Doomfist Buff Idea that isn't too crazy

We all know that Doomfist is laughable. And with talks of changes to him coming up, I thought I’d throw out my idea too. Right now, he’s basically a throw pick unless you’re top 500 with him. I mean, I see a Doomfist on the enemy team and I smile and will run towards him, even as he dives my backline and I’m the support. It’s a joke really.

So I thought, how can he get buffed, without needing to make him OP. My solution is 2-fold. First, dealing with his “Power Block” ability.

  1. When “Power Blocking”, he’s immune to all CC effects (Sleep Dart, Mei Slow, etc…). He’s already slowed down while blocking, no need to further handicap him.
  2. When Power Blocking, the “Cast time” for his Rocket Punch to reach full potential is cut in half. This means that you you can absorb the damage and quickly make use of it rather than have to tank even more damage.

Between those 2 changes, it might help alleviate a lot of the issues with Doom in terms of functionality.

The next thing you need to deal with, is his damage output. It’s laughably bad right now. He presents 0 threat to anyone. My friend who hadn’t really played against Doom-Tank wasn’t sure what to do against Doomfist, and I told him “just ran at him, he can’t hurt you.”. Sure enough, we did that the whole game and within minutes the enemy Doom switched.

He needs to be a real threat. With his entire kit being Ability Based, he needs a way to reduce cooldowns. This is the 2nd part of his buff.

Every Enemy he successfully hits with an ability-based attack (Seismic Slam and Rocket Punch), should reduce his cooldown by 20% for one of his abilities. Why 20%? Because in a 5v5 game, if you manage to hit every single enemy at the same time with one ability, it would create a 100% CD Reduction allowing you to fire again.

This makes him dangerous. It means you can no longer just stand there and let him whack you without being punished for it. His base damage won’t change, but his damage potential goes up the more enemies he engages, and consequently, his health pool too.

This takes him into a realm of “We need to deal with him” rather than “Ignore him, focus the other players, we’ll deal with him later.”.

Thoughts?

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After giving it some thought, I think that Doomfist’s block should not be immune to CCs due to his high mobility and lack of the CCs themselves. Instead Doomfist’s damage should be increased, or his kit should be reworked back to OW1 state (and adjusted) with the Power Block set to reload button

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I actually really like both of those changes. The second one for CD reduction prolly wont happen based on what devs said they are looking at but v interesting. They could speed up the CD reduction during his ult bc its not felt at all like it was for dps doom

They have already said they are looking at his power-block weaknesses and buffing his ultimate, i think making it at least partially immune to CC goes leagues to help it, Meteor Strike is pretty EZ to buff too, just 50% extra dmg on outer circle (15-100 to 22-150)

I feel like Powerblock itself isn’t so much “weak” as it is, not fully utilized the way it could be. It’s good in theory, but means nothing if his overall damage output is weak. He can block all day, but if he can’t make use of it, then it’s pointless. Might as well just turn him into a mobile Shield Tank at that point.

The biggest crux of his problem is his Cooldown to Damage ratio. He has 2 main abilities, and once they’re spent, he’s spent. He has no defense, no escape, barely any way to deal damage. He just becomes easy Ult Charge for any enemy nearby.

If we can tackle his cooldowns and his ability to put damage onto the field through CD Reduction, then I really think it solves the core of his issues at hand. Granted, his Meteor Strike is terrible, but that, as Morningstar said, can easily be dealt with via just a damage buff.

It is weak, its far too easy to deny its full value with an well placed CC or hard CC, and if ya havent played Doom, or seen high lvl players playing him,

His biggest value comes from the Overcharged Punch and not the rest of his kit, so if he cant get to the Punch nor can even live to get more punches because his Block doesnt do anything against CC then hes kinda toast, it doesnt really matter much that he has such amazing mobility if all he does is a bit of single target dmg and tiny amounts of displacement, you’d be way better off on Ball.

