17:33 |
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that doesn't matter vs. a genji who has ever played against a doomfist
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# ? Aug 12, 2017 18:24 |
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Doomfist seems to have the same dynamic with Tracer and Genji that Roadhog did back when he was an actual character and not a tangible declaration of your intent to sandbag, which is to say that he isn't a hard counter per se but that he creates a zone of space in which fragile flankers have to proceed more cautiously than usual because if they don't they can wind up getting obliterated.
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# ? Aug 12, 2017 18:25 |
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Tracers shouldn't die to doomfist unless they have no idea he's there
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# ? Aug 12, 2017 18:29 |
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Snazzy Frocks posted:Tracers shouldn't die to doomfist unless they have no idea he's there I mean I'm a certified bad but I've still gotten used to keeping track of where a Tracer is going to pop back out once they use recall. You could say the same about how Tracer/Hog used to work as well, that there's no way a Tracer should be getting killed by the big lumbering fatman and his hook but it happened quite a bit.
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# ? Aug 12, 2017 18:48 |
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doomfist trashes genji and I love it. being able to punch that idiot through the deflect feels so good
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# ? Aug 12, 2017 19:01 |
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In my not-actually-good-at-Overwatch experience, the trick to dealing with a charging Doomfist as Genji is to learn to reflexively dash straight upward instead of deflecting when you see the fist charging in front of you. If dash is on cooldown, you're kind of just dead by default. This probably doesn't work for some reason or another against Doomfists that know what they are doing, but it's done well enough for me thus far. Wasting a dash is still pretty bad, but that's what you get for letting doomfist get near you in the first place.
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# ? Aug 12, 2017 20:25 |
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Just played with a guy who's only mic actions were: "No mercy well we lose." "Oh we got a Junkrat great." "Watch the Torb and Sym get in chat and talk poo poo after this." "They're behind us you guys know that right?" "What the gently caress I said they were behind us you guys are trash." *Dude says his call outs are bad (what call outs?!?)* "Man gently caress you my call outs are good." Also want to point out Reaper is incredibly strong against Doomfist. Edit: I'm playing in diamond right now (and losing because it's weird to solo que vs. play with friends who understand how each other plays) and the meta is sorta dive but not really. The common team comp I'm seeing is: Mercy, Zarya, Reaper, Winston/Dva, Zen/Lucio, and Pharah to round out the group. It's really loving painful to play Doomfist in this which basically forces a swap. Bumper Stickup fucked around with this message at 22:19 on Aug 12, 2017 |
# ? Aug 12, 2017 22:02 |
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Thanks Blizz for my "13 sound barriers provided" card after a game with 5 gold medals.
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# ? Aug 13, 2017 06:33 |
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Bumper Stickup posted:Just played with a guy who's only mic actions were: Even better are the people who start the game on mic and then as soon as things don't go as planned they begin relentlessly trash talking but in chat because they're too much of a pussy to say it on mic.
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# ? Aug 13, 2017 07:50 |
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Bolivar posted:Thanks Blizz for my "13 sound barriers provided" card after a game with 5 gold medals. so what they're literally meaningless Ginette Reno posted:Even better are the people who start the game on mic and then as soon as things don't go as planned they begin relentlessly trash talking but in chat because they're too much of a pussy to say it on mic. hey man I can't swear around my mom
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# ? Aug 13, 2017 13:10 |
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My team got ran so hard 2 members tilted. There needs to be something so if you pick up [some number higher than 5] unique reports in a game then it should auto kick you in Comp and treat you like you left. Edit: This was meant for the whining thread but is this a bad idea? BallisticClipboard fucked around with this message at 19:36 on Aug 13, 2017 |
# ? Aug 13, 2017 19:25 |
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That's a really bad idea for a bunch of reasons. It's incredibly ripe for abuse. Coordinate reports to kick the enemy team with a 6 stack. It still won't fix toxicity either, because you're still probably going to take a loss for going down to a 5v6, or the enemy team won't see the toxicity and won't report. If someone is tilting hard over mic or chat, just mute them and carry on. berenzen fucked around with this message at 20:51 on Aug 13, 2017 |
# ? Aug 13, 2017 20:48 |
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Also it means you might be discouraged from reporting someone for eg racism because it could kick that player and make you lose the match.
