Orisa is getting an even bigger overhaul. As for Meteor Strike, it has a lower activation time and slows all enemies on hit (though the outer ring damage has been reduced to 100-15). Uppercut has been removed and Seismic Slam now works like Winston’s Leap, dealing damage and also slowing enemies on landing. The Empowered version deals even more damage while traveling faster and further. Rocket Punch now only requires one second to fully charge up, dealing 15-30 impact damage and 20-40 wall slam damage. He can use Power Block to block damage, which subsequently powers up his Rocket Punch. In a new post, lead hero designer Geoff Goodman has detailed the latter two’s new kits.ĭoomfist is now a tank, as confirmed previously, and now has 450 HP. However, it also offers a chance to test the reworks for four heroes – Bastion, Sombra, Doomfist and Orisa. As you can see in the above gif, there’s good range and movement ability.Blizzard Entertainment’s Overwatch 2 is having a closed beta next week for PvP, providing select fans the opportunity to try out four new maps, the new Push Mode and new hero Sojourn. With this Ultimate, Doomfist will leap into the air, and you’ll be able to target a “strike” by moving the target circles and selecting a target. Use the Ultimate, and you can push it up as high as 450 Health. It seems as though Doomfist is the best and first pure dive hero in the game.Įach ability aside from the primary fire Hand Cannon gives Doomfist 30 shield, which slowly degenerates until you deal more damage. You can stack up to 400 health. This is helpful when he’s in a 1v6 scenario and needs to take out a Mercy or Genji quickly, and might need to deal damage to surrounding tanks in order to stay alive. This passive ability creates personal shields for damage dealt to enemies using special abilities.īasically, with Doomfist being a dive hero, the more damage he deals, the more shield he’ll gain. Double damage up to full charge, and then an additional 50 damage is dealt when hitting a wall. Damage: 50-100 damage on impact, additional 100-250 damage if the enemy hits a wall.The longer the hold, the harder the charge and the more damage dealt. This alt fire ability has Doomfist lunge forward and knock an enemy back, dealing slight damage that increases if the enemy hits another player or wall. It does not interrupt enemy abilities/ultimates This ability has Doomfist surge forward, jump and then slam down to the ground. It does not interrupt enemy abilities/ultimates. The Rising Uppercut knocks the enemy into the air, dealing minor damage. Fire Rate: 4 shots(24 pellets) before auto-reload.Damage: 66 (non-headshot, 11 per pellet, 66 dealt if all pellets hit enemy).It appears to deal good damage at close to medium range, fitting into Doomfist’s apparent relevance in the dive meta. The Hand Cannon is a short-range, high spread, auto-reload weapon. Passive: The Best Defense (generating shield when dealing damage).He has a passive shield ability that can lift his Health up to 400 using normal abilities, and up to 450 combined with his Ultimate (detailed below, see “The Best Defense”). The Basicsĭoomfist starts with 250 Health. Let’s take a look at some of the damage Doomfist can deal on the battlefield, via the folks at Overwatch Central. His Hand Cannon acts as a perfect ranged attack weapon, while his charge will make for an ideal addition to dive comps looking to rush objectives and catch opponents off guard. He’s a highly mobile attack hero, one that is considered to be an ideal frontline warrior that has a powerful punch. The much-hyped and talked about Overwatchhero is playable right now on the Public Test Realm (PTR) on PC, a lot sooner than expected following the tease released earlier this week.ĭoomfist has been a long time in the making, and his design and composition is exactly as many of us expected. It’s been a very long time coming, but Doomfist is finally here.
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