PSA: Doomfist is NOT a Melee character

Despite what you may or may not think Doomfist is NOT a melee character. Reinhardt is a melee character. He relies on a melee attack as his primary fire and main source of damage. He also has two other methods of attack on cooldown, one is a charging attack and one is a projectile. Brigitte is a melee character. She relies on a melee attack as his primary fire and main source of damage. She also has a projectile of sorts and a charging attack on cooldown.

Doomfist relies on a weak shotgun as his main source of damage, one that regenerates ammo slowly instead of reloading quickly like any normal character. As for his other abilities?

ROCKET PUNCH is a charging/dashing attack akin to Reinhardt’s charge or Genji’s swift strike. He needs to charge the attack to get any serious damage or distance off of it, if not it isn’t very strong and doesn’t go far at all. If he could use an uncharged Rocket Punch more often it would basically amount to a melee attack, but not charging it still puts it on 4 seconds of cooldown. You CANNOT rely on it as a source of damage like Reinhardt can his hammer or Brigitte her flail. Also because of it’s charge time and unreliable hitbox the best Doomfist players suggest using it for mobility for the most part, not attacking, unless it’s a sure thing or you really want to gamble.

RISING UPPERCUT is a melee attack, but you have to wait 7 seconds between uses. It can’t be relied on as a melee attack, it’s primary purpose is to combo with other abilities or for more mobility. Seeing a trend here? Another mobility attack.

SEISMIC SLAM is not a melee attack though it is a close range attack. Doomfist strikes the ground not his enemy and creates a small tremor that does anywhere from 10 to 125 damage. Unless you use it a certain way from a great height, you will likely be getting much closer to the minimum damage. It is not a melee attack you can rely on due it’s 7 second cooldown, it is used to initate combos by closing the gap between you and the enemy, or running away from the enemy. Looky there, yet another mobility tool!

If Doomfist is a melee character because he’s effective at close to mid range, so are Reaper, Symettra, Junkrat, Mei, and Roadhog. He is an ability reliant character with potentially high burst damage and potentially high burst mobility, who is a slow moving weakling after burning through his abilities. I can charge multiple enemies in an enclosed space as Reinhardt and CRUSH them with my rocket hammer. If I try the same as Doomfist I’ll be lucky as hell if I can kill ONE enemy with a Punch before I flail around awkwardly with my other abilities and they kill me.

I have two ideas that could work as a solution to this glaring problem in Doomfist’s character design:

IDEA #1: A Quick Melee Combo

Pressing quick melee twice in a row would let Akande Ogundimu do a jab & cross combo. The jab would be his current quick melee, a 30 damage jab. The right cross would be a heavy punch with his gauntlet hand, it would do 50 damage and knock enemies back like an uncharged rocket punch. If the enemy hit a wall they would take an additional 20 damage.

This would make Doomfist a threat at close range which is what he should be. However Reinhardt and Brigitte could still compete with him because they would have a range advantage.

IDEA #2: An uncharged Rocket Punch can be performed at all times

An uncharged Rocket Punch is usually never worth it unless you’ll be able to kill the enemy with the measly damage it provides. It only does 49 damage if they don’t hit a wall, 98 if they do, that isn’t enough to kill even the squishiest of squishies. Also by using an uncharged Rocket Punch you are sacrificing your strongest (albeit most unreliable) attack and your single best mobility tool for a whole 4 seconds.

If you could use an uncharged Rocket Punch at all times Talon’s big boss would actually have a melee attack he could rely on. To make it a little more fair it would not move him forward at all, and using it would reset his Rocket Punch timer to 4 seconds, meaning you would have to stop punching to regain the ability to charge your punch.

Also just for fun, a totally unrelated idea!

IDEA #3: Blocking

Holding the reload key as Doomfist (which currently does nothing) would make Doomfist raise his hand and block incoming damage. Holding it for half a second would drain 1 shot from his hand cannon ammo, which means you could hold block for 2 seconds at most. While blocking he would take 50% reduced damage and become immune to CC. This would allow him to defend himself from attacks but it would hamper his ability to fight enemies outside of close range.

