How I’d Adjust Doomfist, Take One

Since the Flavor of the Month is Doomfist, I’ve decided to try out my hand into proposing some alterations in his Kit. Friendly discussion is advised here.


What these Adjustments are to accomplish:

  • Lessen the impact of Doomfist’s Abilities while still rewarding him for successful combos.
  • Make him feel less oppressive to immobile Heroes, giving them a chance to run or counterattack.
  • To (hopefully) appease the community of all this Doomfist hate.

  • The Best Defense…
    • Health
      • Now grants +25 temporary Shields per enemy hit with any of the three Abilities.
      • Now grants +50 temporary Shields with Ultimate Ability. These shields do not decay (like Hammond’s Adaptive Shields) and expire completely after 5 seconds.
      • Maximum of 100 Shields, totaling his Health to 350.
    • Duration
      • 1 second delay, -3 Shields per second
    • Crafter’s Comments
      • One of his most debated aspects is his sustainability. He did feel too strong when he landed a single punch/slam/uppercut, and even more so when others would try to pin him down.
        * I’ve nerfed his sustainability a bit in exchange for a much better sustain through his Ultimate.
        * This acts as a compensation buff, and to ensure that a Doomfist can survive while disengaging/engaging the enemy as a follow-up.

  • New Passive Ability - Second Wind
    • Damaging enemies with his Abilities reduces the cooldowns of his Abilities.
      • Type
        • Conditional Passive
      • Cooldown
        • -4 seconds
      • Crafter’s Comments
        • Aside from his sustainability, his ability to combo seemingly without pause is his greatest strength and one of his most talked-about parts of his Kit.
        • Adding a Passive that would reduce his Abilities’ cooldowns - that is, if he lands a hit - would punish bad timing and give the pursued player a chance to flee.

  • Hand Cannon
    • His Hand Cannon doesn’t see much complaints, so this’ll be untouched.

  • Seismic Slam
    • Damage
      • 39 - 100 (depending on the time spent in the air during the slam)
    • Movement Speed
      • 20 meters per second (diagonal)
    • Maximum Range
      • 12 meters (travel distance)
    • Area of Effect
      • 6 meters
    • Cooldown
      • 8 seconds
    • Crafter’s Comments
      • These are all nerfs, yes. This’ll make sure that Seismic Slam isn’t as punishing as it was.

  • Rising Uppercut
    • Damage
      • 35
    • Movement Speed
      • 10 meters per second
    • Area of Effect
      • 4 meters
    • Duration
      • 0.5 seconds (air lock)
    • Cooldown
      • 8 seconds
    • Crafter’s Comments
      • Once again, these nerfs are to lessen the impact of his Abilities.

  • Rocket Punch
    • Damage
      • 49 - 100 (depending on charge)
      • 9 - 25 (wall impact)
    • Movement Speed
      • -65% while charging
      • 30 meters per second
      • -30% (slow)
    • Maximum Range
      • 3.9 - 12 meters (depending on charge)
    • Casting Time
      • 1.5 seconds
    • Duration
      • 1 second (slow)
    • Cooldown
      • 6 seconds
    • Crafter’s Comments
      • Arguably his most complained-about Ability, this was tricky to adjust.
      • His wall-impact damage was most likely the culprit here, so I changed it from “massive-damage-you’re-dead” to “you’re-stunned-and-slowed-but-you-can-still get out”.
      • This provides an equal chance for him to finish off the kill, and for the pursued player to disengage.
      • Since this is his signature Ability, I did want to retain some of its killing power.

  • Meteor Strike
    • Damage
      • Inner ring: 350
      • Outer ring: 25 - 250
    • Falloff Range
      • 2 - 6 meters
    • Movement Speed
      • 16.5 meters per second
    • Area of Effect
      • Inner ring: 2 meters
      • Outer ring: 4 meters
      • Overall radius: 6 meters
    • Casting Time
      • 1 second
    • Duration
      • 4 seconds
    • Ultimate Cost
      • 1680 points
    • Crafter’s Comments
      • People have usually said his Ultimate was a bit weak. More oomph into its damage, at the cost of its damage radius, should help with this.
      • Alongside the adjusted The Best Defense… Doomfist can invest in more eliminations while gaining a hardy sustain.

TLDR:

  • Damage, range, and cooldowns for his Abilities have been decreased.
  • His Ability to combo is dictated through a new Passive Ability that reduces his cooldowns for successful hits.
  • His sustainability is weaker, but stronger in his Ultimate, which has also been buffed.

This is also my first time making adjustments to any Hero, so if you have any suggestions on who’d like for me to work on next, give me a holler. And please let me know what you guys think! Thank you, have a great day everyone. :heart:


Cheers,
~ PyroPanda

P.S - Yes, I’m doing this “cheers” thing again, it’s been so long since I’ve done it.