The two opposing forces – one the benevolent protector of Numbani, the other the mighty successor to the city’s greatest Scourge – will be undergoing a major overhaul during the Overwatch 2 PvP beta, although the new 5v5 lineup will change the role of tanks in teamfights. , their main goals will remain the same: try to open space for the team, initiate a confrontation, and protect allies in danger. This is the Doomfist and Orisa.
In general, these will be more fighters dealing damage when using their powerful defensive capabilities. Jeff Goodman, Lead Hero Designer, led Doomfist’s transition from a damage-dealing hero to a tank, while Brandon Brennan, Senior Hero Designer, took charge of reworking Orisa. Let’s see how these two heroes have adapted to the changes in Overwatch 2!
See the changes in Doomfist and Orisa
DUMFIST
At the moment, Doomfist’s playstyle is unique even for a damage-dealing hero: he’s nimble, mobile, and a killing machine. Doomfist is a combo hero inspired by fighting games. We wanted to keep that feeling when we moved it to the tank category,” explains Goodman. Some abilities will be very similar, others will put you even more in the position of a tank.
Its base health has been increased from 250 to 450, bringing it closer to other tanks in the game. The hand cannon will still look the same, it will reload faster but deal slightly less damage. Rocket Strike is faster and deals less damage, but can still knock enemies back.
Energy Block is Doomfist’s new primary ability. Using an energy block, Doomfist assumes a defensive stance that reduces all damage taken by 90%. The gauntlet charges if he blocks enough damage with Energy Block. Charging the gauntlet increases the distance, speed, knockback radius, and damage of the next Rocket Strike. Targets will be paralyzed if he pushes them against the wall.
“Enemies should beware of throwing the Doomfist,” says Goodman. “Energy Block is like shooting Zarya’s shields, but instead of passively gaining a damage buff, the next hit will gain a buff that lasts until it uses Rocket Strike or dies.” Doomfist skills reward defensive and offensive playstyles with many high damage combos. By blocking damage on command, he can quickly charge Rocket Punch, knock back enemies, and even paralyze them for a second if they hit a wall. “When you block a very strong attack, the gauntlet is immediately charged. It even looks like a finish,” explains Goodman.
Seismic Shake now launches Doomfist in the air in the direction you aim, similar to Winston’s jump. Upon landing, it creates a shockwave that slows down enemies. “Doomfist now has very smooth movement in all axes,” says Goodman. “He’s got a lot of mobility thanks to Seismic Shake, but he doesn’t have a lot of free and unpredictable movement.” It is very similar to other destructive tanks like the Wrecking Ball and Winston, so it’s important to pay attention to Doomfist’s placement. For example, keep in mind that Energy Block only blocks frontal damage, so if you jump on the enemy team with Seismic Shake, position yourself so you can block the damage and use Rocket Strike to knock them back towards yours. team without taking much damage from the rear.
Meteor Burst, Doomfist’s ultimate ability, has been made more useful and reduced cast time. The overall damage has been reduced, but the center hit damage will remain very high. Knockback has been replaced with a slow on hit enemies, making it a great skill to start a confrontation with. This modified ultimate ability, in addition to tank changes, allows him to continue the fast and powerful gameplay he had as a damage hero. While his new stance and combos require more accuracy, he’s become a more accessible, mobile, and powerful tank – and will still be recognizable to Doomfist players.
ORISA

While some of Doomfist’s abilities were changed to give him more defensive abilities and make him a viable tank, Orisa went the opposite way. The team realized that it was difficult for her in fights and one-on-one skirmishes, so we decided to adapt it for the future of the game. “We’re taking the Orisa update seriously,” Brennan comments. “We want it to be meaningful to the game and good for the players who enjoy it.” Oris’ overhaul will adapt her playstyle to 5v5 and offer more tools to engage in teamfights.
We’ve buffed her health and armor to help her advance towards the enemy team. Oris’ primary fire is a larger projectile that deals more damage the closer it gets to enemies. Instead of ammunition, the main fire heats up and cools down only if it stops firing. If the weapon overheats, it cannot be used for 3 seconds. “We want Orisa to move forward and face more enemies,” Brennan comments. “Her weapons encourage her to get closer to her opponents and play more advanced in Overwatch 2.” Oris’ secondary fire, Energy Dart, is now a skill that throws a spear at the first enemy it hits. “It’s a bit of a paralysis and it can do more damage when there’s a wall behind the enemy,” explains Brennan.
Dart Spin, another new skill, allows Orisa to quickly spin her dart, destroying oncoming projectiles, increasing her movement speed, and attacking and knocking back enemies. “Our main goal with Giro do Dardo is to help Orisa start the fight and get into the fight,” he adds. “Along with her other abilities, a dart can make a deadly combination. You can knock enemies back and then throw an energy dart to hurl them against a wall.”
Fortify has undergone some changes to better suit Orisa’s new playstyle, including heating up the primary weapon less, allowing it to fire longer. In addition, this skill now grants 125 additional damage. health, which increases the chances of survival in team battles. Brennan explains, “The idea behind this change is that Fortify will always have a significant defensive value to Orisa when she uses it.”
Terran Break is Oris’ new ultimate ability. It becomes fortified and pulls in nearby enemies, charging an area attack. “We started reworking it, removing the barrier and the Position ability, but we still thought Parados was pretty cool,” says Brennan. “We incorporated the idea of Parados into Oris’ new ultimate ability to pull enemies in.” This gives the team a chance to gather around her and coordinate combos. However, enemies are not pulled towards Oris’ center of thrust like they are in Dawn’s Graviton Pulse, so you’ll need to work as a team to get the most out of this incredible ability!
We are starting beta testing with a massive move to 5v5 and one tank per team, so keep in mind that these changes and improvements are not yet final. They may change as we see more and more players using these heroes in the game. We look forward to hearing from you and looking forward to seeing these updated heroes shine in the PvP Beta! Also read on the Blizzard website.
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Source : Married Games
