After playing the beta for over the last few days, it seems Doomfist’s block is really weak. You are more likely to be stunned than you are to get supercharged. Additionally, ge is good at setting up for his team but can’t follow up on his own plays.
So I propose these changes.
- Block now gives a proportionate amount of supercharge to how much damage blocked, still capped at 100.
Blocking 100 damage gives a nice power up to rocket punch, but only if you block 100 damage, which doesn’t happen often. If it scaled instead, he could at least get some value out of the block. If he blocks 50 damage he would get 50 of the powerup. The rocket punch cooldown reset should be only for 100 damage blocked though. Zarya doesn’t only get charge if the bubble takes the full 200 damage, so why should block be all or nothing?
- Block should stop CC, or at least stuns, from the front.
Even with the reduced CC in the game, someone jumping into the enemy team and stand still while not attacking will receive any CC on the enemy team. It’s common that tank’s blocking abilities, like Zarya bubble or Sigma grasp, will block some CC abilities.
I don’t want Doomfist to be immune though, so he should still be targetable from the sides. This still leaves him open to counter play while stop block from being a “please stun me” button. Doomfist will probably use punch immediately after as well, so that will be another opportunity to get him.
- Give him a meter showing him his current charge level at all times.
This is entirely UI, but necessary. It could be like the small barrier health bars some other heroes have. I know you can tell if you have the power up by thr lightning on the gauntlet, but that like reading Soldier’s ammo bu the bars on his gun. You can do it but the UI is better.
- If he proves to be too strong with these, nerf primary fire somehow or his slam radius.
I don’t think he’d be too strong with my other changes, but I think these could be nerfed if needed. The primary fire to ability damage ratio feels too strong in favor of the primary, and the slam radius is massive.