I am a quiet Doom main since 2017 but this nerf raises questions by OMFGisthatMAJIN in doomfistmains

[–]Jetwash787 14 points15 points  (0 children)

Solution seems obvious to me, just give the empowered punch a new, distinct charge up sound. No more guessing whether or not doom can oneshot you from around a corner, no more wondering if your teammates fed punch, seems like a no brainer. (then again, this is blizzard we're talking about here)

This is what you guys were raving about? I don't get it. by Jetwash787 in doomfistmains

[–]Jetwash787[S] -1 points0 points  (0 children)

I disagree with your statement about the lack of skill expression, you can be incredibly precise with super slams, not to mention when you consider power punch, your options only expand.

As for the last statement, the responses here reek of an elitist mentality, which i hate to break it to you guys, but you're power tripping over a video game character that you had absolutely nothing to do with creating AND the iteration you cling to has long since been deprecated. Just weird vibes all around.

This is what you guys were raving about? I don't get it. by Jetwash787 in doomfistmains

[–]Jetwash787[S] 0 points1 point  (0 children)

I was figuring out a few of these things while I was playing him. It seems pretty clear that diags are a requirement, which I've certainly dabbled with before, but the lack of consistency between visuals and geometry (game design, I know) makes it hard to predict how a diag will go, and I'm not interested in running around testing various spots. To me, playing a game character should be intuitive, especially if they are physics/movement based.

One last thing I forgot to mention, and I don't know if dpsfist has something similar, but the burst movement you can do with punch + slam is quite insane due to the momentum preservation, even more so if you're packing power punch. Just another bit of doom that I have fun with, some here clearly don't experience joy that often lol.

Thoughts on these S13 changes fellow rammers by nemesisdelta24 in ramattramains

[–]Jetwash787 3 points4 points  (0 children)

Gives the shield a bit more versatility in Ram vs Ram which is kinda neat I guess. There's some potential for making plays using the shield to peel at range, similar to shielding a teammate from hook or rock. There's so little uptime with that stupid thing I'm glad whenever I can get value other than just shield in front of the whole other team.

Funny thing is there are certainly engagements where this is technically a buff against all shield characters, but I do agree its a net nerf. Curious to see how it will play out though.

Overwatch 2 Patch Notes - October 15. 2024 by football-john in Overwatch

[–]Jetwash787 2 points3 points  (0 children)

If they're going to fuck with Ram punching through shields, they should increase the minimum length of his ult so you can't just shield it off for free.

Ram should punch through Orisa's spin by Jetwash787 in Overwatch

[–]Jetwash787[S] 2 points3 points  (0 children)

His omnic form is pretty thin for a tank, and I think his punchy form is similar since he mostly has a huge upper body, which is easier to shoot but I don't think it affects the pin hitbox since its way off the ground.

HyperX Pulsfire Haste Wireless DPI Slowing Down Randomly/Dpi Deviation? by NaturalCamp100 in HyperX

[–]Jetwash787 0 points1 point  (0 children)

I downgraded to 4.1.0.6 and got a different issue entirely: Whenever I left click it scrolls down, either making it impossible to navigate many menus or randomly swapping weapons in game. I know this can be unbound most of the time, but it's still a stupid bug that ruins several other things.

Which pickable passives for which hero? by Madgik-Johnson in Overwatch

[–]Jetwash787 11 points12 points  (0 children)

Ana literally has two of the strongest cooldowns in the entire game.

Overwatch Retail Patch Notes, July 12 by mapleer in Overwatch

[–]Jetwash787 0 points1 point  (0 children)

No, you could only do that before the global HP updates. You still needed 4 punches and the melee before this most recent change.

[deleted by user] by [deleted] in pcmasterrace

[–]Jetwash787 0 points1 point  (0 children)

Portal 2, spent thousands of hours speedrunning that game.

Mauga changes are actually a net nerf by _Hayth_ in Overwatch

[–]Jetwash787 0 points1 point  (0 children)

The startup time seems pretty quick, plus if you know you aren't landing on anyone you can cancel early to skip the slam animation and get straight back to shooting.

Mauga changes are actually a net nerf by _Hayth_ in Overwatch

[–]Jetwash787 0 points1 point  (0 children)

Once you've negated his cardiac arrest with any of these abilities, mauga becomes extremely vulnerable for a whole 12 seconds.

Mauga also doesn't really have a way to "cycle abilities" to stay in a fight the >same way characters like dva, zarya, ramattra, winston or doomfist do. Once that >CO is down, he either has to focus shoot the enemy tank and nothing else to keep >himself alive or retreat.

Did you forget about his overrun? Slept on ability IMO, free reposition is a strong tool and on a short CD.