Compared to all other 1 shots RocketPunch requires more skill and risk.Also he needs to punch someone to a wall for it to be a 1 shot,also has to be in range and can only shoot it in a straight line and it projectile so it CAN be dodged or stopped by stun.
Widowmaker and hanzo can one shot across the map by looking at someone head.While doomfist is yelling across the map with a hitbox size of a tank has to be face to face to one shot you on a 4sec cooldown.
4 Likes
I think rocket punch itself is fine, but they could probably reduce how much temp shields he gets from hitting with abilities. They increased it a while back but with the reduced cooldowns it’s a bit too easy for him to maintain a high health buffer.
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Rocket punch isn’t OP. Being able to just jump into a team, get a pick, and never die no matter how much your focused down is OP. I think if DF had his ability to shoot his primary fire during combos taken away, it would make him more fair to play against.
It is total BS when you’re on blizzard world and get hit by a DF rolling out with seismic slam and instantly die because he follows up with a primary fire shot at nearly the exact same time. There is no counterplay to that and it is too reliable.
A giant hitbox for his punch and free shields ruin your argument
he has 250hp and can gain extra shields from his abilities on top of an Ana or Moira probably pumping heals into him
oh and he is also the single most mobile hero in the game second only to Mercy (literally the only thing she has going for her)
3 Likes
What a HOT TAKE, sis! But you’re wrong because the general populave decided this long-underpowered hero is finally good, now he’s op lol
Rocket punch %100 a ok. And I’m one of the “nerf Doomfist” crowd.
Because oh gee, watch out! Forum Doomfist is on the loose! He’s invincible to absolutely everything you can throw at him, his Rocket Punch is a heat-seeking guranteed insta-kill even on Tanks, and his abilities are always off cooldown! Overwatch players beware!
Ironically, Orisa is in the meta right now and she’s a hard counter to Doomfist, but people want her nerfed…
What exactly is the risk involved in rocket punch? Realizing that your uppercut and slam are on cooldown? The smallest amount of game sense would avoid that situation.
How is rocket punch op? For low mobility heroes avoiding rocket punch or doomfist in general is next to impossible. There is not enough counterplay. On top of that, scoring a kill with it as doomfist is extremely easy - huge hitbox, everyone playing close to walls all the time, etc.
If rocket punch is DF’s staple ability, fine. Keep it as is. But nerf the rest of his kit. Because being able to Guarantee a kill in 3 different ways, all with little effort is a lot of overkill.
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I can’t remember what pro had said it, but they had 2 really reasonable nerf ideas for Doomfist that I was thinking, “Yeah, I could dig it.”
- Slam was something along the lines of way more noise made, especially because of map surfing (reasonable).
- Rocket Punch was something like still giving players some movement control (like Winston’s jump).
I see what you’re getting at but removing his primary during combos just sounds clunky
His overshield could stand to be toned down a touch, let him rely on getting pocketed to stay alive like other flankers. Reducing CDs might help but I think that’d just increase the time between one shotting and bailing out.
Or increase his shielding but nerf his CDs, might make him more of a skirmisher/tank hybrid, but also might just make him more annoying, idek
The instakill potential is too much. They should have at least a .5 sec delay before he can primary fire. That way you at least have time to respond with a CD. It feels really cheap when this happens, and is not terribly hard to pull off.
That is the worst Doomfist nerf I’ve ever seen suggested in my life. The primary is PART of the combos, he can’t even kill a 200 HP hero without it unless he hits all 3 of his abilities.
I also kinda hate how it stuns
Maybe that’s required to cause wall splat but i wish I could fade or tp or whatever to escape
Usually it’s not reactable, but sometimes the wall is far enough away that I thought I survived and tried using an escape but died at like the last frame of the stun
There is also a bug where if you hit a wall at an angle
instead of instantly killing you, you slide along the wall, that is until you get out of the stun
as soon as you get out of the stun the punch kills you even though you lost all momentum and shouldn’t be killed
Im talking about after seismic slam, not after uppercut. You clearly didn’t read my comment. You can kill someone with 1 CD as long as you land a primary fire with 2 of his 3 abilities.
1 Like
Rocket punch isn’t as much of an issue for me, i think it can be easy to dodge as long as you hide and respect his space. But seismic slam rollouts with a primary fire are just cheap and obnoxious.
No, you worded it incorrectly. Uppercut is not a combo ender, you can still use rocket punch afterward. You said “if DF had his ability to shoot his primary fire during combos taken away” which means he shouldn’t be able to use primary right after any ability since they can all combo into each other. If you meant after seismic slam then you should have said so.
Yeah but now we’re getting into animation cancel mechanics in general, and adding a delay between slam and m1 is going to affect heroes like Genji
Not saying we shouldn’t nerf animation cancels, just that it’s a game issue not a DF issue at that point, and you run the risk of making the game feel clunkier if you nerf it too harshly
tl;dr maybe you’re right but be careful with it
I would like that. Most annoying is if you get punched through corners he literally isnt hitting you but it still hits you… thing they could do was that if ur rocket punch isnt fully charged u dont get the full potentional… would give ppl loads of time to react