The problem isn’t lethality, it’s that you can’t do ANYTHING except look around, which does nothing because his head hitbox doesn’t get covered by anything when he is floating like that. Even low tier players have the ability to look up at a target that is floating there for 0.35s. In high tiers, uppercut is a near suicide button due to how easy it is shoot him.
He did say not all at once, so like, I would rather just get the uppercut nerf reverted.
No matter what else happens, this one should go though.
Even then it barely works. If they are not in the center, they live. The ultimate is best used as an escape or an extension of a combo so you can int even harder. Not to mention that once landing, you’re a free kill in most situations.
Begging for the sleep dart at the least. WHY do Dooms do this? You have to EITHER land on Ana, or not land in her LOS at all, no inbetween.
I guess if it gives you a Pick that is required to win the team fight? Then yeah, but still… you are going to die.
Not even sleep dart. Doomfist is so vulnerable after Meteor Strike that as long as you don’t kill anyone with it, landing on a team, or he’ll even anywhere in their LoS, makes you a free kill. For instance, multiple heroes punish you heavily if you land anywhere near them. Hog, Ana, McCree, Brig, etc. if you don’t kill them with your ultimate, you’re dead.
It’s moreso landing anywhere near the Enemy team, or in the LoS of hitscans, you will either be dead, stunned to death, or nearly killed by hitscans.
Totally, But the others have a range restriction, and usually you are only stunned for a moment.
But dart? You are going to die, and it has SO MUCH RANGE.
The others I guess the Doom can see that they are going to land too close, and maybe they didn’t see the Ana, but, like… man, when I Ana, they ALWAYS ALWAYS ALWAYS get the dart - and the ones which use their ult offensively, get it a lot.
It is just weird. You would think once they have some ranks on them, it just isn’t a thing which happens any more, but, like… it still does.
Until he gets his Passive reworked he won’t be fixed.
The reality is the enemy needs a fair shot at countering him before he secures a kill.
If he had 150 health, 150 shields, and his passive would give him 150 shield on kill, he would be much easier to balance from there. As the enemy has plenty of time to deal damage to him, and he would get more than enough health on kill to get out. From there it’s a matter of buffing his lethality, any good Doomfist player should have more than enough health, tools, and tech to do their job at that point.
I would like to say that I think a better change for Meteor would be decreasing the amount of time that he is kept from doing anything after landing. Or increase the invuln frames. But I would prefer the former.
100% on board with that.
Buffing lethality isn’t going to happen, but this would be a good change.
The issue with Doomfist is that being a tanky mobile flanker brawler with more CC that dedicated CC heroes and similar burst to dedicated burst heroes is a problematic designed that cant be balanced or meaningfully buffed without making him horribly overpowered. All for a potentially negligible close range weakness.
Design-wise, something has to give for him to be buffable. A Flanker Brawler with CC and Burst is an absolutely insane combination when allowed be reliable and/or numerically strong.
That a lot of Doomfist plays are dependent on abusing unintended map interactions with things like roofs and small ground bumps that get patched out and effectively become DF nerfs is the giant cherry on top.
1.5ms is not your issue.
Your issue is fact that you’re taking the entire duration to secure a kill because you can’t aim.
??? You know we can’t shoot for the entire 0.35s right? And that the issue is not that we can’t aim and moreso that we can’t do anything during that entire situation? Like we can’t even punch out, Ult, slam, etc. ??And also that you’re using training range and not an actual game?
Before buffs, we need to fix sound cues for things like SS. The fact that the ability becomes more quiet as it becomes more lethal is insanely problematic.
Doomfist can slide on weird rooftops to get to 125 and land on someone in the backline silently. That’s a problem. Make his SS louder UNTIL he hits the floor and then we can think about things like buffs IMO.
You can revert the uppercut duration thing.
It’s also not too tricky to see why a hero with 3 CC abilities, high mobility, and a large HP pool with potential OHKO abilities is… somewhat disliked.
Rocket punch wall impact is both inconsistent for the DF player and the target for a myriad of reasons - I think that should be reworked and nerfed and that power redistributed fairly in his kit, again, as long as sound queues are appropriate.
I don’t think you understand your own argument. You’re complaining about a difference of 1.5miliseconds.
Implying that the increased duration makes uppercut less viable, which I just demonstrated is not the case, even on a 400hp hero, provided you land headshots/ pre apply damage as I stated above.
Dropping the 0.35 duration back to 0.2 does not help him in high elo nearly as much as a velocity bump would as it would make hitting headshots significantly easier provided you have to skill to do so.
It primarily benefits low elo doom players because you guys do not know how to
A. aim
B. Not be greedy
You’re using that single clip to justify your argument, when it is in training range on a stationary Zarya that isn’t being aided in any way possible. Please use actual gameplay if you’re going to use this to argue your point.
Also, if 0.15s is not a lot, then I guess McCree players should stop complaining about a 0.08s difference, people should stop complaining about Baptiste getting that fire rate buff.
I feel like you have zero clue about Doomfist’s flow and how Uppercut makes him extremely vulnerable in High Elos. If 0.15s isn’t much, then surely it wouldn’t mean much if we revert it, correct?
The clip is irrelevant. The TTK is reduced if you hit headshots and that’s basic math.
I don’t have an issue with FB’s duration but the hitbox size of it. It’s impossible to dodge if you don’t have an iframe, which Doom does not.
My man, I was maining this guy the moment he hit PTR while most of you clowns were still playing Genji. The bulk of you didn’t pick him up until after Brig was released because you couldn’t deal with Tracer+ Genji every single game. And the bulk of you that did pick him up only know how to surf rooftops because you don’t know how to secure picks outside of 125 damage slams.
Lol
Cool post on your main big guy
Private profile weirdchamp. Also a millisecond is 1/1000. .15 is 15/100. Basic math. That’s a big difference in this game. And how would the velocity help if people can’t aim? Wouldn’t reducing the recovery time reward good players for being able to aim faster and not do anything for the bad players who can’t aim? What is your logic here lmao
This looks like way too much. Like one or two might be ok but hot damn. All of these would make him a monster.
Not a fan, makes him a punch bot. I always thought it would be cool if less charge made him move further and longer charge made him move less but was more lethal. Then he could use short charge for quick escapes and long charge for kills (but would reduce that punched from across the map feel for the community)
I mean, I’m in high plat now a days and reducing this further would mean I would have to aim at his apex of his uppercut before he even did it to ever catch him. It would have tons of impact on lower elos too
This seems fair. His ult isn’t the best, a little power to it doesn’t seem like the worse idea.
Also seems fair. He may need a cap on barrier amount though. Helps him hit that cap faster but doesn’t get too OP when he’s on a roll.
I wish they just replaced his auto reload with a normal reload. Might be too OP if also auto reloaded.
This would also increase the damage no? May need to nerf the dmg a bit to compensate but aside from that it seems ok.
I’m no Doom main so this is just the perspective of a tank main.