ever since the air control change to the game and the nerf to Dooms stun on uppercut, i feel like im just throwing myself into danger every time I use it, in the past you uppercut and they would be directly in front of you, now they can merely swerve to the side. This is an issue since most characters have better guns than doomfist, and after an uppercut he doesn’t really have a followup besides the gun which only has 4 shots and had a slow recovery rate. This really screws with his playstyle, making these interactions too risky, leaving Doom as a RMB spambot. please blizzard, buff or rework my boy.
I too want the boy to be buffed, but you won’t find much support here. Zenyatta and Ana players don’t like swapping.
yea, i see both sides since im an Ana main as well as a Doom. so ik how easily it is to deal with him and how easy it is to simply just die. its just i shouldn’t combo a person into a position where they can have the advantage. your use of the abilities should mean a lot, especially since he has a huge hitbox and requires close range. So at this point Uppercut is just support for slam, or RP to get out of sticky situations
Tbh Slam is in a worse state than Uppercut
its all soooo bad. i just had a game where uppercut was nagging me, and the day before that where slam just wouldnt register.
I’m all ears for ideas as long as they don’t involve increasing CC/stuns.
the thing is maybe not a stun, at least less control in the air atleast, but if his ability that is meant to solo out a target and put him at an advantage fails to do that the majority of the time it definitively needs some form of cc buff. especially if its a melee hero, if there is no cc, then he would simply be gunned down, whish he already is.
200hp heroes don’t like being oneshot*
im all for a nerf on his punch as long has he’d compensated. If anything the punch makes him less fun imo.
Slam needed some adjustment, airlock was just very jarring to receive - it pretty much always caused noticeable rubberband on victims end. Ability to kill 200 hp people during slam with 2 autoshots + quick melee was a bit questionable too.
Uppercut CC was cut down too drastically. One issue is people regain control before Doomfist animation even finishes. You can’t reliably land one shot in air.
Second is inability to get ANY out of bound kills. This destroyed his viability on certain maps. People can literally hold W and land 0.5 meter away from where they were knocked up. Airlock slam was also enabling because You had enough time to walk around your target and knock them in desired direction.
Well you won’t see anyone arguing in favour of returning MORE CC into the game. It’s bad enough being thrown into the air, but being locked in place as an immovable target is just unsporting.
If you can’t track the target you chose to engage on before they can react and shoot you first then you deserve the death and have no right to complain. Getting a Doomtits smash you out of nowhere and still being able to outplay it and win the engagement as you are sent spiralling into the air should be seen as fair play by the Doomtits player.
Remember, Doom gets to pick almost ALL of his engagements, not the other way around. They should be high risk and high reward, none of this guaranteed kill rubbish we’ve come to expect from him. This is why his rocket punch is still awful to play against, because often the worst case for him is that he gets a 1 for 1 trade, and often even a mediocre player can get out with him if they manage his short cooldowns well enough.
i see where you’re coming from, but his core gameplay is based around that, he is simply too loud, big and open to not have strong cc or survivalbility, especially since in the air its harder to hit a target since they are floating around in every which way. also his gun has a tight spread, is a projectile, and only has four shots, so its really not reliable, and to say “JUST HIT THEM” is really an invalid argument, considering his kit. also not only are they moving in the air, you are too, and they most likely have a hitscan
Almost every hero has counterplay. There was a video released a few months back, pre-nerf, of how every single hero could counter the doom combo.
It’s really not doomfists fault if you can’t counter him.
We went to the moon guys, please come up with ideas that don’t add CC or stuns. This game already plays pinball sometimes, except you’re the ball being juggled around, it’s infuriating.
I’m not against Doom here, I’ve advocated for less CC across the board, but his kit CC based, so…
What if his knuckle cannons were easier to hit, wouldn’t that make it more reliable to hit without CCing the target?
i understand, the only answer is a complete rework, because as his kit is now, with no cc, its garbonzo beans.
This is exactly why bringing him into the game as a DPS was an awful idea. He should have been brought into the game as a mobile off-tank without the meteor strike ult, Rocket punch should have been his ult (something like a multi-target version of Rein’s charge) and without any oneshots on cooldown.
The fact that he can be burst down easily doesn’t really make much sense and having him as a multi-purpose engagement enforcer and backline peel tank would have filled a much more necessary role, possibly negating the need for Brigitte, and given him a much more tanky, less cheese reliant playstyle.
As he stands currently, he’s like some weird awful mix of Tracer and Genji with a boatload of unwanted CC in there that just makes everyone hate his presence in the game. After all, I don’t think the words “We could really do with a Doomfist on our team” have been said by anyone, but the groans of dismay when you see an instalock on Doomfist taking up a valuable DPS slot have been in many a competitive match.
This is to say I hate having him as a DPS on my team, but would LOVE having him on there as a genuine off-tank option who plays around the whole team rather than the flankfist style we have come to see.
i agree with 90% of what you said, shoulda been a brawler tank without a 1shot. his hitbox is meant for that anyway
Exactly my dude, they don’t even have to change his model to accommodate this, simply his health pool then the base balance.
His knuckle cannons are support for his CC. This is McCree and Reaper all over again.
and without the cc, its too hard to hit to be reliable, especially since its also a projectile on top of that.