Overwatch 2 - Doomfist: Skills after the rework and opinion after playing it in the closed alpha

We have already been able to play Overwatch 2. Well, to be honest, what we have tried is the multiplayer closed alpha. Although this has allowed us to see a lot of news in the hero shooter of Blizzard as it is the new heroin sojourn , some new map or game mode that will be entered. But one of the most special additions is the update of heroes already known to everyone.

One of those who change most is doomfist , the exhaustion character of the bionic arm. This hero will become a tank with all of the law, abandoning that role of dps / offtank that either left on anyone's land, or it made him be op when the balance of him was not the right thing.

all changes to Doomfist

_ "Doomfist is a hero based on combos, inspired by the fighting games. We want to keep that feeling while we move it to the tank role" _, they have comentado from Blizzard. That transition is made, in the first instance, from 250 life points at 450 . This added power is pounted with a small reduction of damage in the Hand Cannon and in the Rocket Fist .

But the key change that makes now doomfist is a tank is the change of uppercut , that ascending blow so important in the combos of it, so in essence it is a coat of charge to mitigation of harm. Locking P OTENTE It is a way to reduce up to 90% of the damage suffered by the front of the hero, as well as a way to charge with the blows suffered a fist * rocket * Said powered hit is faster, it reaches more distance and more harm.

Finally we have the blow seismic , a jump quite similar to that of Winston, but that hurts and slows down when hitting on the ground. We can say that it is the substitute of an uppercut, but adding more usefulness. For Blizzard, Doomfist has gained mobility at the expense of how unpredictable it was Uppercut, so they are not afraid that he is too powerful.

OVERWATCH 2 DOOMFIST CHANGES + MINI GUIDE

Our opinion

After being able to play with and against this new doomfist, I am clear that we are in front of a really imposing hero . A good doomfist could already be totally decisive in the becoming of the game, and this is still valid. We are talking about a character with a very powerful endurance and that remains a great killer of fragile characters.

The ability of him blocking the damage and hitting with a loaded fist is something that not all tanks have. If we take into account that the teams now only have a tank by departure, it is expected that Doomfist is now even more covered by the support of his side, being a really powerful skirmish initiator.

I think he will be even more fearsome in low ranges, when he is with more isolated enemies of the group, or with players who do not know how to hit him to hit. In high ranges, it will be necessary to see if the ability compensates for the addition in predictability that does now doomfist .

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