The doomfist "problem"

I think doomfist shouldnt be a tank. I feel as if the name “Doomfist” doesnt strike fear into a player as it should. the Doomfist gauntlet should be a weapon feared by heroes and villains alike, and when its now a tank weapon that just stuns and does 80 damage i feel like it takes away from the character. could we atleast get like an “echo fighter” type deal where some characters can play multiple roles? like for example the april fools event where mei was a tank I feel as if that could be an actual feature for certain characters especially Doomfist. If i could ask for one thing in this game it wouldnt be to nerf kiriko, sojourn, or orisa, It would be to just bring back dps doomfist even just as a custom game feature.

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In the Your Overwatch Youtube Video titled - “Overwatch 2 Developer Update - Healing Nerfed & Doomfist as a Tank!”, at 5:43 in the video, Freedo talks about what Geoff Goodman (former lead hero designer for OW) said about a question where someone asked what if Doomfist does not work as a tank.

Geoff said that DPS Doomfist having CC would make him an outlier in a world were almost all CC has been removed from non-tanks, and that “maybe there is a world where he can still exist as a DPS with less displacement and CC effects; but it would certainly be a challenge to make that work.”

I don’t see how it would be a challenge to make DPS Doom work with no stun & less knock-back; can’t be any harder than changing one of his abilities entirely with new visual effects & rebalancing him to be a tank like they did for OW2’s launch.
Removing stun from punch, and in turn making Rocket Punch only do impact damage since enemies would be able to use abilities before hitting a wall, would not be difficult. And reducing the knock-back that Rocket Punch does (& potentially Rising Uppercut too) would not be hard either.

I would love for Doomfist to be moved back to the damage role; his current kit and overall hero design does not fit well for a tank.

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Doom is in a good place as a tank. In the right hands, he’s a nightmare, but it takes a high skill floor to get value out of him. That’s where doom should be.

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Doom started out in development as a tank, he only got shoehorned into a DPS because they felt like he wasn’t punching people enough as a tank despite being named Doomfist.

Now he’s finally a tank again and all he seems to do is punch people, or do things that make it easier to punch people, so I guess that wasn’t the issue. He’s not bad if you practice him, learn to make less mistakes, play with your team, etc but if he’s not really interesting to play then not a lot of people even want to try.

DPS design had more going on that made kills feel rewarding, it’s not as interactive here and even if you are technically effective you don’t get the same rush anymore. Since you’re also the main hero on your team controlling space there is also pressure in your gameplay that wasn’t there before, it’s not as fun when most games are one sided either direction.

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I honestly feel like block needs to be replaced with a more interactive ability. Something that should be micro managed or help his team. As it’s a rather simple and passive tool at the moment.

but he should stay a tank.

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I feel like he’s win-more hero that thrives when there was already a team gap or some rigged MM where your mmr just drops the lobby difficulty from viable to carryable.

Perfect for stacks vs. solos which this dev team seems to want. His floor is higher in OW2 but the ceiling is lower now. Hundreds of hours parkout/rollouts had to be relearned (for me anyway), and I rarely feel like this oppressive beast like i did in OW1.

Completely agree. The block feels like the most out of place component. The rollouts and punches you can get used to (and even counterplay) with enough practice (for/against, supporting them or shutting them down). Ofc “practice” is keyword, he’ll stomp noobs which just doesn’t even seem possible anymore.

People tried smurfing with him and the game lags you out (throttles your hitboxes, i/o, etc.), or gives you that 1-2 stomps and then instantly compensates. Almost like the mmr updates for some heroes are just different (which would be fake/rigged gaming).

But that block is just terrible. It’s like a worse zarya bubble and I haven’t met any bronze players that even shoot into it (just like bots don’t shoot into bubbles unless they calculate a kill through it). It doesn’t “eat” some key abilities or damage and it doesn’t do the “please stop damage for us” that people expect. I get that he’s a disrupt tank (like hammond, which is different than dive tank like winston/dva)…so block should be more disruptive.

