Overwatch players frustrated by ridiculous number of Doomfist bugs - Dexerto
Overwatch

Overwatch players frustrated by ridiculous number of Doomfist bugs

Published: 28/Jun/2019 13:14 Updated: 28/Jun/2019 13:33

by Joe O'Brien

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Overwatch players have called for Blizzard to “fix” Doomfist after identifying more than 40 existing bugs with the hero.

In any game as complex as Overwatch, bugs are going to be inevitable. When it comes to Doomfist, however, players are arguing that the disproportionate number of bugs facing the hero demands an even greater degree of focus than he currently seems to be getting.

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A recent post on the Overwatch subreddit by u/Cream-Shpee compiled a list highlighting over 40 known bugs, each with multiple examples and even rated on a scale of how significant an impact they can have on the game, and how easy they are to consistently replicate.

This number of current bugs is despite the fact that Doomfist has been subject to 82 fixes across various patches addressing various issues with the hero.

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Blizzard EntertainmentDoomfist is one of the most notoriously bug-ridden heroes in Overwatch.

While these current bugs might not be the most extreme that Overwatch has seen – quite recently, for instance, Wrecking Ball had to be disabled on Xbox One after players realized they could force enemies to disconnect from the game by using his Minefield alongside other ally ultimates – some of them could have game-changing consequences.

For example, one bug can cause enemies that are hit by his Rocket Punch to “bounce” off of surfaces they’re knocked into, rather than impacting with them correctly. This can result in them being suddenly launched away, which could either prevent Doomfist and his team from securing the kill or put the enemy further into harm’s way, depending on where the bounce takes them.

via Gfycat

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In another bug, players have also reported instances in which Doomfist’s Seismic Slam simple won’t initiate while in the air, despite nothing clearly preventing the ability from being used and the player pressing the respective button to use it repeatedly.

All combined, these bugs can make playing Doomfist a rather frustrating experience at times, with the hero feeling like something of a lottery as to whether everything will work as intended.

While there is obviously no magic fix that Blizzard can easily implement to make sure Doomfist functions properly at all times, Doomfist players will undoubtedly be hoping that the developers will address some of these issues in upcoming patches.

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Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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