So let’s fix him!
Hey, hopefully that title gets both Doom enjoyers (like myself), and Doom haters alike to look at this post!
So, some people argue that Doom is broken, in the sense that he has a ton of mobility, health, forgiving hotboxes, and one-shot capability. Others argue that he’s broken, in the sense that much of his kit is self-detrimental, because of bugs, awkward self-stun, and a relatively bad ultimate.
The point of this post is to offer a solution to fix both of these definitions of “broken,” and create a new, reworked Doom that is both more rewarding and fair to play as and against.
The changes I propose are as follows:
Doomfist:
Passive: The Best Defense… -
Doomfist now only gains +20 shields per enemy hit with each of his normal abilities.
Doomfist now gains +50 shields when landing with his ultimate.
Maximum amount of shields that can be generated is reduced to 50, making Doomfist’s max health 300.
Shields now decay at -2 shields per second.
Primary Fire: Handcannon -
Maximum Ammo increased to 5 shots.
Rocket Punch -
Max Charge Damage reduced to 75 damage on hit, 75 damage on impact, resulting in 150 max damage total.
Time until max charge reached reduced to 1 second.
Hitbox adjusted to be more in-line with gauntlet itself.
Cooldown reduced to 3 seconds.
Rising Uppercut -
Range reduced from 5m to 3m.
No longer deals damage.
0.35 second recover period removed.
Cooldown reduced to 4 seconds.
Seismic Slam -
Now exhibits “zones” of effectiveness. Outer edge zones no longer pull enemies toward Doomfist, and deal reduced damage. Smaller, inner come of effect retains ability to pull, and does damage shown underneath the indicator as usual.
Cooldown reduced to 5 seconds.
Meteor Strike -
The area Doomfist is targeting is now visible over the entire duration that Doomfist is using the ultimate. Now lands in 0.5 seconds, rather than 1 second.
General -
Bugs associated with his abilities are actually addressed (lol).
These changes aim to address all of the previously mentioned issues many people have with/about Doomfist. Global reduction on his CCs make for less infuriating situations when playing against him, and reductions in his Cooldowns to trade some of his lethality make him both more fun to play as, and less “one-shot, punch-bot.” If anyone has any questions about any other specifics, like the additional ammo added to his Handcannon, or the changes to his ultimate, I’d be happy to answer in the replies! Anyways, please spread this around, and maybe we can see some positive changes, changes both Doom players and Doom haters will enjoy! Thanks!