T500 Doom main can't even kill baby D.Va with ult

See this is what would it would look like if that was not just a visual glitch caused by the incline rather than the actual hitbox. Well, roughly. My hand got a bit unsteady and I didn’t bother connecting the two blue ends because I didn’t want to cover up the clear visual of most of the inner circle.

Well, one reason, it’s about all you can kill with the ult now. Lol

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The circle is so tiny it doesn’t even matter if he aimed it directly on top of her, she would have walked out before DF landed

The blue light pillar is the center of the AoE. The pillar is directly over the incline. It’s not even touching the ground.

You are just bad at visual perspective.

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This is how i can tell people like you have never played Doomfist but still talk like you understand the hero

https://www.reddit.com/r/Overwatch/comments/a59wmz/overwatch_patch_131_doomfist_seismic_slam/

“his mobility was only very slightly nerfed”

you dont understand the impact of that 5m

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People are bad with distances in general. Remember when people said raising Sym’s beam from 10m to 12m would fix all the problems of her beam range?

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Anything inside he light blue ring is the first hurtbox. The pillar is not the hurtbox, which you can see better overhead.

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i really gotta ask… does anybody really care that an ult that found most of it’s value in being an escape and repositioning tool isn’t very good at dealing damage lmao

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So, what should it be made into?
I thought about this a little while ago, and I came up with something that basically would let Doomfist reset the fight (cooldowns+ammo) and give him some damage resistance for like 7 seconds + increased ammo regeneration. It fits his martial arts aesthetic while also allowing counterplay.

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It’s a balance within the kit. When your kit is stronger, you are ok with a weak ult and vice-versa.

Doomfist kit was strong on his own, so Doom players were ok with a lackluster ultimate. Since you weakened his entire kit, the ult needs to be stronger.

Guess what? According to the patch notes, it was supposed to be stronger. The center radius was supposed to be larger (to land that tasty 300 damage), in exchange for diminished damage in the outer ring. But a bug made the inner ring smaller instead of bigger, and that is a major problem.

Your example on how a supposedly DPS Ult is being used, is the reason I care.

For it to be reworked anyway.

if the ult was for escape only they wouldnt have “buffed” its damage center

which they never did in reality becuase its bugged

if DF’s ult is only good for escape then they should buff the charge rate

… What the hell is this argument? Do you not understand how the ability works?

There is no distortion of any sort, that’s the aoe’s indicator moving up because of the terrain. Do you just not understand the perspective it’s at?

Look, here’s a few more perspectives to help get the picture.

https://cdn.discordapp.com/attachments/405183995018608651/525140559690596403/Screenshot_16.png

https://cdn.discordapp.com/attachments/405183995018608651/525139755466227734/Screenshot_14.png

https://cdn.discordapp.com/attachments/405183995018608651/525140264222982184/Screenshot_15.png

https://cdn.discordapp.com/attachments/405183995018608651/525140902012780550/Screenshot_17.png

That isn’t EVEN WHAT HE’S SAYING. The pillar marks the center of the inner circle.

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My idea was something like Dragon Blade with Dash. You know like if you turn off the cooldown of RP in custom games. You can punch continually.

But it won’t do insta-kills. Doomie will punch pass his targets dealing damage to them. (kinda like the Flash. lol)

Awhile back, someone also posted Destiny Supers that could work as a rework version of Meteor Strike.

I mean right now, any idea to make it fair for everyone is probably better than what we currently have.

By GM standards, Chipsa is a very mediocre Doomfist who’s typically carried by his healers. A more reasonable GM example would be Brandito, who continues to demolish with Doom.

I’m not claiming that the nerfs were reasonable, because I’m not yet experienced enough with Doom to form a solid opinion on that. But my opinion is certainly not going to be influenced by Chipsa. :joy:

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Something like Destiny 2 Thundercrash

https://m.youtube.com/watch?v=EoFCtwzepow

Or Death From Above in Destiny 1

https://m.youtube.com/watch?v=PwQBYIU6X0M

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I was trying to find your post about those. lol

What’s wrong with a utilitarian approach to the design of a hero’s kit? That’s what makes them so versatile, because at any given moment you can use an ability in a way that will distinguish your playstyle from others.

that’s the problem with blizzard games.

everybody cries about the ret paladin class and the ret paladins cry about everything everyone else has until the game becomes a circle jerk of homogenization and everybody gets a second third and fourth chance ability and start to ask themselves where the game’s sense of wonder and engagement went.

they just end up selling out.

Those are all way more over the incline than his was though, the vast majority of that circle was on the ground. You can see that by how much of it was in the point.

See using the beam you’d expect him to land a touch away from the ramp, and that’s exactly what he did.

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Its a DPS Ult. It should be potent offensively when left uncheck. It shouldn’t just be a glorified get out of jail free card.

Like Dragon Blade, Death Eye, Death Blossom, Rocket Barrage, Rip Tire etc…

But I want it to be fair like the mentioned Ults and its satellite cannon nature is not fair for the targets. So it needs a rework.