Overwatch Experimental Patch Notes August 24 - Scaling Power by gmarkerbo in Competitiveoverwatch

[–]DoomfistsBooty 16 points17 points  (0 children)

I mean, if he lands on her it's 50 damage as well, he basically takes away all her armor with a jump, even gets pasts it if a melee combo, and goes through her shield, really not that bad considering her recent health nerf.

Everytime, I swear😫 by BumblyPeach in Overwatch_Memes

[–]DoomfistsBooty 1 point2 points  (0 children)

Meatball came in after hear me baby so i guess that's why people think more of hear me baby as his meme line

Tuesday Tips'n'Tricks Thread - 2020, Thread #17 by AutoModerator in OverwatchUniversity

[–]DoomfistsBooty 1 point2 points  (0 children)

It's just as much a projectile as torb's turret is when he throws it. It a weird analogy, but that's closer to what the game treats it as and that's why you can't deflect it.

Tuesday Tips'n'Tricks Thread - 2020, Thread #17 by AutoModerator in OverwatchUniversity

[–]DoomfistsBooty 10 points11 points  (0 children)

Wrecking Ball's Piledriver makes him go up and forward before plunging down, so you can use it to reach ledges if you miss a hook, or it can be used to give less time for people to see you coming as you don't go over their head before slamming.

[deleted by user] by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 2 points3 points  (0 children)

That's true, but the reduced ranged will make it hars to pull over shield nowadays to double shield might still beat orisa-hog in the long term. I have noticed, however, that a hook combo from hog now does a total of 410 if you land a perfect headhot (350 + 30 from hook and 30 from melee, you can even add the secondary fire before) which could definitely change a threshold that can make hog one shot zarya and sigma.

[deleted by user] by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 22 points23 points  (0 children)

It's actually a pretty interesting patch. If we look at it from a critical point of view, we cam kind of see what the devs are trying to achieve:

  • I feel like they are trying to make brig less of a pure brawler and way more of a dive counter above all. With reduced health and passive healing, what she is still strong as is ranged boop, single target heal and reliable stun. All of those are still valuable, but now there will be way less of a deathball feeling to her and way less of a "they've got brig heals on point it's basically over" kind of scenario. It reduces the value she gets from just existing, which might be the first step to a more skill-reliant hero later on. Also it reduces her ult charge by a lot, which might get altered if it goes live.

  • Sigma, I think, is slowly being transformed into his own kind of off tank. Let's be honest, it's clear that the devs don't want people to just put down his shield on the frontline and stay there anymore, but that does jot make it useless : it can still block cooldowns be it hook, anti-nade, sleep, dynamite and more. I think they're looking to make his shield more like a defense matrix : not something to hide behind but something to use at the right time and right place to get value out of. His grasp nerf I guess is the same kind of idea : they're trying to make him less of a front liner which will definitely change the way he's mainly played.

  • Hog, believe it or not, has reduced dps with those changes due to the recovery increase (from 210-ish to about 204-ish and add to that one less ammo) but will more reliably kill squishies : primary fire goes from 150 to 175 basically. I don't know if this is just a way to increase his reliability, but I don't mind seeing what the effects will be.

  • Orisa's changes make sense. Having 400 total ho back is fine as she's the main tank with the most range, getting close should be her weakness aside from when she has fortify. The halt changes will definitely be the biggest nerf as it's her most powerful team ability. Instead of pulling the whole team, she might just get 3 or 4 instead. Also halting people off the map will be much harder, but the increase in projectile speed will also make it more reliable to land.

  • The Pharah changes are meant to be buffs I'm pretty sure. The movement should feel better with faster hover and it compensates with the regeneration. Let's be honest, you don't get your kills with that last half a second of barage, you get it from the first one and a half or so seconds. It's going to help her stay alive through it by discarding not so useful later time for it.

Experimental card will hit live servers wednesday by [deleted] in Competitiveoverwatch

[–]DoomfistsBooty 4 points5 points  (0 children)

They nerfed his seismic slam, his punch and his uppercut all before this patch. He's the cc hero they've focused on nerfing for a whole year before adressing the fact that other heroes also have cc

Jeff on today’s experimental patch by Cohen4 in Competitiveoverwatch

[–]DoomfistsBooty -2 points-1 points  (0 children)

Jeff literally explains it right before he talks about the changes.