That’s why I’m advocating for his Powerblock to double as a CC Immunity shield. Right now the damage absorption is great. It just needs that one little extra feature of CC absorption too. Coupled with being able to cast a full rocket punch in 1 second instead of 1+, it allows him to utilize his power block.

But you said that though did ya change your mind again?

Edit: different people same profile picture lmao

I think you’re confusing 2 people on this forum who share the same avatars maybe?

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Omg LMAO i’m dumb af.

Theres so many avatars, i barely even look at the name to differentiate.

This is absolutely necessary. Almost every other tank have this ability. Dva defense matrix, zarya bubble, reins shield, sigma’s grasp, and orisa’s javelin.

This might be a bit too much. I think the time for his punch to fully charge is pretty quick, it just needs to be timed well. Plus if he got his power punch much quicker, his punch would need to be nerfed slightly to how it is now. He can basically launch people across the map and stun them for like 4 seconds. Imagine if he could do that twice as much.
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I think they should give him back the slow with his slam, as well as revert his movement tech back to how he was in the beta. GetQuakedOn has a great video showing everything that was removed when it comes to his movement.

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I was thinking what if he could store charges? Leveling up the power block charge into tiers unlocking different types of super punches with wider/stronger effects. (Maybe they reset on ultimate use and death)

He already struggles to get 1 power-punch imagine 2.

I think it would be fine simply because it would require the full 90-Damage Charge, which can only be done once every 8 seconds minimum, probably more. Plenty of time to try to kill him if he’s focused down.

The Rocket Punch cooldown itself is 3 seconds, but does barely anything if you’re not fully charged and amp’d with Power Block as well. So I think that concern could be mitigated through the built-in weaknesses of the Rocket Punch (namely needing full Power Block to be of any real power and use).

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Or just add a scaling stun? He’s not a DPS anymore - he doesn’t need crazy damage on all his abilities.

If anything were to change right now, I’d vote for a change time decrease on Rocket Punch, a landing time reduction on Meteor Strike and Power Block blocking 100% of damage.

Not necessarily all three at once, though

Yeah, it can be challenging. I think what I had in mind was a permanent level up (until death) that gradually improves his punch so like a level 2 level 3 would be where the super punch is at. But, in hindsight always having it might be too OP. I also thought it would be cool if it applied to his meteor strike or slam to boost damage or their effects.

I’d say the best idea to make Doomfist viable again is to move him back to DPS. So many games when the tank picks Doomfist, people just start leaving. I stuck it out for the first few times but I have become one of those people that started leaving as well. When the enemy team has any tank but Doomfist, it’s simply a drawn out loss. 1 tank slot and they add a new tank, and the next hero is rumored to be another tank, when there’s 2 healers and less options.

What is a scaling stun?

Naah, thats way too snowbally and too complicated, just let him get his charged punch easier by let him block CC and hes fine.

I think I misinterpreted when you said twice as fast. I was thinking the cooldown would be twice as fast, rather than his power up would charge twice as fast. My bad

Personally, my games with DF haven’t been too bad as a tank, but it depends and relies a lot on the set up and follow ups with team mates (I have to rely on them to do some damage or finish off enemies often).

It becomes a big challenge when opponents pick Zarya, because my team is struggling with Zarya on their own and I’m diving the backline; or they use Roadhog and/or Orisa and use the Hook or Javelin Throw to focus me. Everything else I can punch around a bit and move around with the mobility to survive and keep up with. There’s also the challenge of Sombra in some games with the constant chain hack (but I think that gets addressed in the future, we’ll see).

Now, a bit further off topic but Sigma has the Rock but it doesn’t really bother me much due to its cool down, start up and projectile speed. So, I think Orisa might need a longer start up to her javelin too (which might be good for players in the lower ranks to feel less frustrated when facing her).

I’m worried about buffing Doomfist too much and becoming a default meta replacing Zarya after her nerf or whatever the overachieving tank at the time is. So, I hope if there are any buffs someday, they are interesting fun changes and/or only slight boosts to a reasonable level.