CALLED IT! *Doomfist discussion* update

Haha I’m pretty pumped about the recent update, the toning down on the uppercut nerf was exactly what I was hoping for…and exactly what i said/thought they should do! I made another long winded post a day ago and I quote: [quote=“Rightwardsky-1343, post:1, topic:446841”]
whether you kill or get killed depends on the uppercut target not being fast enough and much less on your own skill against theirs. It’s a slippery slope, but I think somewhere in the middle of the time it used to take and the time it takes now is a good balance.
[/quote]

I know i most definitely had nothing to do with this developer decision, but I like to feel like I did :sweat_smile:

Regardless, I’m stoked and think it’s a really good balance for doom and his target. What is everyone else’s thoughts on it? All opinions welcome as long as we’re being progressive and informative :blush:

UPDATE
So after some light testing, I think the nerf is completely fine as is and there are no changes needed for UPPERCUT. I use capitalization because I think any further change to that specific ability might actually kill it for doing damage. I intend to make another post on the exact changes I’d like to see for doomfist as well as my thoughts on balance in general for those interested

UPDATE 2

So, aside from the Rocket punch knockback distance thing , I really feel like the Seismic slam impact hitbox should be A, shrunken SLIGHTLY and B, reversed. Like a reverse cone shape, rather than a mini earth shatter. I also really stress that IN MY OPINION I think uppercut should be left alone as an ability for the time being.

1 Like

It is good, in that ruining the flow of a hero should not be what anyone is after.
I expect more nerfs to follow, but hopefully not extra time to make an ability to work.

1 Like

The main part of the nerf that I am curious about is how long it takes for Doom to be able to shoot and use abilities compared to how long it takes for the person he dove on to do the same. I’m going to get into custom games next time I get on to test it for myself, but ideally, I want them to be able to shoot and do their thing at around the same time. I feel like 0.5s was too much in the opponent’s favor, and 0.2s was in Doom’s favor. But next time I get on Overwatch, I’ll test to see how quickly both sides can react.

Even so, I do believe that the nerfs he’d need, if any at all (as he is currently right in the middle on ladder; these nerfs are mostly for how unfun he is to play against for many), it would be to the damage of Rocket Punch, and the decay rate on his shields.

I know I’m echoing a youtuber when I say this, but I agreed with the sentiment when it was said.

I had a hard time feeling sympathy for Doom players when they were worried about the so called self-stun. Oh no, a doomfist player might have to actually dive in on a focused target instead of spamming a super easy combo to get solo kills. Give him back his recent punch nerf for all I care, Slam, Uppercut, two quick shots then punch to escape is WAY too easy of a combo and gets WAY to much value for being so difficult to counter.

The .5 was enough to nerf the combo. This change is not.

6 Likes

I never thought this was the right nerf, so I’m indifferent atm. I thought (and still think) that there should be something done to nerf his shield gain (alongside the tons of bug fixes he still needs, I’m done being punched through a wall, thank you.)

popular heroes don’t get gutted.

1 Like

While I think this was the wrong nerf and I’m glad they didn’t gut people’s main, I’m honestly annoyed that by whining and crying for a few days Doom players got a nerf partially reverted before it hit live while tanks and supports have gone years without any such treatment and many more complaints. Not even a developer response as to why a nerf wasn’t ever reverted.

Again, good for you guys, but man the favoritism is showing. A part of me was kinda ready to be the one saying “oh your nerf sucks? Welcome to the club with the rest of us” but here we are

2 Likes

So, the enemy has no delay on most activities after Uppercut. The only thing that they are stopped from doing is moving with WASD or the right analog stick. They are able to aim, shoot, or use abilities immediately after being hit with uppercut, as it is not a stun, but a horizontal movement lock.

That’s what a lot of people want, including me, but if you don’t immediately agree with any nerf already on PTR, you’re a “dirty Doom Main and should shut up and suck it up”. :man_shrugging:

1 Like

The thing is that it wasn’t only Doom players complaining. If you go onto many of the threads about the nerf, you’ll see dozens of people saying “I don’t play Doomfist, but this nerf is bad. Please nerf other areas if anything”. I get you think it’s only Doom players, just like it’s assumed only Dva players complain about Dva, Mercy players complain about Mercy, Sym players complain about Sym, etc. but many other people saw that it was a bad nerf and requested they do something else besides that.

1 Like

The time it takes for his victim to shoot and use abilities is however fast they react to Doomfist. That’s the only real cap on it.

I myself thought it was bad. My question is, if it was bad, why was it reverted instead of replaced? Or why didn’t they do their usual thing where they push it to live despite everyone hating it, then doing something about it half a year later?

Just seems like an oddly convenient time to start compromising with players, I just hope this “taking feedback seriously and making a change” is their new approach to balancing and not just a one time thing for a DPS hero

Personally I wasn’t convinced Doom needed another nerf but that’s a topic for another day

If it were up to me I would increase the time between when Slam ends and when DF can Uppercut. This would give victims more time to react while at the same time not affecting the 2 escape options (Uppercut -> RP) and (Uppercut -> Slam).

I don’t know, but I also think it should have been replaced with a shield decay speed increase, shield gain decrease, or some damage nerf to RP.

I hope so too, they have been slightly more active than previously on the forums as well, so maybe that’s a sign of changing winds?

1 Like

From my extensive experience in upper cutting people, I guess that it will be enough time for the target to kill him if hes both facing doom and prepared. It might not be enough time to turn around THEN react before death, but I think it’s fair between the player and playing against-er dynamic. We shall see!

There are a fck load of DF bugs need to be fixed and yet they decided to put more nerfs on him. I would have his damage nerfed rather than losing his fluidity

1 Like

I don’t think its good nerf. Now uppercut is kinda like suicide button againt hitscans. Increse cooldown or lower shields, let player decide. Self stun is plain stupid

Which you tuber was this?

Freedo on YourOverwatch when he talked about the PTR changes.

You’re right that it was enough to nerf the hero, but I also believe it would’ve effectively killed the ability for combat and made the hero less skill based and less fun as a result. It’s fine to have high value, but you need just as high a skillcap to balance out said value. I’d rather see nerfs that’s make it harder to get his value rather than just a direct decrease to his amount of value.

1 Like

Less skill based? If the combo is easy to do and this makes it harder to do it this increases the skill and ability required to pull of said combo aka you can’t go brain dead and pull it off. Is all you do cry about Doomfist? i hope he gets nerfed into the ground to the point where you have 12 second cooldowns for your combos.

1 Like