Holy hell, someone values my opinion on a topic I’m passionate about!? T.T I could cry right now!
On the topic at hand, I always contended that these are the last two things he REALLY needs (As…everything else is pretty much fixed.) I’ll go a bit more in depth about this though:
Targeting it faster is nice…but it’s still not quite complete. The issue is landing the thing. It’s not fast enough for kills and the damage falloff allows people to escape to an area where you’ll do no damage with it even if they have no mobility tools (Don’t get me STARTED on if they do have those tools.) That’s why it’s currently used as a positioning tool. It sometimes feels like you can’t even land in time for a Graviton Surge properly. This is kinda good as you’ll be able to position it better for farther enemies…but not quite what it needs to be great.
The Best Defense...
MY FAVORITE DOOMFIST TOPIC!? SURE! They played it safe…but that’s fine considering the current Meta and how dangerous Doomfist can be in the right hands. As I keep saying: 50 is as high as they can go but 30 was too low realistically. I still kinda think they played it a bit TOO safe…Specifically because these are still overshields and they will indeed decrease and if he ever hits more than 1 enemy (Which…why would you in most cases? He’s better in a 1v1 duel,) which would give him a greater shield, he has to deal with multiple damage sources and with how large he is and how susceptable he is to CC…he’s taking that damage! But, it’s a start!
I still gotta test them myself. I’m just going off of numbers I run >.> (Like…I never calculate how much shields a Doomfist would have off of using 3 moves on 1 person typically. As…that’s not a likely scenario.) He could still land just a bit too slow, or his shields may not be as grand as everyone’s saying in practice. On paper, current Doomfist is borderline stupid.) I’m just happy they realized that he still INDEED needed some stuff.
One could argue for a slightly larger hitbox for RP, which I wouldn’t mind but I don’t think we need. There’s also the idea that Rising Uppercut should hit through the animation which I also wouldn’t mind (So you get one hit on a person but anything the animation touches would be hit rather than the first couple of frames of the initial uppercut.) Besides that everything’s been touched (HC, A TON of bug fixes excluding the one we need to survive, Seismic Slam in general, etc.)