Doomfist is a pain to play

  • 4 second cooldowns for all abilities

  • Cooldown resets on kill

  • 250 HP + 50 armor (the guy has a metal arm)

  • Meteor strike, being one of the worst ultimates in the game, should charge quicker.

  • 5 shots with his hand cannon (he has five fingers but only uses four)

42 Likes

he may have 5 fingers but i can’t see him using this thumb as a gun. :rofl:

21 Likes

As someone who would be considered good at Doomfist, I believe all he needs is a 5.5 second cool down on Slam and Uppercut, 40 shields instead of 30 per hit, have the hitbox of RP be increased, and have Meteor Strike charge faster through damage done.

23 Likes

And of course, bug fixes

9 Likes

Any Doomfist in Diamond/Master have been dominating in all my matches.

95% win rate against me because people doesn’t know how to counter him.

8 Likes

I would be happy with a response from Blizzard on the state of Doomfist. That’s all I ask.

3 Likes

This is largely with my train of thought.

I’d be cautious with giving doomfist resets on eliminations.

Doomfist already suffers IMO from being a snowball character. He’s either deadly effective, or, more often the case, utterly worthless.

If he’s getting eliminations rewarding him with a huge spike in power could just snowball him even harder- while still not helping him at any other time.

If I could play with anything I’d love to see if landing abilities refunded a SMALL amount of time for abilities on cooldown. Ie when you land an ability, the other abilities come down by 1 second each.

This may or may not necessitate the rebalance of their base cooldowns, of course

But this way he could be allowed to brawl more reliably- without a swing spike in power by giving full resets for elims. Help give him some middle ground.

It’d also indirectly buff his shields without even touching them in and of themselves as he’d be getting to unleash more abilities and be awarded more opportunities to generate them in the first place.

RP is what’s needs the love though in my opinion. Buffing other parts of his kit does NOT address the fact that his RP is unreliable because the hitbox is so small that he can and will literally miss shots the player had dead center on their screen. There’s zero tolerance with the ability. And it’s a joke to buff him on other ways to compensate.

Make his RP work reliably and find other ways to balance it. Adjust the charge time, damage scale, bonus, etc.

12 Likes

Yes I think a larger hitbox for RP would be great.

7 Likes

Watch some Brandito, my friend.

  1. Cooldown reset for Doomfist would create the game’s most broken character ever.
  2. If you are landing your abilities consistently, you are already getting 150 shields=400 hp. I don’t think you need even more.
  3. Giving 5 shots on his hand cannon would let him burst out even more damage. Even at 4 shots, most top 500 doomfists can consistently assassinate enemy backlines with only 2 shots. 5 shots would let Doomfist start targeting tanks, and we really don’t need that.

Try to avoid using his RP solely for damage. I’ve come to realize that Rocket punch is better for movement and Seismic slam is the real damage dealing skill. Also, practice firing his hand cannon after every slam and uppercut. You don’t waste any time doing so, and it increases your burst damage by almost 140

5 Likes

And a Parry/Block option on his reload or switch weapon button. He’s too massive not to have one.

4 Likes

What doomfist really needs is 6 second cooldowns for uppercut and seismic slam, allow him to slam upwards like before but only if he uppercuts first, speed up seismic slam and make it so that the reload is 0.8 second per bullet but when he shoots it pauses the reload timer instead of resets it.

I think only 2 things need to happen to Doomfist. 1. Increase hit box of his rocket punch/wall hit registration. 2. Increase the speed that he lands with his Ultimate. It’s unreasonable that you get multiple people dead center but some are able to get out of the kill range like it’s trivial.

4 Likes

Jeff just replied to a Hanzo post but still nothing on what they plan with Doomfist, if anything.

2 Likes

It’s probably because they don’t plan to change anything but his primary fire.

2 Likes

At least tell us that, even if it isn’t what we want to hear.

4 Likes

The main issue with this character is my mind is his large hitbox. His kit is fine and ult is fine but him being a DPS with that large of a hitbox is insane. Blizzard should of just kept him as a tank like how they originally going to make him. What other DPS do you know of having a hitbox of a tanker?

7 Likes

IMO they either need to reduce the cool downs for Uppercut and Slam or they need to increase the amount of shields he gets per ability hit. I personally hope it’s the former (if anything) that I would like the most. I tested slightly lower cool downs in a custom game and felt like he flowed much better

This is just crazy. I am a doomfist main myself, and i think these changes would make him crazy overpowered. The cooldown reset especially, especially in combination with everything else.

2 Likes

everytime he can’t one shot something he’s a pain to play. Its too strong and too weak at the same time, i like him and those mechanics (balrog boi) but i really don’t know what to think about his place in this game.

1 Like

Like I said before, his hitbox is of a tanker. He should of been a tank like Blizzard intended in his alpha stage. They said it in some interview that they intended for him to be a tank but decided to make him a DPS instead. Which is confusing

4 Likes