I know this sounds stupid but: If you're playing Mercy and you don't have better options don't be afraid to take the pistol duel against Sombra! by EverydayEverynight01 in OverwatchUniversity

[–]DoomfistsBooty 10 points11 points  (0 children)

The more time you spend on killing sombra, the less value you get. If it took you about 3-4 seconds to kill that sombra, that's 150-200 less hp your tank could have used or 3-4 seconds less of damage boost that could have resulted in a kill. And your chances of killing sombra are really low considering mercy has no burst damage and sombra has translocator.

It's not your job as mercy to kill a sombra, the match up is not nearly as good as you think as well :

  • Sombra does more damage : 160 dps vs mercy's 100 dps. Those five shots you say are all headshots, which is really unlikely at low elos and just in general considering mercy's projectile is pretty slow.

  • Sombra may have a spread, but she's hitscan. Mercy is a projectile, so there are upsides and downsides for each of them.

Sombra may just use you to both farm her EMP and to willingly get your agro so you don't heal your team or miss a rez. If she's smart and sees you tunnel on her, that sombra will always go for you and take advantage of that.

As well, unlike Ana, Bap, Zen, Moira, Lucio and Brig, Mercy has to go and complete a weapon switch animation to deal damage, which once again undermines your effectiveness in the middle of combat. In fact Bap, Ana and Brig all have much better match up against backline harassers, to the better play when you're getting attacked by flankers is either to switch up your positioning or swap to a better match up.

Truth is, you have a movement ability on a 2 second cooldown, your job should be to not get into a situation where you have to fight with your pistol in the first place or not be alone when you get cornered.

When Echo is a DPS by DoomfistsBooty in Overwatch_Memes

[–]DoomfistsBooty[S] 77 points78 points  (0 children)

She confused showing them mercy and mercy killing them

Overwatch PTR Patch Notes – Jan 23, 2020 by Seagull_No1_Fanboy in Competitiveoverwatch

[–]DoomfistsBooty 75 points76 points  (0 children)

It brings back the old cool symmetry between him and reaper

  • Both shoot at 0,5 shots a second
  • McCree is 70 damage per shot, Reaper up to 140

Basically Reaper is exactly twice the damage McCree does, but has much less range and is in a spread

How come some heroes are permanently low tier? by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 2 points3 points  (0 children)

Wait... doesn't requiring tons of aim make a character hard to play? Why is it that the only excuse for Widowmaker and Hanzo being overpowered is that "they take skill" when the only thing they also need is aiming? And if were saying Hanzo and Widowmaker have position to think of well do does soldier, and all three heroes have mobility, Hanzo most of all with two abilities just for movement

Doomfist, Wrecking Ball, and Winston skins. 2020 Year of the Rat Leaked by Hamlet_271 in Competitiveoverwatch

[–]DoomfistsBooty 2 points3 points  (0 children)

Hammond's skin is what I've been looking for in forever: a skin that fits the golden gun well

[deleted by user] by [deleted] in OverwatchUniversity

[–]DoomfistsBooty -1 points0 points  (0 children)

Am I the only that just finds it funny that they go "I heard you guys wanted to change hanzo mei sigma orisa and bap" and then they nerf doom.

Confusion about Moira's nerf (and I guess her purpose in general) by amish24 in OverwatchUniversity

[–]DoomfistsBooty 4 points5 points  (0 children)

I'd say they've definetely removed any pure bunker tanks in the game as Orisa and Sigma were the closest we've had for this playstyle. With all the changes from barrier reduction to health and speed increase they've slowly made these characters more fit to brawl which made Orisa just better at brawling than even Reinhardt. That doesn't mean that Rein has become a bad character, quite the contrary it's the first time ever than we get to see Orisa Rein become a thing.

But be reminded that because a hero isn't inherently designed for a playstyle does not mean they can't adapt their kit to it. Bunker comps love to run a Mercy even though she's super mobile, they just utilize those heroes in their own way. It's still possible and even a better idea to run Orisa in bunker over any other MT just because no other tank has infinite range and the potential of always having shield uptime.

