Dont understand Doom is a tank

Why is he one shoting people?

Its like OW1 All over again.

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…A lot of tanks can “one shot”

THATs another problem… Why are heros with HIGH HP allowed to one shot

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Doom is annoying but come on. Tekken Doom in OW1 was in a whole other league.

Doomfist is hard to explain to someone who doesn’t actively play him. I suggest trying him out for yourself for the best perspective.

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Below is a rework that addresses the pain points of playing against OW1 DPS Doomfist (too much CC, too much single-target burst damage). Tank Doomfist would become DPS Doomfist.

How to Design Doomfist for Damage Role in OW2

Doomfist

  • Moved from Tank to Damage Role
  • Base health reduced from 525 to 300

The Best Defense…

  • Overhealth cap reduced from 200 to 150
  • Now provides Doomfist 40 Overhealth if he hits 1 enemy with an ability, and 80 if any number of enemies greater than 1 is hit by an ability of his (his ability to damage multiple enemies in an AOE will be quite a bit better than OW1 Doomfist with my rework, so I think some kind of reduction to Doomfist’s survivability when hitting many enemies at once makes sense).

Hand Cannon

  • Reduce time to begin reloading after Hand Cannon was last fired (to improve damage over time, but not effect burst damage).

Power Block

  • Ability Removed

NEW! Rising Uppercut

  • OW1 Rising Uppercut Added
  • Reduce upwards travel and knock-up of Uppercut
  • Possible damage increase

Seismic Slam

  • Now propels Doomfist forward a set speed and distance upon landing, and holding the jump key as he lands further propels you forward.
  • Now also allows for targeting ground that is at least a certain angle below your hero while mid-air to travel downward (damage ramping from OW1 would stay gone, and Doomfist keeps the OW2 verticality to his Slam)
  • Possible damage increase

Rocket Punch

  • No longer stuns
  • Wall impact damage removed
  • Knock-back reduced
  • Impact damage buffed
  • Rocket Punch now also deals minor impact damage to nearby enemies and knocks them back less than the primary target (may not be needed depending on how much Seismic Slam damage is increased)
  • Charge up time buffed

Meteor Strike

  • Slow on enemies removed
  • Health regeneration reduced
  • Cooldown acceleration reduced
  • Health and cooldown benefits are better the first half of the duration, and are weaker for the last half of the duration
  • Ultimate cost reduced (buffed)
  • Outer-ring damage buffed

I’m not giving numbers for all his abilities because it would require play-testing to find a good spot numbers-wise for everything.

A common theme is CC combined with burst damage. Why can I think of 4 tanks that can do this?

The only way he can “OHK” anyone is with a fully charged punch into a wall that is close enough for him to land most if not an entire shotgun blast to the head in the 0.4-0.7 seconds he has to react to that. Not including time spent recovering from his punch and readying his weapon, so that’s actually barely 0.5 seconds empowered if that.

His non-existent OHK COMBO isn’t a problem.

And no tank can really OHK anymore, just have a combo that can take out a large chunk of your hp.

Rein can’t OHK 250 hp

Hog can’t OHK combo without Pig Pen, Hook, a shot to the face, and a melee. Even then, doesn’t always work if at all.

Sigma can’t even kill 200 hp with a direct Accretion hit and direct burst.

DVa can’t at all.

Mauga can’t.

Ball can’t.

Ramattra can’t.

Zarya can’t.

Junker I don’t think can unless she hits you with a knife, shoots you mid pull, and hits you with Carnage. Even then, I think the DOTs will be what kills you.

So, every tank that can “OHK” require either an IMMEDIATE follow up or hitting you with all of their offensive abilities. You want to remove their combos? Either buff their HP, their consistency, or buff their defensive abilities.

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I am not against buffing defensive abilities for reduced damage. But why would we, they are defensive enough.

Because they need DPS players to play Tank, more than they need avoid people getting upset that Role Queue isn’t balanced like Open Queue.

In a case like Doom, his block is easily punished and doesn’t last very long, so his best chances of survival are going to be through his mobility and his passive, which literally wants him to hit with his abilities. As for the rest, I just said it was an option. The rest could be adjusted as necessary.

He’s not one shotting anybody, he’s comboing them. Combos can be interrupted and dodged. There’s plenty of counter play there.

It’s the whole empowered punch mechanic that makes Doom infuriating. He is sort of balanced, yet granted frustrating to play against, when he isn’t being fed empowered punches.

I don’t really blame people for shooting him while blocking though, “Don’t Shoot Me” mechanics are silly in a game like OW filled with projectiles. It’s also not really clear in game how his empowered punch works, and how powerful it actually is.

I personally despise playing against Doomfist. However, I think if they would either weaken or just remove his empower mechanic and put that power elsewhere in his kit it would make OW more fun for everyone.

Kind of, but very unreliable and pretty rare. His punch is extremely telegraphed, it needs a wall behind it and he has to hit his shots afterwards. All of that makes it fair.

Not a one-shot in my book, and I don’t even take that term literally, Hog hook is a one-shot for me for example.

doom can’t one shot, do you know what one shotting means or are u playing a different game?

You don’t need to.

You only need to understand that things get changed into a rework when they become too obnoxious. As decided by the community.

So unless a hero is heavily underperforming. Which wasn’t the case for Orisa, or Doom for that matter. They’ll get changed on the fly without any warning whatsoever with no need for it.

Hes not “one shotting”, he needs to hit a full charged empowered punch and about 3 primaries to kill which is really annoying and hard sometimes. Hes not even a thread if you just stop empowering him lmao