Personally, I don’t want him to have armor because of the shields. Removing the regeneration would make it inconsistent with other shield health characters like Zarya, Symmetra.
Oh generation nvm. Still no armor + shields for me please.
Personally, I don’t want him to have armor because of the shields. Removing the regeneration would make it inconsistent with other shield health characters like Zarya, Symmetra.
Oh generation nvm. Still no armor + shields for me please.
I’ve often thought the exact same thing. Doomfist would be great as a tank hero with less damage and more health / shields who could dive in and disrupt the enemy team, knocking enemies about. He’d play very similarly to Wrecking Ball in being a space creating, main tank. He’s so hard to balance as a damage hero because he’s either overpowered if he can efficiently kill one target then retreat or he’s useless if he can’t get in and out quickly.
I understand your point. Guess he would have to time his attack precisely, or use cover or barriers from another teammate then. His main fire could be changed, perhaps a form of beam, idk.
In my pov, it would change the whole point of the hero, not ruin it. But if change means ruin, who am I to say anything.
It would be a new health interaction that isn’t applied to any otehr character, a way to make a new concept out of things that already exists, without the need to invent something.
That’s the point, he already pushes people around like he was a disrupting tank, with the difference that he deletes people while doing it.
That is his playstyle. He won’t work as a tank because he is supposed to time his engagements like so, and that’s what most people find fun about him.
This is just asking to piss off the players who finally got a chance to play their character without being garbage again.
I see.
Perhaps it could be solved by changing his passive to decreases the CD of his other two abilities by a second when he hits people with one ability.
Going based off what the devs said in the beginning about Doomfist as well as looking at how he played in his animated short, he’s meant to be a sturdy, high mobility, high damage hero.
obviously when such a thing is written up on paper, this hero concept sounds preposterous, but I believe that he has been worked on to the point where he is acceptable and considered “balanced” by a majority of the community, low-high ELO alike.
He is very difficult to get a handle of at first, but once proficient, he is able to take out a single target as most flanker DPS do, but unlike most he is also able to displace a high priority target that he may not be able to kill, like tanks, or DPS on the high ground.
That’s all fine and well, but doomfist is not fun to play against. So doomfist being “viable” as is actually pisses off a lot of people because of his playstyle that revolves around cc and one shots (Combos).
In general, losing to anything is considered “unfun” to people. People complain about dying to Bastion in Sentry, Torbjorn’s turret, Widowmaker one shots, Hanzo one shots, McCree Flash Bang FtH, etc.
wanting a hero not to be viable because they’re “unfun”, or because you don’t like the gimmicks they’re using to kill you, like the examples above, is wrong.
It’s not about losing.
It’s about his three abilities being booping/pulling cc.
And on top of that, being highly lethal.
i would rather they focused more in support side
decrease stun cd 5-6 secs / it still stops abilities like a stun but the person can still move their character but cannot shoot/jump/use abilities for 1 sec.
buff the repair pack to 3 charges
50hp+15 armor
1.5 sec cd upon usage / if you use 3 within 6 secs there is 6 cd to recharge them back
inspire self only heals the same
whipshot triggers inspire for your team / buffed to 20 hps still 6 secs long = 120 hps
rally same however upon activation it recharges all her repair packs
Many of which have changed drastically to reduce the feel of these CC’s.
Doomfists that are able to combo you require much more effort to do so and should be a testament to their skill on the hero.
Seriously, try it. Get an elbow drop on an unsuspecting hero, primary, uppercut, and finish them off with the primary. The movement that is allowed for the enemy now makes it very difficult to do so, and now requires aim.
Timing your attacks and keeping his individual cooldowns on a linear slope is what seperates the good from the great Doomfist players. If one simply uses all their abilities on one target at once, sure you’ll get the kill, but your death will soon follow as now you have no escape.
If you design a game you do so with understanding that players will lose 50% of games they play. If those games aren’t fun, or are the opposite of that it’s a big red danger sign.
Once again, dying isn’t fun, dying is never fun. Dying to anything in any game, isn’t fun. You may chuckle if you do something stupid and met the consequences of your actions, but you’re not sitting here having a great time because you kept entering a zone guarded by Bastion or stepping into LoS of an enemy sniper.
There are so many ways to shut him down as-is, the “not fun to play against” arguement is losing its weight.
I kill this mf as mercy, not easily, but I do.
But it does not make the ‘not fun to play against’ argument invalid.
I mean, the initial idea I had for doomfist was more of a disruptive front line boxer who goes in, weaves about, creates barriers by punching while also essentially being the games “evasion tank”. Instead we got this OHKO beast who just flies around in straight lines.
If I got what I initially hoped for, sure, tank. Otherwise nah. I don’t see how they could get his current kit to work with being a tank.
To be honest, pre-release I really wanted Doomfis as a tank. This game would be perfectly fine if we NEVER had any DPS added post-launch, never really needed him or Ashe (Sombra, as a quite unique utility DPS, could be a thing anyway).
On the other hand… Now it’s too late. A tank version of Doomfist would basically be a budget Wrecking Ball: disruptor tank, shield mechanic, crowd control, area denial ultimate. You can’t make him a tank without essentially replacing him with a brand new character with the same appearance.
So no, now that Wrecking Ball is a thing, Doomfist can’t be a tank.
I also though that he would be a tank, and think that it would have been great if he was.
But I still think that it worth a try, to change him.
Absolutely incorrect as new heroes have more involved kits than launch heroes, and the power creep would have meant that DPS would have been pushed out of the meta LONG ago.
Believing that an entire role shouldn’t get new heroes is straight up entitlement.
I don’t like playing against mei. I don’t like junkrat. I hate Reinhardt more than anything in the world. Zarya is broken af, and zen is the deciding factor in way too many games. Should we nerf these heroes because I personally don’t enjoy having them in my games?
It’s a poor arguement.