{"id":93320,"date":"2022-04-21T16:44:24","date_gmt":"2022-04-21T14:44:24","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=93320"},"modified":"2022-04-21T16:44:24","modified_gmt":"2022-04-21T14:44:24","slug":"overwatch-2-die-reworks-von-doomfist-und-orisa-wurden-vorgestellt","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2022\/04\/21\/overwatch-2-die-reworks-von-doomfist-und-orisa-wurden-vorgestellt\/","title":{"rendered":"Overwatch 2: Die Reworks von Doomfist und Orisa wurden vorgestellt"},"content":{"rendered":"

As Blizzard slowly doles out more info about the upcoming Overwatch 2 beta, we’re starting to hear about major hero reworks in the pipeline. Both Doomfist and Orisa will get major updates to their abilities to fit with the game\u2019s new, 5v5 format, Blizzard detailed in a blog post<\/a> published today. (via<\/a>)<\/p><\/blockquote>\n

Das aktuell<\/span> von Blizzard Entertainment entwickelte Overwatch<\/span> 2 wird viele Elemente aus Overwatch<\/span> 1 \u00fcberarbeiten und anpassen. Dazu geh\u00f6ren dann nat\u00fcrlich auch eine Vielzahl von Ver\u00e4nderungen an den spielbaren Helden dieses Shooters<\/span>, die diese Charaktere an die neuen Umst\u00e4nde des Nachfolgers anpassen sollten. Diese Ver\u00e4nderungen reichen dabei von simplen Balanceanpassungen<\/span> bis zu umfangreichen Reworks<\/span>.<\/p>\n

Um die Spieler von Overwatch<\/span> schon vor dem Start der anstehenden Beta \u00fcber einige dieser Ver\u00e4nderungen zu informieren, ver\u00f6ffentlichten die Entwickler in dieser Woche einen interessanten Blogeintrag<\/a> auf ihrer Internetseite. Dieser Vorschauartikel von Blizzard Entertainment dreht sich dabei dann um die beiden Helden Doomfist<\/span> und Orisa<\/span>. Beide Charaktere werden umfangreich vorgestellt, sodass man sich als Fan dieser Helden ein m\u00f6glichst gutes Bild davon machen kann, wie diese Figuren in der Zukunft gespielt werden sollten.<\/p>\n

Die gr\u00f6\u00dfte \u00c4nderung f\u00fcr Doomfist<\/span> l\u00e4uft darauf hinaus, dass die Figur von der Rolles<\/span> eines DDs<\/span> zu der Rolle eines Tanks wechselt und 450 Gesundheit erh\u00e4lt. Zus\u00e4tzlich dazu besitzt der neue Doomfist<\/span> in Overwatch<\/span> 2 die F\u00e4higkeit „Power Block“<\/span>, die kurzzeitig allen von Vorne eingehenden Schaden um 90%<\/span> reduziert. Wenn der Effekt genug Schaden abf\u00e4ngt, dann wird der Rocket<\/span> Punch<\/span> aufgeladen und verst\u00e4rkt. Der Seismic<\/span> Slam von Doomfist<\/span> ist in Zukunft ein simpler Sprung nach vorne, das Ulti<\/span> wird mit einem Verlangsamungseffekt kombiniert und der Held verursacht mit allen Angriffen weniger Schaden. Der neue Doomfist<\/span> ist eine Mischung aus dem alten Helden und einem Tank.<\/p>\n

Was Orisa<\/span> betrifft, so m\u00f6chte das Team sowohl die Gesundheit als auch die R\u00fcstung des Charakters erh\u00f6hen. Zus\u00e4tzlich dazu wurden das positionierbare Schild, das Halt und das Ulti<\/span> entfernt und durch neue F\u00e4higkeit ersetzt. Die zwei neuen grundlegenden Angriffe des Helden sind eine Energielanze mit einer eingebauten Bet\u00e4ubung und ein neuer rotierender Energieeffekt, der Geschosse abf\u00e4ngt und nahe Gegner nach hinten schleudert. Das neue Ulti<\/span> „<\/span>Terra Lance<\/span>„<\/span> zieht alle Feinde zu Orisa<\/span>. Danach wird der Held selbst verst\u00e4rkt und beginnt einen AoE-Angriff<\/span> aufzuladen, der nach einigen Sekunden allen verbliebenen Feinden hohen Schaden verursacht. Die neue Orisa<\/span> soll etwas mehr Schaden verursachen und besser in die Rolle eines Brawlers<\/span> passen.<\/p>\n

In Overwatch<\/span> 1 war ich weder ein Fan von Doomfist<\/span> noch von Orisa<\/span>. Beide Helden hatten Spielweisen, die mir gar nicht gefallen haben. Ihre angepassten Varianten f\u00fcr Overwatch<\/span> 2 klingen meiner Meinung nach aber deutlich besser. Mir gefallen die Ver\u00e4nderungen an Orisa<\/span> besonders gut, weil der Charakter dadurch etwas offensiver wird.<\/p>\n