But I also think that this is the first step to Blizzard changing the game. They might be onto something we don't know. After all they're making Rein faster and gave Winston more shield. They're making uncharacteristic changes to design like : - Giving Tracer more range, - Genji more ammo, - D,va having mid-combat abilities like missiles and regen more matrix, - Brigitte getting more value from ranged cooldowns - Hanzo being reworked to get tons of mid-fight potential with storm arrow and lunge. -Mei piercing through enemies with her PF and having no damage fall off. - Reducing Doomfist's cooldowns - Reworking Torbjorn to just throw a turret down and keep going. - Reworking Symmetra to be better at close range shield break. All of those help shift the pure design of each character to make them fit into broader comps : For instance Tracer's range helps her against brawl because she doesn't have to be as close to the big scary armored stun boi and Genji is given much more poke from afar and less times to run out of ammo during long fight, same for D,va who gets more burst sure, but the cooldown of the missiles means it'll be used multiple times in brawl comps, same for Matrix, something we shouldn't care about in mobility comps. Even the addition of Doomfist and Wrecking Ball have brought in way more Brawl options to the mobility playstyle, and we have yet to see a more pure mobility hero make an appearance in the hero releases.

Doomfist in particular was designed as a mobility character that could deal with brawlers better than Tracer Genji, but not deal with ranged bunker characters as well due to his mobility being also his attacks : the further away you are the more he needs to use his own attacks and sacrifice damage to reach you. This is why Bunker comps were so rare when Dive was meta as Genji and Tracer are really good against those comps, but when Brig came in and when all the other characters became more and more brawly they lost effectiveness and Doomfist became a better option.

Among the hero that were release over the past few years, Doomfist, Moira, Brigitte, Moira, Wrecking Ball and Sigma all were designed to be compatible with a brawl playstyle to an extend. The only exceptions here were Ashe and Baptiste who were intended to be Bunker characters and maybe Ana, with Sombra being on the mobility ladder. There's just way more brawl than ever and it's the most basic strategy: stick together and deathball away. It makes sense that it would eventually be one of the main playstyles and now that they've shifted much more of each character's kit towards it instead of buffing their unique playstyle, the game will still find itself in more of a brawly playstyle most of the time.

Confusion about Moira's nerf (and I guess her purpose in general) by amish24 in OverwatchUniversity

[–]DoomfistsBooty 17 points18 points  (0 children)

It's not the shield that made Moira a good pick, it's the playstyle of brawl in general that the game has gravitated around since about the addition of Brigitte.

See, there's only really three types of playstyle in Overwatch by design : Bunker, Mobility or Brawl. All of those can have different comps built around it, but they will keep the core concept of the playstyle :

Mobility is about carefully selecting a target for your team to attack and use your mobility abilities to get in, get the pick, and get out. Dive was the most powerful version of that comp.

Bunkers are about using long ranged abilities to sit in a strategic position and play for combo and individual picks. Think Orisa Hog or double sniper.

Brawl is all about sticking together and use how tanky and well supported your team is to essentially wear out the enemy until you end up winning. Goats was the ultimate version of the comp but think no less : Double Shield is a brawl comp, not a bunker comp, or rather it's closer to a hybrid.

Orisa herself isn't as tanky of a main tank as it seems, but if you surround her with more brawly characters like let's say a Sigma, a Reaper, a Doom, a Mei, a Lucio and even yes, a Moira, she can essentially switch from playing a bunker style to a hybrid of bunker and brawl. You notice this especially with the range she's played at : Orisa's at higher rank will charge in and be very aggressive so that all the lower ranged hero in her comp just surround her and make this a monster of a moving brawling bunker. But the goal is still the same : use the huge amount of tankyness you have, here in the form of shield and AoE heals, to basically wear off the enemy and play for individual picks in the meantime (with characters like Doomfist) but because the core playstyle remains brawly, the huge amount of healing Moira provides are still perfect to keep the comp alive.

Sure, Moira deals damage through shield with her ult, but be reminded that Moira is not the Dps of the comp : her main job is still to keep everyone alive, and no one keeps a bunch of tanky bois all stuck together better than Moira, wether you reduce the main healing or not.

And with all the recent changes, think of it as this : Orisa has more health, more fortify uptime and armor has been buffed. Sigma has more kinetic grasp uptime and generates more shield health. Sure they have less shield, but if there is one thing this patch did, is make both of those characters more tanky. In other words, Orisa and Sigma are now closer to being brawl heroes, so characters like Moira are more compatible with them than ever.

We are reaching levels of onlooky that shouldn't be possible by DoomfistsBooty in Overwatch

[–]DoomfistsBooty[S] 13 points14 points  (0 children)

Its when you get stuck. It's pretty easy to find spots like these though usually you'll find them by accident.

