Recovery time reduced from .35 seconds to .2 seconds.
Rocket Punch:
Wall impact damage lowered from 150 to 75.
Charge up time reduced from 1.4 seconds to .9 seconds.
Hand Cannon:
Tightened spread. (idk how the degrees and stuff so ima just generalize that change I want with “tightened spread”)
Meteor Strike:
Ult cost reduced by 20%.
To answer questions.
Make his slam uppercut his main playstyle(hard buffs to the uppercut and tightened spread)and make punch more about mobility and less about damage(removed one shot and turn down charge time + increase range).
No he will not be meta, all his counters still affect him the same way.
NO he will not be broken, this is a powershift. No more OHK, but an actual decent combo.
Yall need to move on from the uppercut poop. And lowering his damage without increasing it elsewhere is just going to get him further dunked on by characters above 250 hp
His combo becames exceptionally better. He can do more headshot damage from a bit further away due to a tighter spread. No doom player cares about his one shot. As someone who one tricked him to GM I will GLADLY take more mobility over OHK and a better combo.
We don’t know that. Blizzard barely even know what the changes they themselves make will do to the hero. They thought the hog buffs wouldn’t be problematic and he completly changed the entire meta around him.
That’s basically the outright changed his damage numbers…
That is COMPLETELY different from what I’m suggesting. Especially when the damage numbers I DID change are going DOWN.
Literally the ONLY time doomfist WILL EVER be meta again, is if all his counters are pushed out of a meta (double shield making every other character useless)…
Honestly when I read the hog changes I though… “Meh, okay?, doesn’t look anything special” and oh boy was I wrong. So I look at these and think “Meh, they seem okay” and who knows what happens.
I have one question though, any reason for hand cannon over slam, do you think it’s just consistently better, or more useful overall to doom, etc? I wouldn’t know too much considering I main mercy and not doom.
Referring to 20m slam
I’d rather not touch on extended slam range as 20 meter slam was a bit busted with 80 damage indicator slam, but then things like 17 meters wouldn’t even help all that much.
I’d much rather take tighter spread to benefit better aim, and help with better headshots.
Cause right now the only way you can get an all pellet headshot is if you are quite literally merging with the enemy character.