\nORISA<\/strong><\/span><\/p>\n

While some of Doomfist\u2019s power was shifted to his defensive abilities to make him a viable tank pick, Orisa underwent the opposite. The team noticed that she struggled with brawling and toe-to-toe engagements, so we had to adapt her into the future of the game. \u201cWe don\u2019t take Orisa\u2019s rework lightly,\u201d says Brennan. \u201cWe want it to be meaningful to the game and feel good for players who are attached to her.\u201d Orisa\u2019s rework will adapt her playstyle to 5v5 and give her more tools to engage in team fights.<\/span><\/p>\n

Her health and armor are being increased to help her push head on into the enemy team. Orisa\u2019s primary fire is a projectile that is larger and does more damage the closer she is to enemies. Instead of ammo, her primary fire builds up heat that only decreases when not firing her weapon. If her weapon overheats, it will be unusable for 3 seconds. \u201cWe want Orisa to push and engage enemies more,\u201d says Brennan. \u201cHer gun encourages her to get close to enemies and play more forward in Overwatch 2.\u201d Orisa\u2019s secondary fire, Energy Javelin, is now a skill shot projectile javelin that impacts the first enemy in its path. \u201cIt\u2019s a micro-stun and can do more damage when there\u2019s a wall behind you,\u201d says Brennan.<\/span><\/p>\n

Javelin Spin, another new ability, enables Orisa to rapidly spin a javelin that destroys incoming projectiles, increases forward movement speed, and damages enemies while pushing them back. \u201cOur primary purpose with Javelin Spin is to help Orisa engage and get into the fight,\u201d says Brennan. \u201cWhen paired with her other abilities, it can become a lethal combo. You can herd enemies backward and follow up with an Energy Javelin to push them into a wall.\u201d<\/span><\/p>\n

Fortify has received a few adjustments to fit her new playstyle, including generating less heat with Orisa\u2019s primary weapon, allowing her to fire it for longer. The ability also provides 125 extra health, giving her increased survivability in team fights. Brennan explains: \u201cThe idea behind this change is that Fortify will always yield meaningful defensive value for Orisa whenever she uses it.\u201d<\/span><\/p>\n

Terra Surge is Orisa\u2019s new Ultimate ability. She becomes fortified and pulls in nearby enemies while charging up an area-of-effect attack. \u201cWe started her rework by removing Orisa\u2019s barrier and her Halt ability, but we still thought Halt was really cool,\u201d says Brennan. \u201cWe incorporated the idea of Halt into Orisa\u2019s new ultimate, and this is where the pull comes from.\u201d This creates a moment for the team to rally around and quickly coordinate combos. However, enemies aren\u2019t bound to the center of Orisa\u2019s pull like a Zarya Graviton Surge, so you will need to collaborate quickly to make the most of this ultimate!<\/span><\/p>\n

<\/span><\/p>\n

DOOMFIST<\/strong><\/span><\/p>\n

Doomfist\u2019s current playstyle is unique, even for a damage hero: He\u2019s a fast-paced, mobile, and lethal brawling machine. \u201cDoomfist is a combo hero, taking a page out of fighting games. We want to keep that feeling while moving him to the tank role,\u201d explains Goodman. Some abilities, he says, will seem familiar, while others will further define him as a tank.<\/span><\/p>\n

His base health is increasing from 250 to 450, putting him much more in line with other tank heroes. Hand Cannon will function similarly, trading faster ammo recharge for slightly less damage. Rocket Punch is quicker and deals less damage, but still has the potential to knock back enemies.<\/span><\/p>\n

Power Block is the new core of Doomfist\u2019s kit. With Power Block, Doomfist enters a defensive stance that reduces all damage taken from the front by 90%. Doomfist\u2019s gauntlet becomes charged if he blocks enough damage with Power Block. His charged gauntlet empowers his next Rocket Punch\u2019s damage, knockback radius, travel speed, and distance. His targets will be stunned if he knocks them against a wall.<\/span><\/p>\n

\u201cOpposing players should be cautious about charging Doomfist\u2019s gauntlet,\u201d says Goodman. \u201cPower Block feels kind of like Zarya when people shoot into her shields, but instead of passively gaining damage, his next punch will get a buff that lasts until he either uses Rocket Punch or is eliminated.\u201d Doomfist\u2019s kit rewards both defensive and offensive playstyles with many high-damage combos. When he blocks damage for his team, he can quickly charge Rocket Punch, knock enemies back, and potentially stun them for around one second if they are punched into a wall. \u201cWhen you block a hard-hitting attack, you get powered up instantly. It almost feels like a parry,\u201d says Goodman.<\/span><\/p>\n