Doomfist changes

I was wondering why on the ptr the only changes doomfist got was to his hand cannon. I know its still a minor damage buff but why not work on something like his bugged abilities or his ult that gets him killed 90% of the time. why not make his ult fater but a smaller radius?
I’m going to go off the rails and think about perhaps giving doom another ability in place of reload like hanzo. but it would be used defensively instead of offensively. perhaps an ability called block where he raises his doomfist to block oncoming fire (a damage resistance of 15-20%) on a 8-10 second cooldown.
That’s all I got idea wise, please leave as much feedback as possible.

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I’ve been playing quite a bit of Doomfist lately and the most underwhelming part of his kit is meteor strike for sure.

  1. It leaves you nearly a sitting duck to any competent team upon using it.
  2. It’s not powerful enough at the epicenter. You mean to tell me that I can hit a Torbjorn or Bastion directly head on with it and it’s not going to kill them?
  3. It’s painfully easy to read and dodge for anyone with any sort of “get-away” ability such as Reaper, Moira, Sombra. The only ones it can pretty reliably hit is the slowest of the slow like Ana or Zen.

The rest of his kit is actually pretty OK if you know what you’re doing, but Meteor Strike leaves much to be desired.

EDIT: Apparently it does 300 at the Epicenter but that seems highly inconsistent. Do I need to land the ENTIRE epicenter completely onto the given target or is it if the Target is partially within the epicenter, trying to run away.

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I agree completely, for an ultimate its really weak. I know pros use it for repositioning but still, it should be stronger than a tracer bomb in the very center.

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I don’t think it needs to be stronger than Tracer’s Pulse Bomb. (which does 500 Damage) seeing as it does have some sort of “splash damage”, but as I alluded to in the edit of my previous post, it’s fairly inconsistent. Coupled with the fact that it’s rather slow and easy to dodge, it just makes it SUPER under powered. There aren’t many heroes in the game that you can reliably kill with it due to bulk or mobility, even if it WERE consistent.

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true, although doomfists ult is large, slow, very predictable, and cant kill a reaper or doom with a shield gen together at the very center with peak damage.

I think the devs said that they’re working on more changes but they were confident that this could be a good short-term consistency boost. idk what they’re planning though.

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I hope they do something to the ult. I’m going to go off the rails and think about perhaps giving doom another ability in place of reload like hanzo. but it would be used defensively instead of offensively. perhaps an ability called block where he raises his doomfist to block oncoming fire (a damage resistance of 15-20%) on a 8-10 second cooldown.

The “more changes” was lowering his reload recovery time from .8 to .65. That’s it.

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no, I think there will be more soon if hand cannon isn’t enough.

Recently I experimented with making Uppercut and slam 5.5 second cooldowns, reducing the knockback of Rocket Punch by 35%, and making his ult charge slower passively, but faster through damage done.

So far with that I had a ton of fun and everyone on the server (I think) agreed it wasn’t too much.

did you change damage of slam and uppercut?

He should have a better ultimate, right now it’s pretty awful. Slow down generation and decrease the time it takes to impact, because the huge red alert marker is way too much of a giveaway already.

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Nope, I think they are good as is too be honest

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No, read iSinner’s comment. There’s no other changes.

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IMO the damage outside the center could be more noticiable or the enemies could be stunned for a short period of time

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you sure? I’m pretty sure in the dev update when talking about doom changes they said something about more changes if hand cannon wasn’t enough

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To answer some points in and throughout this thread as a main Doomfist player.

The changes, coupled with eventual bug fixes, seem like they’ll be enough to bring him into the fold in a lot of games. Yes, he still still remain a hero that should you miss one of the combo pieces, will fall apart and sink harder than the Titanic, but is extremely powerful when it all goes right.

A problem with Doomfist right now is that he runs out of steam fairly quickly in team fights, this buff should and most likely will (played on PTR) help to alleviate this since he can starts to regenerate them during ability animations.

To make a point about Meteor. It’s not meant to be a kill everyone ultimate, the fact that few people die to it shows that they are inherently being forced out of position. This is where team communication comes in, it punishes a grouped up team by dealing huge amounts of area damage and potentially killing people. When you Meteor and they loosen up, coordinate with your team to take advantage of it and take out people who are split off from the rest of their team.

Misconceptions of this I saw somewhere earlier in the thread that it can’t kill a bastion or torbjorn in the epicenter. It WILL kill a Torbjorn in the epicenter, yes, even with armor. It does 300 damage and with armor reduction Torbjorn would take 295, exceeding his possible max health of 275. With Bastion in Sentry and in Recon, yes, it won’t kill him but leaves him extremely low and like a previous point will often force him to reposition to avoid dying. The inner circle will deal 300 no matter where they are. The outer circle is where people start to take less and less damage, it goes all the way to a minimum of like 1 damage at the very edge.

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I think Doom could use a second or two shaved off his Slam or Uppercut. Too often, you wind up with all your abilities on cooldown despite your best management of it.

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No other information was given. No real indication that they will make iterations on his abilities any time soon.

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I just want word from the dev team.

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