Idk if its just me, but doomfist is extremely hard to use. His rocket punch requires sniper headshot accuracy to hit anyone, I’ve been told that you can even fly right through people with his rocket punch, PLUS with such a long charge, 2 seconds most. You can headshot kill him before his charges goes full damage. “Ambush” character, anyone can take you out before you even “ambush” anyone.
Overwatch is the only FPS I play. I’m more of a fighting game player. My point being, treat him as if he were a Tekken character. Combo and juggle. It’ll make much more sense! At least it did for me!
if you know how to do the roll outs consistently you can wreck house.
They need to tweak his shield gains from doing damage, and to make his left click actually not god awful (a hacked Doomfist is a creature deserving pity). His hitbox is large, so whatever tiny bit shield you build is completely negated by the fact that it’s super easy to hit you. Even successfully K/O’ing someone doesn’t give jack in shields.
hes a melee style character in a game that is based upon ranged shooting.
one would assume that having melee characters in a gun styled game would mean that melees would be tanks or have some sort of defense.
instead doomfist is fairly large for a damage character and hes a damage character instead of a more tanky character.
Doomfist seems like a poor implementation of a tank. sure he has some shields but inorder for him to have those shields he needs his cooldowns to be ready and to land every skill shot.
Rocket Punch was intended to be a kill tool so I don’t like how it ended up being a mobility tool with the jump canceling.
I’d much rather remove jump canceling but increase Punch hitbox, increase total HP, decrease Slam and Uppercut cooldowns, and overall survivability
h ttps://www.youtube.com/watch?v=h7V7a1YkYHk&feature=youtu.be
Watch this and you tell me.
Just recorded this today
Has jump canceling been nerfed at all lately? I played him again for the first time in a while and didn’t think I went as far.
Doomfist becomes really bad when he gets countered. The combo of dash, meatshot and uppercut is strong, and is one of the easiest ways to get a kill in this game, but Doomfist is very likely to die if enemies disable him in any way. You can have fun as Doomfist only if enemies run toothless comp.
He is very high risk highish reward. If an enemy team doesnt focus you the you can destroy them. I’ve won 1v4s because they couldent hit me and I had ult. I’ve also lost 1v1s agaisnt people because all of my abilities just didnt hit them, even though on my screen it said they did.
Can’t even say how many times I’ve uppercutted someone and heard the connection sound only to see them on the ground, or passed through someone with RP to die and see them in a different spot then where they were on my screen.
Doomfists biggest weakness is lag and desync or the fact he has 0 true defences.
While this is true it’s not a health kind of Risk Vs Reward.
The risk is vastly greater then the reward given.
Doomfist is not a good character. Period. He needs significant tweaking to be usable for majority of the population. His shields, abilities and Ult all need work.
Here is how I would fix him: Shave off a second from each of his cooldowns, His ult now stuns everything inside his circle for 1-2 seconds, and his shields gained through damage remain on him and are capped at 100 extra Hp. I think these changes would help him out a lot.
he is like genji
you just have to be good at him because 50% of the game’s heroes will just destroy you if you aren’t
if you want to learn how to play him then watch chipsa and try to emulate his playstyle
Doom is not like Genji at all. Doomfist is all about finesse. You can’t just spam shurikens until you can teleport in and rightclick while spamming double jumps. You have to hit everything in correct order with precision. You also don’t have an ultimate you can rely on if enemies deny you normal kills.
Doomfist could be close.
But heavily neutered because if he was as strong as he should be he’d be too powerful against low and mid level players who struggle with positioning, situational awareness, and the necessary game sense they could employ to counter and react to his many wind ups / tells, or exploit his limitations to their advantage.
So I’m pretty sure the sad reality is doomfist will always be trash. Or at best balanced around the worst part of his kits, while leaving his primary abilities nerfed into the ground so they’re intentionally unreliable.
And this is my problem with the balance team. They ARE for now intentionally leaving his abilities unreliable.
they are both high skill heroes who punish players for poor skill and poor decision
people are always complaining about how genji’s swift strike hitbox is broken like doomfist can’t fly into you out of nowhere with a seismic slam > uppercut > hand cannon a basically stationary target to death and just RP out midair
i mean… if thats what you call finesse lol
theres the kicker, poor skill. But when in that earlier post of a video where he went straight through the mcree, thats just doomfist desyncing showing you whos boss.
Slam-uppercut- fire bullets and if your target is not tank, then he is dead so use rocket punch to escape. Repeat this overtime and Doomfist is pretty usefull and hard to counter.
I think he’s a little under-tuned at the moment, but just a little. If his bugs get ironed out I think he’ll be pretty much good to go. Watching when the pros pull him out and the value they get out of him–he’s definitely a force to be reckoned with, but I think lower levels of play have mostly not figured out how to play him and/or build around him. Good Doomfists are scary; they’re just a little rare.

Repeat this overtime and Doomfist is pretty usefull and hard to counter
Oh, so this is why he is at ~0% pick rate, because he is useful and hard to counter. Okay.