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# ? Aug 13, 2017 20:59 |
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Why slurs aren't auto-kicks is beyond me
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# ? Aug 13, 2017 22:53 |
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Because forcing a loss onto 5 people for one person's lovely behaviour is also not good.
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# ? Aug 13, 2017 23:42 |
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When was the last time Blizzard even rolled out a banwave for actual hackers? Those used to be a semi-regular occurrence and you'd see posts about it all over Reddit and all the video game news sites but I can't remember the last time that happened.
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# ? Aug 13, 2017 23:51 |
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berenzen posted:Because forcing a loss onto 5 people for one person's lovely behaviour is also not good. because people become more creative than the shorthand so you can't nail them otherwise.
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# ? Aug 14, 2017 00:35 |
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I think they just need to tighten up Doomfists hitbox on his rocket punch and he would probably be fine, that thing feels like it is about 4 times the size of his actual model so when you combine that with a bit of lag it feels like you are getting punched around corners which sucks McCree owns again now though with improved flash and the ult buff from a patch or so ago and he is great against Doomfist, so go play some cowboy
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# ? Aug 14, 2017 01:23 |
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I'm pretty sure that Doomfist's rocket punch just makes him become a projectile, using his body damage box as a base. The thing is, projectiles as a whole have more forgiving hitboxes to account for things like RTT. I'm pretty sure it's coded into every projectile in the game, to the point where you basically have to change around the base projectile object in order to change the hitbox for his punch. They did that once, and it hosed basically every projectile class in the game before they reverted because the hitboxes had a much harder time connecting hero damage boxes.
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# ? Aug 14, 2017 01:45 |
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Doomfist's punch needs a clearer warning sound, so it's less of a "you got punched with no warning, ya dead now" and more something you can avoid. The hitbox also could be a bit smaller or clearer, as it often feels like you're outside of it's range when it hits.
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# ? Aug 14, 2017 09:08 |
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How much more does the exceptionally loud HNGN-VWEEEEEE sound need to be? It's one of the loudest callouts in the game aside from some ults. The hit box could use work maybe, but every other projectile hitbox is funky. Maybe reduce the vertical tolerance a bit, but it's not that hard to deal with, just don't engage doomfist in small rooms unless there's lots of corners to LOS him when he fists up.
berenzen fucked around with this message at 10:00 on Aug 14, 2017 |
# ? Aug 14, 2017 09:58 |
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berenzen posted:I'm pretty sure that Doomfist's rocket punch just makes him become a projectile, using his body damage box as a base. The thing is, projectiles as a whole have more forgiving hitboxes to account for things like RTT. I'm pretty sure it's coded into every projectile in the game, to the point where you basically have to change around the base projectile object in order to change the hitbox for his punch. They did that once, and it hosed basically every projectile class in the game before they reverted because the hitboxes had a much harder time connecting hero damage boxes. Having rocket punched over a Junkrat beartrap, I can say this is not entirely the case, since you get stuck in it instead of destroying it.
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# ? Aug 14, 2017 10:15 |
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# ? May 21, 2024 14:14 |
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berenzen posted:How much more does the exceptionally loud HNGN-VWEEEEEE sound need to be? It's one of the loudest callouts in the game aside from some ults. The hit box could use work maybe, but every other projectile hitbox is funky. Maybe reduce the vertical tolerance a bit, but it's not that hard to deal with, just don't engage doomfist in small rooms unless there's lots of corners to LOS him when he fists up. I actually think its too loud. It sounds next to you no matter what.
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# ? Aug 14, 2017 12:15 |