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What? His entire kit is based around chaining together a combination of melee attacks with extremely short ranged shots in between hits. Even his ult is a melee attack lol. His weapon is a giant metal fist.

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The thing is he’s not as effective as melee range than other characters like Genji and Tracer, who can easily go into range and then out.

His attacks are melee-based, but it doesn’t necessarily mean he’s good at melee range

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Yes but because he is cooldown dependent he is not a true melee character like Reinhardt or Brigitte are. You can run into close range as Reinhardt and always be able to dish out some serious damage. Doomfist can be at close range and be no more dangerous than Mercy or Zero suit D.Va if he doesn’t have his abilities at his disposal.

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Next thing to see: “Widowmaker isn’t a ranged character!”

Some things you see here are truly amazing.

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If his ult is ready he has 6 different attacks to choose from and most of his abilities have short enough cooldowns that you can string a series together to get in and out of a fight when you want to. He almost never goes without an ability available.

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Oh I never said Doomfist isn’t a close range character. Close Range does not equal Melee. Reaper, Symettera, Junkrat, and Roadhog are most effective at close range. Does this make them melee characters? No.

Doomfist is supposed to be all about Punching but he has to wait a minimum or 4 seconds between punches, Reinhardt can swing his hammer 4 times in that time. Reinhardt can do 600 damage in 8 seconds with his Rocket Hammer. Doomfist can do 98 damage in 8 seconds with uncharged Rocket Punches, 198 damage if he hits the enemy against a wall both times. Doomfist wouldn’t be able to do two charged punches in that time.

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“Chaining together melee attacks” isn’t something that’s viable for Doomfist as he is. The last 9 months have shown that. He goes virtually unused in high end play. Few people have been able to come to grips with him. For crying out loud, the best DF streamer only plays him now as a joke and gets super tilted because he can’t do anything with him most of the time.

Brigitte demonstrates a melee hero can be viable, but they need to be able to fight in melee, guard and mix it up.

Doomfist, despite supposedly being a fighter, can’t fight.
He is a high-risk-for-little-reward mess of a frail dive assassin, which is a betrayal of his entire characterization.

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As of the latest patch where Doomfist’s ammo recovery rate increased from 0.8 seconds to 0.65 seconds per bullet, the longest period of inaction in a fight would be .65 seconds assuming you weren’t using your quick melee. With half of his kit being mobility he really isn’t a high risk character if you know what you’re doing with him. He’s an absolute terror to most supports because of how easily he can chase them down, unlike a Rein who can’t sail through the air like a ballerina.

Glad somebody else sees that he isn’t designed very well. “Chaining together combos” sounds nice on paper but you can do as low as 109 damage despite landing all three of his abilities successfully. Sure that increases to 159 if they hit a wall, more depending on how much you charge Rocket Punch (which can fail spectacularly against some of the cast). Doing so still removes all of your mobility and 3 of your 4 attacks.

Brigitte and Reinhardt are both well designed melee characters so there’s no reason Doomfist couldn’t be. They should make him less ability and mobility dependent and more of a brawler. That way there would be a melee hero in every role except defense.

You can dive in and obliterate a target as Doomfist that’s true, but you can also miss and be near helpless or forced to run away from the fight, and even if you can kill one target you’re usually at the mercy of any other nearby enemy (even Mercy).

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Blizz really should rework him. I mean, true rework… whole hero role and skillset. He just wont work as glass cannon dps.

edit:
Forgot to mention… “glass cannon” <-- he fails hard in it. He’s so squishy, without dmg.

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Just because Doomfist can fire his piddly little Boomfist faster doesn’t make him much scarier in a fight. He is high risk because if you don’t eliminate your target AND retreat from any nearby enemies you are dead meat. Reinhardt and Brigitte can ALWAYS fight back so long as they are within range and have health left. Doomfist literally has to run away like a coward after using his abilities because he can lose a fight to Mercy at that point.