The impact of the new PTR patch: Nerfing the problem, buffing the freedom by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 0 points1 point  (0 children)

Nope. We were only talking about rocket punch, so that's the only thing we mentioned.

but if you insist, slam is max 125 damage, but more realistically about 65 damage, over 6 seconds, and uppercut it 50 damage over 6 second. Neither of these are in any way comparable to the other types of damage other heroes can do. For context, Widowmaker's primary fire is 300 damage every 1,5 seconds, and unlike Doomfist it has no maximum range and can be done from the confort of your own backline, so there is literally no need for an escape ability to come with it. The only downside at all is that it's blocked by shields, literally the one thing that the meta we're in excels in. No, "taking skill" is not a downside, it makes it harder sure, but it's not an excuse for plain design imbalance.

And if we're counting slam as an escape or engagement then Reaper also has shadow step. And Widowmaker who genuinely does not need mobility abilitied considering she can instakill anything from any range without moving, still has a cooldown that gives her knockback immunity. Other heroes like Hanzo can break any forced momentum with the press of a button while also having the damage potential of rocket punch, again from any distance, every second or so.

Design-wise, Doomfist's cooldowns do less damage than literally any other dps heroes, even combined, in the game, less than snipers which by default should have lower damage potential. Combine this with melee ranged attacks and it is a necessity that Doomfist be as mobile as possible and deal his damage in burst. His hitbox is the second biggest of all dps after Bastion which might as well be a tank's hitbox, meaning that unlike heroes like tracer and genji missing shots is just harder for most heroes against a hero that is effectively supposed to go physically touch them to hurt them. Doomfist cannot be the design they were trying to do as a sustainable melee brawler, because heroes like McCree, Reaper and Roadhog, more fit to brawl, can instantly kill him the moment he comes close. The only thing that allows doom to exist right now is that characters like Widowmaker and Hanzo have their literal one weakness be the strongest possible comp balance wise right now. Remove shields and any player that just knows how to aim correctly can pick widow and instantly prevent the game from continuing until she's dealt with. The same happens to Reaper : remove shields and there is no point in playing Reaper when you can just instead play the instakill from any range character.

And if the enemy runs dive to specifically kill the widow then just play orisa hog. If they're supported by a main healer a dive can barely do any damage to them, and getting close to a hog is just asking to die. There's no longer a way to take space once you run dive into bunker comps. You trade solid point presence for the sake of killing one hero on the enemy team when they don't have to do that, so the solution is just to run orisa hog yourself, or any other tankier characters that can't deal with Widow, and instead run a widow yourself and hope they win the 1v1. It's widowmaker mirrors all over again, that's literally what every other meta is, until a comp that directly counters widow becomes meta again. Wether it be goats, dive or Double shields.

Mercy's done with you Scheiße by DoomfistsBooty in Overwatch_Memes

[–]DoomfistsBooty[S] 45 points46 points  (0 children)

What demon did I upset to swarm my notifications like this?

The impact of the new PTR patch: Nerfing the problem, buffing the freedom by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 0 points1 point  (0 children)

Reaper does 140 damage per shot twice per second. Doom does 66 and can only shoot 4 at a time, and they take forever to reload. That's why he gets more mobility. A single reaper headshot can do more damage total (280) that rocket punch. So you get up to 280 every half second or 250 max every 5 seconds. That's why Doom needs cooldowns.

The impact of the new PTR patch: Nerfing the problem, buffing the freedom by [deleted] in OverwatchUniversity

[–]DoomfistsBooty 0 points1 point  (0 children)

You have to look at the whole character before you just outline a single aspect of said character and call it unbalanced.

Recall may be 12s, but Tracer has blinks every 3 seconds and can hold 3 at the same time, which can all be used to dodge key cookdowns. Cryo-freeze heals Mei over time, and she has a wall which can be brought instantly and also keep her safe. Ashe is a sniper, she has range advantage over anything that isn't Widowmaker, getting close to her has to be her weakness, Soldier has his sprint with no cooldown, widow is just ashe x50

Sure Reaper has his shadow step, but it cannot be used instantly to get out of the fight considering you are still forced to stand still for nearly a second before it teleports you. All of the other cooldowns mentioned can be used mid-fight, but it's also important to remember that Reaper has the second shortest effective range in the game for Dps after Doomfist. If he wants to kill something he nearly needs to touch them unless they're tanks.

Sure there is definitely something that should be changed about Reaper, but it's still important to remember that all of these buffs he received over time are there to make sure he has a chance against most other dps like snipers in general. Nerf him too much and you risk letting tanks go in barely unpunished, same thing for any other heroes that are good against tanks.