Been saying this for a long time.
Move doom back to DPS.
Drop health back to 250.
Revert shotgun damage (it was lowered for a tank), and shotgun recharge rate (was increased for tank. It was .65 per shot before, .4 as tank. nerf it back to .65)
Increase punch damage to 150 with a wall hit (100 punch, 50 wall hit). No longer hits secondary targets.
Keep, and hear me out on this one fellow doomfisters, power block.
Have empower work relatively like it does now, except have it also empower slam.
Empowered slam becomes a combo ability. Initial press executes Uppercut. 50 damage, small knock back (No more pop up into the air. Distance similar to old slams pull, about 1-2~ meters). Pressing slam again within a small window after using uppercut initiates slam, which scales damage with air time.
Empowered state is lost after a punch, or upon death.
New DPS-Fist.
The idea here is to solve/approach a lot of old problems with doom, both as and against. Doom still has the one shot potential, BUT its not on a core cooldown and requires being empowered to utilize. No “random 1 shots every 4 seconds”, and gets telegraphed quite heavily.
This brings back upper cut and slam, restoring some of his old movement- BUT links them together within a window.
Even putting uppercut before slam is on purpose- The infamous old tactic with doomfist was to skirt along some roof top with slam, building the max 125 damage, landing on someone and then uppercutting immediately, doing 175 damage- tied in with an animation cancel with his shotgun, for a 100-0 “instagib” combo.
Putting uppercut first means if he DOES skirt across the rooftop to build a max damage slam, he wont be following it up with uppercut when he lands. If he DOES try to upper cut / slam, the damage would be roughly in line with other DPS abilities, hanzo/widow body shot, junkrat mine, soldier helix rockets, etc- at around 120~ damage.