For the Doom Mains

Now, I know that Doom can be a pretty touchy subject. He can dominate lobbies, and it never feels good for others if he does, but on the other hand he is pretty damn hard to pick up. So, I ask you, Doom mains, what would you like to add or change to Doom’s kit?

I recently picked up Doom and started playing him more, and I’ve found him very fun and skill oriented, though shut down often enough. I’m definitely not a Doom main, but I think I can understand the throes of Doom mains more. If you are a Doom main, I’d love to hear your thoughts!

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doom’s power level is fine i guess, he can snowball if given enough resources (this applies to any tank really)

the problem is that he has a lot of dead weight in his kit that is holding him back, mainly power block and meteor strike

doom mains have asked for a better ult and a better block for ages but blizzard has proven that they have zero understanding of this hero because they gave meteor strike self healing instead of making it an actually impactful ultimate

at this point all i will ask for is a power shift in his kit from his punch into his other abilities so that he isnt forced to be a punchbot

They need to fix his tempo.

The difference with Doom compared to other dive tanks is the lack of constant aggression or pressure.

Winston can get a burst of damage off his jump and melee combo then cleave into enemies.

WBall can do constant fireballs or swinfgs every few seconds across an entire team then commit with a multi hit slam. He can still even unball and start firing his guns.

Dva can boop targets, launch an array of DM, micro missles, and has infinite ammo on her shotguns.

For Doom…his tempo drops hard when blocking or trying to self heal during meteor strike.

When you look at the ultimates too its very much different in their effects. Dva’s bomb makes everyone run away and find cover. Winston can knockback entire teams and becomes a giant bullet sponge. Wball’s minefield can deny an entire area for 15 seconds and becomes such a huge distraction.

For Doom’s Ultimate. He leaves the fight for 3 to 6 seconds…which then all enemies can scatter and fight freely without Doomfist being there for his team.

The issue with Doom’s kit is that he has high burst moments but his low moments during the tempo in his fighting rhythm fall off significantly to where he actually just stops fighting entirely in these huge passive moments that add nothing to the current fight and are easily countered.

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Do you have any ideas that can help add more fluidity to his kit? Maybe a slight power shift to his other abilities, like Doomflst suggests. I’ve seen the idea of empowered slams thrown around, which I honestly would not mind.

We can only theory craft.

Right now its the massive shift in downtime the Devs are forcing for every Doomfist player. Which as I discuessed earlier is actually more of a downside to Doomfist.

If they do end up designing more aggression for his kit they would need to nerf empowered punch or decrease the damage form his primary fire.

Either way he’s going to see a shift in power if he’s going to become more like his dive brethen.

Meteor strike could do well with a shockwave effect for when he lands so it covers a bigger area and maybe add a bit of CC, since his style of tanking is to displace enemies thus ruining their positioning.

His block could do with some offensive pressure, but uts also his method of defense while he waits for his CDs, much like how Dva has DM, Ball has adaptaive shields, and Winston his bubble. So we can’t outright get rid of his block.

He just needs something to keep up that tempo.

They want to make him a melee fighter fantasy, but the issue with this design is they have Doomfist acting like a boxer on defense to somehow portray a realistic method of fighting in a ring. But in video games, especially fighting ones, the most optimal method is to keep the pressure on with constant combos and movements.

Doomfist literally disappears with meteor strike and his block makes him almost completely stationary. So its very counterintuative in terms of a “fighter” in a video game. Much more so because Doomfist is a “fighter” in an FPS moba game. The worst part is that you need block for propee CD rotation, so there’s barely a way around it during play and Meteor strike is just an aweful ultimate in general for a tank.

Meteor strike is almost completely not threatening. It has a long windup before you can even get the value you need in a fight, which is minimal, and the defensive value for this ultimate is minimal as well compared to the other dive tanks ultimates.

Dva bomb makes everyone panic or die trying to fight, Winston gains and recovers health with a huge buff to mobility, WBall can play into his mines as lethal traps or take the opportunity to run away or to counter strike back while the enemy is running from the mines.

Well, this is the place to do it, my friend.

What if Doom had a larger block hitbox that had health, kind of like a shield or a resource, and it would go on a cooldown if broken? This could help Doom get more charge, and incentivize the enemy team to “break” the block so that he would have block on cooldown, which would limit his aggressiveness. It could also promote smart block usage by the Doom player.

I wasn’t around for dps Doom, but I do know that he had more cc to his kit, to a bit of an oppressive degree, which is why they removed one of his abilities, right? You are right that he doesn’t really fit in an fps game, but I think he definitely is fun to play if you manage to get used to his kit and land your abilities well.

The only thing I can think of is increasing the size of block or giving Doomfist the ability to deploy a round shield that covers more of an area.

It could curve and give a bit more defense from the sides and it’ll allow Doomfist to also block for allies. Of course with this sort of shield they would completely change his empowered punch mechanic, amd I don’t find that as a big issue since he already has a high amount of sudden burst in his kit.

I think with Meteor strike they could do a two part damage phase. When he jumps up to the atmosphere he could do some damage or a CC then he can immediately come down in a blazing landing. I would take the locked mechanic from when Doomfist is landing and let it be a free aim during free fall.

That way he doesn’t wind up staying in the air too long and he keeps his effective tempo.

Of course this would mean getting rid of that dumb design of self healing.

Like why is the devs so keen on giving tanks self healing?!

They want tanks to have “self-sustainability”, I guess. :skull: All the while my boy Rein is kicking in the dust.

Honestly, at first I didn’t mind the self-healing ult change, but after playing more Doom I can definitely feel it. It hurts, man.

I got you fam!

Rein now heals for 100% health when flexing upon his enemies.

With a crosshair aimed at an opposing player, activate the flex emote. They will recieve a hindered and enfeeble effect from itimidation and Rein heals for 100% of his health and regains his shield to full.

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They also get drunk if he uses the voiceline “Beer!”

It blinds your allies in a yellow drunken haze and their movement becomes inverted or “backwards.”

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The most balanced patch the devs will ever make!