The problem is Doomfist has the POTENTIAL to smash enemies with 250 HP in a single hit, yet he can also be a helpless weakling who can hardly beat the weakest characters in a one on one duel let alone another attack hero. This disparity in his effectiveness makes him unfun to fight against at his strongest, and frustrating as all hell when playing as him if you ever find yourself in a fight with your abilities on cooldown.

Who seriously thinks a super strong master martial artist should be a super mobile character who can be helpless at times, instead of a brutal up close powerhouse? Who honestly wants Rocket Punch to be better saved as mobility tool to run away from a fight instead of an attack?

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He doesn’t even really have the damage to justify calling him a glass cannon.
His DPS output for his entire combo is around the same as Reinhardt just throwing a Strike and holding down M1. It’s just weighted to be more bursty in DF’s case.

So, he’s just the glass. No cannon.

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Hahaha well said. Reinhardt technically has higher burst damage if you think about it due to charge, which is honestly a little easier to land than a fully charged Rocket Punch. Plus he has more reliable damage since he has a melee attack he can always fall back on. Plus he has tank like health to go with his tank like hitbox. They really should have made Doomfist play like a more offensive focused Reinhardt, not a clunkier Genji.

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DF is not mele, but he plays at a melee range, and 4/5 of his abilities are pretty much melee (the 1/5, his little shotgun, is only very effective at close range but still has range)

Soooooo…why are you so upset about this theoretical question that you had to write a whole novel about this, OP?

Hahaha I’m this verbose even when I’m not upset. Plus if I just said “Lulz DF ain’t melee” and didn’t explain I couldn’t get my point across very well. As a martial artist who loves playing as melee chaarcters in video games, I just want to play as a brawler who punches people in Overwatch. A clunky, poorly designed joke like Doomfist is not what I want.

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I’ve always felt that doomfists combo was good but his cooldowns do need to be faster or he needs more punishing “brawling” abilities so he can fight more once he reaches close range. Why would I melee with my wimpy hand when I have a golden metal gauntlet? I like the idea of just upping the damage on his standard melee or allowing it to chain like a jab cross. Would make him more viable since he is so immobile after comboing.

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I think the problem is they made him more of a mobility hero than a brawling hero. Instead of making him like a faster Rein, they made him a clunkier Genji. If they gave him a stronger melee or a combo like you said, while making it work with his passive, he would actually be scary at close range like he ought to be.

Just picture this: A jab & cross combo that deals 80 damage (30 then 50) and gives him 60 temporary shields (30 from each hit). The cross would knock you back slightly so he couldn’t just repeatedly hit you with it. If you stayed in close range you would either need to burst him down fast or run the hell away. This would also give him something to work with while his abilties are on cooldown instead of using his hand cannon or running away. Plus it would actually let him punch things more often.

Also Balonium239 summed up how crappy DF’s options are at close range in another thread:

Question:
Soldier 76 is standing right in front of you at 5m.

How do you attack him?

Are you going to tap Rocket Punch for 50 damage, and it goes on a 4 second cooldown anyways.

Are you going to charge Rocket Punch, giving it a 2 second telegraph that will either pass right through the enemy harmlessly or they will just side step?

Are you going to use Seismic Slam, which will launch you THROUGH the enemy, dealing NO damage to them because it has a fixed minimum range?

Are you going to use Uppercut that will bounce you off the ceiling OR suspend you in mid air making you an easy target to pick off?

Are you gonna Quick Melee for 30 damage?

Or are you going to resort to that terrible shotgun?

Now, tell me what Doomfist doesn’t have to rely on for consistent, reliable damage. Go’on.

There are more “melee” characters than him, i agree. But he definitely does not stand in line with reaper sym junk or road, not thematically. Doomfist is way closer to rein than to those others you mentioned.


But i can see your point. For example, Brigitte is way more melee than doomfist, and she wasn’t really advertised as that fighter style melee character at all, as opposed to doomfist. Which is a bit weird.