Doomfist IS broken

A hero who has a one shot on a 4 second cooldown is not balanced. This, along with skills who can do a good amount of damage is just broken.
Seriously, we didn’t need another one shot in the game. Roadhog already had that, but Blizzard nerfed that just to implement an even worse mechanic.
lol.

16 Likes

Widowmaker and Hanzo can do it without a 4 second cooldown, across the map.

31 Likes

They need to aim tho.

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Both (yes, even Hanzo) require some aim outside of a glorified full-body hitbox.

Can I instantly kill someone as Widow or Hanzo by just looking somewhere in their direction?

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As does rocket punch, with a lot more risk too.

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I love how people phrase it as “a one shot every four seconds” but fail to state that the one shot is very conditional.

  • you have to fully charge it
  • they have to hit a wall
  • you move slow af while charging it
    also, if i may add; doomfist is loud af while charging punch. if you don’t get out of the way then you deserve the K.O.
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I keep saying I don’t think he’s broken, he’s just too overtuned and not because of his punch. His punch is just peppered on to the rest of his kit which is already strong.

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“Short cooldown one shots are OP!”

“These characters have shorter cooldown oneshots”

“Except those!”

Youre literally shifting the goal posts from your original.

Sure they require aim.

So does RP.

As much?

No

But widow and hanzo arent also literally using their body as the projectile and lobbing themselves at the enemy, either.

Not to mention they can aim up. And down.

Doomfist cant.

He also has far less range on it.

He also lights himself up like a christmas tree.

He also makes basically the loudest sound in the game outside of an ult, so even if you cant see him you can hear him

Where heroes like widow and hanzo can hold their shot indefinitely- doomfist once he begins charging has a limited time to fire, otherwise the ability will go off on its own.

He also only does a fraction of his damage up front.

With the rest of the damage coming from hitting them into a wall.

But only within a finite angle. Too shallow and theyll slide off and take no extra damage.

Seriously

Theres a reason good doomfists use rp for mobility more often than not outside of opportune picks.

It’s unreliable. Super limited. And easily countered

If its strong to you- you are letting it be.

And dont get me wrong, doomfist IS strong.

But its not because of RP. Its the combo and mobility potential of threading slams, uppercuts, and shotguns inbetween

Not RP

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You mean the charge time that takes ~1 second. What a tremendous downside.

You mean those things that are LITERALLY EVERYWHERE? Besides, it knocks them back so far that they’re bound to hit a wall at some point.

Which doesn’t matter if you flank them, start charging behind cover, start charging far away from them to bother focusing you, or fight someone without CC in a 1v1 while you’re full health.

Wow! I can just move out of the way and he’ll 100% miss me, thanks for the great advice I’ve never tried before!

But guess who else can move his mouse to where I’ve moved and end up hitting me anyways? You guessed it, the Doomfist!

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“rocket punch requires no aim, just look in their general direction and they die”

Meanwhile:

Miss someone who literally took 1 step to their right because my aim was a few inches off, but no, it requires no aim.

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The problem isn’t doomfist. It’s the fact that there’s been a cc creep over the past year, but the game doesn’t have any hard counters to it.

Zayra bubble and Orisa’s fortify are only soft counters, and it clearly isn’t enough.

1 Like

Don’t forget to add that it can be dodged, and it’s not instant + you’re stationary when charging which is a death sentence in this game!

just like you are bound to die in an fps. You know those things called bullets that are LITERALLY EVERYWHERE?

There are things called teammates that exist in team-based games such as overwatch that provide aid in times of peril. They have the ability to heal, cc, and shoot the rein sized hitbox.

ever heard of the y-axis? any character with any form of vertical movement can dodge with ease. Punch does not go up and if doom predicts your movement you suck at juking.

I wouldn’t call 10 meters very far, and thast’s the maximum Rocket Punch can knock you back

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You made a comparison to Hanzo and Widow, do you think they would’ve easily killed someone if they aimed a tad bit more to the right like you would’ve have? Didn’t think so. He was also facing to the side, which should theoretically have a smaller hitbox, even if you even hit the area around his arm if he was facing you, you would’ve guaranteed hit him.

Even if this is the case, they don’t instantly die if they miss or have to wait another 4 seconds.

It doesn’t really matter though when my point was you can miss rocket punch by a hair when people say it takes no aim.

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You know that’s literally why people say Hanzo has tree-trunk arrows, right? And it doesn’t matter to boot; the point you made was

Unbreakable looked at that McCree’s direction and missed by a hair.

oh, the way you phrased it made it sound like you thought he didn’t require aim

but then you compare the aim and potential as the exact same. so whats the issue?

You are comparing snipers to Doomfist. That is not an argument to be making to be honest. Plus, both Widow and Hanzo need to do headshots to make that happen.

Doomfist gets in and Rocket Punch for a free 1 shot kill and then gets away. That is the problem.

He used to be easy to kill until Blizzard overbuffed him. People are mad because Doomfist is nearly in every single game.

Personally, I believe wall impact damage should be reduced. It is the thing instantly killing people and there are so many walls and objects in this game.

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No decent Doomfist does that because no decent player lets that happen. That’s why his slam combo is used more than the punch itself for attacking.

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