Doomfist needs some changes

I play in Diamond and I don’t have a clear idea of how he performs in other ranks, but I think either his mobility or shield generation needs to be toned down a little.

I don’t play Doomfist all that often because I don’t enjoy his kit, so I’m speaking as a player that goes up against him.

Doomfist has the ability to CC you with all 3 of his abilities that also give him great mobility. Now, you pretty much always see or hear him coming since he’s pretty big and loud; but he can kill you so quickly and/or escape easily that it doesn’t even matter.

Another thing is that he’s too tanky for a hero that can one-shot. Everytime he hits an enemy with one of his abilities, he gains shields to his HP which makes him too hard to kill if you’re caught in his combo. What I’m trying to get to is that, if you’re not playing a hero that is very mobile or can cleanse CC, then you are as good as dead if you’re caught in his combo.

3 Likes

Thinking doom needs nerfs omegalawls that dude needs help

9 Likes

Doom is in the same vein of niche/annoying much like Sym and Pharah to the point that you basically have to counterpick them otherwise they will run you over. Doom is no different. Just pick Sombra and he will either feed endlessly and throw the game or swap.

4 Likes

Only thing I ever wanted nerfed about doomfist is the wall impact damage. the fist doesn’t matter, but the 100 wall impact is beyond stupid.

Ah, so you’re one of those

wait… someone who gets it

You mean the 100 wall impact that works like 30% of the time? Lmao yeah nerf that.

lowkey as a doom one trick, his punch might be a bit too good. maybe it should be toned down a bit, but not before they fix wall sliding and the plethora of other bugs with his kit.

1 Like

He’s trash against coordinated teams that know how to focus fire and stay together. He’s good against uncoordinated teams that go off on their own, or don’t know how to counterpick.

They toned down the air lock significantly months ago, that was what people complained about. There’s no excuse to still have an issue with it. He can only use his abilities for damage or mobility, not both.

How does this make any sense? If you see him coming, then counter him. Run stun heroes, run Sombra, save matrix or Zarya bubbles for the player he dives on, stick together and focus him down and 1 shot him whenever he comes in. There are a LOT of different ways to stop him from picking off squishies and getting away scott free.

He has the hitbox of a tank, and he has to put himself into the entire enemy team to try and get a kill. Even with his survivability, top 500 Doomfist players have significantly low elim per life ratios compared to other DPS heroes.

Don’t try to take him on yourself then. :slight_smile: This is a team game. Work together with your team and counter pick.

3 Likes

Don’t get me wrong, as a Sym player, I despise Doom and think he’s too punishing to immobile targets. Nothing feels worse than to have DF berate me with all of his abilities, not get a kill using them, but survive long enough to hit one more RP on me because I can’t DPS his shields down.

I agree with your other point. RP should be toned down. I hate that he can get so much free damage off of it even if you don’t hit the wall. Imo virtually all of the damage should come from a wall hit, but make the most the punch itself do be like 30-50. His ult also needs to be fixed.

and as a doom player i despise sym lol, i dont have much trouble dealing with her but damn i hate the turrets

Also they 100% removed air lock from seismic slam while nerfing the range greatly.

I think the recent knockback buffs me him more annoying to go against and I don’t mind if that gets reduced back to how it was.

I don’t have an issue with that, what I mean is that he’ll just combo his 2-3 abilities super quickly and there’s barely anything you can do about it.

No good doomfist uses all 3 unless they have ult as they’ll simply die…

I already said I play in Diamond lmao

I expect diamond dooms to not be that dumb

He’s just Demoknight, play accordingly.

Wall impact damage should be inversely proportional to your distance to the wall before Rocket Punch hit you. The knockback range is quite silly, and what’s even more silly is that you take full damage even if you barely touched the wall with little to no momentum left after having moved almost all the way. Also, I wouldn’t mind if his animations were a bit less janky and more smooth so it would be easier to lead projectiles on a moving Doomfist.

Doom is fine
~a consistently high diamond player