It’s damage output is fine but as a weapon it’s trash, it’s so inconsistent and awful to actually hit. Roadhog’s Scrap Gun too. They should get buffs to their projectile speed/spread so they aren’t clunky trash.
Hog’s gun is great I don’t get what you mean
Hog needs to get a cleanse buff on his breather that’s legit all he needs
Stat wise it’s one of the better shotguns in the game. Headshots with it hit like a truck. But the issue now is that it was designed in such a way that DF had to use his stuns to land the shots accurately which encouraged combos.
Now though he has no uppercut or slow on slam, so why is his gun still designed like he has to use it with CC? Increase the projectile speed or make it hitscan or something, it doesn’t make sense now.
If they insist on how the gun is currently, I’d like to see DF get his own unique quick melee attack that would help combo handcannon kills in a 1v1 situation. Zen and JQ already have unique melee, why does the guy known for a giant metal fist still tickle people with his small hand?
Make his normal punch make enemies “punch drunk” and slow them down a bit.
I had an idea on giving him a cleanse just on the start of the vape, and enable him to use it while getting CCed. That way, if you CC him first, he can tank it, but if you get him while he’s healing, he’s going down.
This would ALSO make hogs save their vape more, so no flanking and healing yourself all willy nilly.
My thoughts will always be the same: bring back uppercut. It fixes literally every problem with playing Doom including sleep dart, since he could evade it more reliably.
If they brought uppercut back then it’s definitely not going to lift players anymore, so it’d need a new design. Mobility wise the new slam is still better than uppercut, you can just leap to the skybox in the blink of an eye.
Block isn’t going anywhere, so it’d have to go on his R or something.
Saw an idea to put breather on a meter so you could stop wasting it when purpled.
Yup that’s exactly what I’m thinking. Uppercut does a small knockback but doesn’t lift, and block goes to R. Maybe uppercut could get the slow to distinguish it a little. Shouldn’t be so bad since it affects less targets than slam.