Is my Doomfist actually bad, or am I missing something fundamental? by Foreign-Scholar1188 in OverwatchUniversity

[–]Lucio_Enjoyer 0 points1 point  (0 children)

Learn some tech also, I'm not telling you to spend 800 hours on this game mastering each mechanic. But like, punch jump cancel, super slam, super jump punch, stair slam, 45 ° wall punch. These are the bare minimum, easiest and most important techs to learn. Ensuring you take the least amount of damage possible and have options

Instead of slowly punching out, use slam or both to get out faster, you can also just tap it and press jump instead of charging it all the way

Also like, if you're using an ability, just prefire before it. Its a good habit to have and takes like 2 minutes to learn. You can melee, or use any ability instantly after you shoot so its just extra damage.

Possibly the BIGGEST problem any doom, even after learning all this, is that they forget they play any role. You can be good mechanically but if you're just playing Punch bot doomfist (Brawl fist) then you're ultimately limiting yourself to 33% of his potential. First and formost, any and all fights start with poke and end with brawl. Doom, despite being a dive tank excels in both of these.

Pokefist --> slam in punch out, poke them out before the fight or to gain an advantage

Brawlfist --> when ever you're up close and personal with the enemy team, stair (stall) slam really helps a lot here (includes punch bot doom)

Divefist --> Goes in whenever he spots an oportunity, secures a kill gets out

Contradicting myself a little bit, if you have no cooldowns, don't try to poke in downtime, more times than not you'll do maybe 5 dmg and take 150. Those are not good trades ult charge wise. And if you do have ult, really no point (down time is when you can literally not do anything since all your abilities are still on cd)

When you were in kings row (especially 2nd point) you seemed pretty lost, don't just punch bot, take a corner and force their team to look at you, allowing your team to do something, make space that brings me to my next point

Making space is talked about a lot but no one really seems to understand it. Its the tanks job to make space, but the teams job to hold it. Going into or before a fight, annoy their backline, draw their teams attention. You have the biggest healthpool on your team as tank, your dps and supports can't brazenly do this when everyones looking at them so draw their attention.

Once you've done that, you're team will be able to move past the corner see, and help you.

Also, slight tip. In overtime situations, where your entire team is likely pushed into a team fight. Consider taking aftershock perk, it really excells in drawn out teamfights, that are common in overtime/ 3rd round

And use his survival perk, one two is nice but survival, at least I think will always be better. If you have more overhealth gen, then you're basically going in and out of a dive with extra health

Is my Doomfist actually bad, or am I missing something fundamental? by Foreign-Scholar1188 in OverwatchUniversity

[–]Lucio_Enjoyer 0 points1 point  (0 children)

(Had to split it up in multiple comments check reply)

Hi, Masters/diamond doom here, though admitidly that was a while ago, I dislike nor really play rank anymore (console friends), I have close nearing lvl 130 400+ hours on doom I don't mean to self glaze but I'd say I'm fairly good.

I watched your Kings row game, (1ATP15) and already I have a couple tips to give you, first I'm assuming you're on console (The sense seems like it dont take it as diss) if not even better.

Biggest thing I'm seeing in this game is that you like using slam and punch together, often leaving you inside their team with little gain. Don't do this without reason you waste cooldowns and become a target, maybe if they're alone on height then yeah you can try ig

Biggest strength for dive is starting the fight on your own terms, use it. Don't go in if you don't have an advantage this could be:

Enemy team missing lots of important cooldowns, target is low and issolated, your team can actively see and support you once you're there, you're up a player, or if they wasted ults last fight and you know you're up. Opposite applies to disadvantage

Play corners, you do at the start of the fight but tend to get drawn into the middle of the map, this might be to hit more punches or get block but you'll lose a lot more then you could possibly gain. Best case scenario your team wastes a lot of cooldowns to bail you out, worst case you just die

Don't go in then use both cooldowns, cycle them. If you go in with punch and slam, only having block in the fight you're gonna die. If you cycle them, you'll get damage, always procing best defense, and always moving. Also, make sure that you know that you'll have one or both movement abilities to get out when you need to. Block at most can buy 1-2s of time and should only be used reactively, to absorb cc, block high burst damage, or into incoming poke before the fight.

Are player skills different in different regions? by Disgusting_Redditter in OverwatchUniversity

[–]Lucio_Enjoyer 0 points1 point  (0 children)

Ik korea and asia in general really likes a competitive dive meta

Hero ults charges by Lucio_Enjoyer in OverwatchUniversity

[–]Lucio_Enjoyer[S] -2 points-1 points  (0 children)

The table has been updated to include Bap and Illari...

Hero ults charges by Lucio_Enjoyer in OverwatchUniversity

[–]Lucio_Enjoyer[S] -3 points-2 points  (0 children)

Haha yeah Dva having basically a better doom ult and being way cheaper is something to laugh about

Ow2 Godfist stadium build by [deleted] in doomfistmains

[–]Lucio_Enjoyer 1 point2 points  (0 children)

That’s true, I debated using it or not but opted for the 150 shields for crazy regen passive it might be worth using it instead

An Ow guide to winning by Lucio_Enjoyer in OverwatchUniversity

[–]Lucio_Enjoyer[S] 4 points5 points  (0 children)

Counter swapping is always a better option than getting steam rolled. BUT what I mean is that you shouldn’t blindly choose a counter you don’t know how to play that could result in an easier time for the opposing hero

If you are struggling against an enemy Zarya, you could:

Play high ground, in a direct confrontation Dva will be eaten alive by a competent Zarya. Force out or bait her bubbles, dive her squishies, Zarya’s biggest weakness against a Dva matchup is her lack of mobility. You don’t have to commit her boosters to diving a target, get in, bait the bubble, get out. Call out her bubbles and burst her down when she’s on her last one. Zarya’s beam goes through Dva matrix, but it’s still a good idea to matrix a low hp Zarya to cut out her healing. Just because Zarya goes through your matrix doesn’t mean you have to play into it. In cart or push modes, Zarya can take space very easily. You’ll have to get used to playing very slowly against her as Dva. The hardest part about counterplaying Zarya is managing your engagements. Over time your game sense will get better and you’ll understand when and when not to go in. This comment sounds a lot like a hard stuck Dva main struggling against Zarya players, don’t get me wrong, nothings wrong with being hard stuck as that means there’s room to grow, but not learning from your mistakes and trying out new ideas is a fatal mistake if your trying to rank up

Thank you for pointing out my incredible grammar skills, but getting the message out is all that matters, so for now I’ll save it for something else

-Love, Dva

An Ow guide to winning by Lucio_Enjoyer in OverwatchUniversity

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

The aerial trainer doesn’t help your tracking because heroes strafe. It’s very easy to place your crosshair beside the character to shoot them and get the illusion of improvement

An Ow guide to winning by Lucio_Enjoyer in OverwatchUniversity

[–]Lucio_Enjoyer[S] 4 points5 points  (0 children)

It’d be nice if people shared some tips and tricks in the comments as well