Rising Uppercut
-Loss of air control reduced from 3s to 0.6s:
-Seismic Slam**
-No longer lose air control while being pulled in
Both of these changes are huge following his hand cannon with shotgun spread and very limited ammo. This makes finishing a target using a single ability incredibly difficult as if they back away more than a metre then M1 will do very little
Seismic Slam
-Max range decreased to 15m from 20m
This is 2 nerfs disguised as one:
-Reduces mobility significantly so a lot of long distance roll-outs can no longer be executed and reduces the distance he can escape
-Reduces maximum direct slam damage from 86-(64-66) - Not entirely sure the exact number but reduces the damage of a direct slam
Meteor Strike
-Inner ring damage radius decreased from 1.5m to 1m (This was meant to be 2m radius but is instead 2m diameter and somehow made it onto live)
-Max Damage outside inner ring decreased from 300 to 200
Meteor strike was already a very poor ultimate, on certain heroes such as ana/zen it was an easier kill (But not as easy as the forums make it out) and to get 2 kills or more happens next to never when compared to other offensive ults (Dragonblade, Graviton, Rip Tyre etc)
Hero Specific Nerf
-Deflect now works against initial Rocket Punch damage
Absolutely no idea why they added this, Genji has an insane amount of vertical movement that counters rocket punch in so many ways. Just wall climbing means he can dodge the punch. If you died to rocket punch as genji you got outplayed, that is as simple as it gets.
Alongside this rocket punch is close to a Rein charge or Brig bash than a melee attack because it stuns. If this is done for consistency purposes then why would genji not deflect uppercut instead as this is a pure melee attack close to reins hammer and brigs flail.
Overall these nerfs seem to be a knee jerk reaction to the community outcry to nerf him to the ground even though the rest of the game is balanced for the ātop 1%ā of players (OWL, top 500 etc). It has been confirmed by countless pro players that doomfist is rarely if ever used in scrims because he is so easy to counter (The pre nerf doomfist is almost identical to the hero with close to a 1% pick rate in OWL).
It is inevitable for the next few months or close to a year Doomfist will be receive buff after buff until he slowly increases in pick rate before the nerf sledgehammer hits him once again and the cycle repeats.
In a game about swapping heroes, people seem to not want to play the counter game.
Edit: After playing about 10 games this morning have noticed that if you land you seismic slam and the target is more than 2 metres away, there is no way you can get the uppercut combo off as they just simply walk backward insted of being pulled in and then they are well out of your effective range. To even connect the combo you have to basically land on top of them and then have to try to track them through the air as they move all over the place which is proving though for thin targets such as widowmaker and ashe if they havenāt already used an ability to escape.