No uppercut? Not doomfist

Doomfist is nothing without uppercut. replaced with an ability refresh??? yea guys lets take tracers rewind and make it an ability where she recharges all 3 blinks. Or lets take cassidy roll and make it just a nade refill. How about we take roadhog breather and replace it with a second hook ability? It makes no sense you cant take away a key aspect of a characters kit and one of the most iconic moves in all of gaming from a character designed around the fighting game genre and expect people to treat him the same as before. Its doomfist minus the doom. Just inconveniencefist

his punch is his main iconic move , not uppercut; but yes , tank doom is terrible in every single way . they’re not gonna change him back , the playerbase heavily hates him and devs don’t really like him either .

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When his rework was first announced and people said his slam and uppercut were sort of meshed into one ability, i thought they meant itd be like you use shift to uppercut, then for a short time you can recast it to slam

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all of this game is a mess to be honest the more i play the more it just feels like a bad experimental mode update.

Uppercut didn’t’ make doomfist doomfist. His rocket punch makes him doomfist. All of his power was shoved into that move previously. It had amazing movement tech, could stun, very wide hitbox, 4sec cooldown, instant kill on wall terrain, if it didn’t, did 50-100+ dmg, and knocked people way.

Even now, Rocket punch is hilariously stuffed with amazing effects from granting him shields, hits multiple targets, inflicts stun, can AoE dmg, 4sec cooldown, provides mobility, and still has mobility tech in the air to get further distances. Its versatility is nutty.

Uppercut was nothing in comparison. It was not iconic for Doomfist.

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Because having a high mobility hero that locks your movement in place was probably a very bad idea.

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I agree however without uppercut hes an incomplete character. feels like they just slapped over the easiest solution of giving him a shield instead of finding a way to balance uppercut around tankfist. But what i do disagree with is the claim there at the end. uppercut was very iconic. He even has 2 highlight intros featuring it, and a spray also they talked about how they wanted to give him the fighting game character design when making him and they added uppercut of course as a nod to all fighting games out there that feature the dragon punch like street fighter. Without it the original intention they had for the character is gone and the rework just feels very lazy

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One idea they could try out is possibly for seismic slam to get a slight uppercut effect when used. Possibly not damage as his getting shields and damage is on the slam part, but having a weak knockback effect could be interesting. It can’t quite be combo’d with how high doomfist goes, but honestly what most people want is just more ways to combo easily with doomfist.

The only ā€˜easy’ combo dmg he has is rocket punch now that the slow effect is removed off slam.

Hammond L-ctrl airbornes

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I’ll say it until the end of time
Funny how uppercut is better than powerblock for a tank

I’ve had more success with tank Doomfist than I ever did playing Doomfist as a DPS

You’re posting this as some sort of gotcha when I think that’s bad too? :face_with_raised_eyebrow:

Is this sarcastic? cant really tell but if you are being sarcastic but i think uppercut would be much better than powerblock on DF. and if you disagree theres still ways for it to be implemented while keeping block, such as once block is charged it changes the block option into an uppercut so your empowered punch isnt just on rightclick and brings more potential to the character

Nope, not sarcastic
Uppercut as a CC displacement is miles better than this half shield that can be CCd

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Thats fair i do agree the changes help alot of the players that dont wanna spend hours labbing rollouts just to not get oneshot as dps doom. but the skill on dps doom would just show so well if you were playing against one you could easily tell how good he is based on how hes playing but now tankfist kinda just forces him into a more boring playstyle. I love when you can do alot with a character and tankfist just isnt that. theres a skill ceiling you kinda hit and once ur there u cant really do much except aim your leftclicks better so your kill combos are guaranteed.

It’s not about rollouts. Rollouts don’t require you to glitch the map geometry just to play the character. That means there’s fundamentally something wrong with the character to begin with - just the fact that you have to learn glitched rollouts to make the character work as a DPS.

That’s the problem. Blizzard couldn’t find a viable answer to resolve the problem and also buff Doomfist, who was already a strong character. So instead they chose to leave the glitched rollouts in the game so that people could enjoy playing Doomfist and not think of him as a joke hero.

So they unintentionally made a character with an insanely high skill ceiling which in my opinion was great. You get rewarded for the time and effort you put into the character which is great. But tankfist takes away from that and gives him a more linear playstyle of just ā€œmess around with enemy tank then dive his teamā€ when dps doomfist could do so much more. The difficulty in dps doom is just what made him so fun to me.

Abusing glitches in the map geometry is not intuitive to character design… Blizzard knows this but chose to leave it alone because people saw it as a measure of skill. However, Doomfist suffered as a character for a long time. It created a sick paradox where Doomfist was only viable if you could glitch the game.

Cool, that’s your opinion. I used to be a GM doom main back in ow1, and I enjoy the current doom because of the decreased amount of cc and more survivability due to being a tank. I would never want to go back to the days of having a 6 second hack.

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Those would be way better than what Doom got. :laughing:

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