over 4 years ago - TomPowers - Direct link

Hi all,

Our developers reviewed the video and here are their comments for valuable insight.


Bugs 1, 2, 3
Still working on getting the new shatter technology validated. If it succeeds, we’ll proceed to implement these updates for Doomfist.

Bug 4
This is a result of Zarya’s Graviton Surge grabbing you for a very brief amount of time at the end of her ultimate. This ultimate canceled the Slam but ended before it could pull you in the trap.

Bug 5
This appears to be a client-side misprediction. The client perceived the Doomfist Slam from far above as valid, but the server-side disagreed. Ultimately, this caused that strange experience.

Points 6, 8
If a directed Slam is unable to reach the target due to a variety of reasons (i.e. obstructions from the map), it will now transition to a falling Slam, rather than cancelling outright. Most of the cases (as shown in the video) are caused due to retaining a little momentum when Slam is activated. This may cause you to drift out of the direct path of the target you’re trying to reach. We’d like to improve this!

Points 7, 14
As noted by the video’s creator, activating Slam in the frame when you are no longer sufficiently high off the ground can cause this. We understand it is a frustrating experience and we’ll investigate improving it.

Bug 9

The cancellation of the ability is intended, however, the visual Slam of his fist in the air is an animation bug.

Points 10, 11, 12, 13, 15, and 16 are bugs. These are on our list to fix.


Point 1
This Moira footage is very helpful. If you have footage of it happening to Reaper when he activates Wraith Form or Tracer when she activates Recall would be most helpful!

Point 2
That Mercy was quite fortunate. If you review that footage, you’ll see she was punched back through the small health pack, keeping her alive until you activated your Hand Cannon.

4 + Uppercut Bug #1
If you review the footage, the punch misses and the camera is rotated right from direction of travel. So, it looks like the enemy is in middle of screen, but in all actuality, you go by him. The Uppercut whiff presented in the video is a bug that was fixed in patch 1.30!

Point 8
Overall, this should be improved as of the 1.26 patch. Nonetheless, we appreciate the footage that illustrates and assists us in identifying factors leading to these rare cases.

Point 10
This is hard to reproduce, but the game likely saw Doomfist as colliding with the wall (a map obstruction) to the right. This was at enough angle to stop Doomfist entirely. Since there was no wall in front of him, there’s no wall impact effect visible to make it clear what happened in that scenario.

Points 3, 5, 6, 7, 9, and 10 are bugs. These are on our list to fix.


Points 2, 3
This experience should be improved with the latest update.

Bug 4
This is a bug and on our radar.


Point 1
Climbing over walls in the regular camera view is intended, though it does need improvements to consistency.

Bug 2
This is a bug and on our radar.

Point 3
This should generally be resolved. However, please post any new videos if you run into this issue again, this will help us identify factors that lead to these rare cases.

Point 4
This is not a bug, Meteor Strike doe not let you move through walls, including Mei’s ice wall.


Point 1
The damage can be done after death, but you can’t gain shields after death. Dying mid-Slam doesn’t remove the damage area.


Point 1
Some causes of this should be fixed, we’re still working on reproducing some of the rarer cases.

Point 2
This was a client-side misprediction due to dropped packets/latency (as noted by the symbol on left).

Point 3

The Seismic Slam should now be able to go through the teleporter

Bug 4
This is a bug and on our radar.

Bug 5
This is related to the #1 Slam bug. This should now be fixed for Reinhardt, but we’re currently working on fixing for Doomfist.

This video was very helpful. Thank you for taking the time to record this footage and share it with us. :+1:

over 4 years ago - TomPowers - Direct link

In patch 1.31, we updated the Meteor Strike visuals to have the inner ring accurately match the max damage of the inner area. In the previous iteration, the inner ring size and damage size didn’t correlate. However, this has now been updated to make it more readable. Ultimately, the visuals of the inner area have shrunk in size, but the functional size of the inner damage area has been increased from 1.5 meters to 2.0 meters.

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