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maybe they could buff block and he is magnetised so bullets go to him, shielding his team that way

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I can see this backfiring in a few ways, like sucking in an orisa javelin, or the entire spread of a shot gun. Doubly so on torbs high fire rate.

that and well wouldn’t work with beams.

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Getting rid of that stuff was a good thing, in my opinion. Most of that was exploiting bugs more than techs that were designed for the hero. That doom can’t do some BS rollout from a rooftop to one shot someone was one of the better changes they made going to OW2

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Funny thing is Doomfist as a tank was an idea for ages, one that a lot of people thought would work. But that was in OW1, when there were two tanks. Tank synergy let there be a main tank and an off tank.

Doom made a good off tank, some one able to disrupt the enemy and cause chaos. Being more about not dying and harassing the enemy then actual kills much like Wrecking ball. change to 5v5 and a single solo tank ruined DF just as they made him a tank…

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I respectfully disagree. It was never patched for the entirety of OW.
It was tech, not bugs. And it’s just as much ‘BS’ as anything in the game, like superjump or insert anything…like widow mine to block headshot.

Either way, rollouts and tech take work and preparation to execute. If someone is willing to put in that effort to diff themselves over the competition, that’s their fundamental right, freedom, and encouragement in gaming.

The entire point of gaming is to > others and not be held back by fakeness or rigging or bad design that takes away that expression.

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dps doom was fun, but he wasnt viable at all

some people say dps doom would dominate overwatch 2, i think the exact opposite, i believe dps doom would be ultra trash in overwatch 2 even more so than overwatch 1

tank doom is at least viable to play, even though he has an insane amount of counters he has enough mobility and defensive tools to stay alive (that is unless you get hacked, then slept, then shattered, in which case there is no outplay)

i do agree with dps doom being added to custom games though, that much blizzard should be able to provide for us

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Agree with this mainly because of Sojourn and map pools. The new push maps don’t have a lot of rooftop play. And 5v5 gameflow is part of it. You can imagine a 122 with df as dmg probably acting as offtank the way mei currently does.

And with the new crossplay rigging if you try and oppress thumb players as DF they just lag you out and let them reg u 4free.

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haha yeah true, maybe if block deflects like genji then

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If it needs to stay a block, most likely something along the lines of what sigma’s DM works would be the best bet. better overall survivability. even post block.

However Overlapping abilities. would probably not be the best idea. Guns sure, but abilities is kind of a muddy ground.

So who knows if they feel it’s an issue, they might make something new.

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Not just that but removing his uppercut completely takes away from the “fighting game character” style they claimed he would have in his character spotlight. I was absolutely in love with that because im a huuge fighting game fan and him having the shoryuken (uppercut, dragon punch, whatever you call it) was the coolest thing ever to me i just hope they can atleast redo the idea with a new character. cough cough kid that used the doomfist gauntlet in the trailer (feel like he would make a cool melee dps fighter even if he doesnt use the gauntlet)

Their are more fighting games with blocks then uppercuts, so you know… It’s technically still their.

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To go with that blocking in fighting games tends to slow the character down, if not stop them entirely in place.

As a 6-700~ hour doomfist main at this point, block slowing me down doesnt really bother me at all. Not everything he does needs to be about immediate mobility.

What does bother me is how vulnerable he is during block, and that they nerfed it back to 100.

We already knew 100 damage wasnt good to use- Which is why it was buffed to 90. He was already considered “bad” at 90- And it was dropped down to 80. Whoops, 80 was too much? Ok- back to 100

Pardon me, but W…what? Sure it lasts a blistering half a second longer now, but what that typically means is the enemy just looks at you blocking for an extra half a second.

Id only want 2 things for doom at this point: Bring block back to 90

And let block mitigate sticky nades. Every tank has a means to deal with sticky nades in one form or another- Doomfists only defense to these is “hey, dont get hit”. If theyre stuck to the front of doomfist while blocking, let him reduce the damage.

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This basically, it acts as a zarya bubble style charge mechanic. But doesn’t get any protection from stuns or other nasty effects that bubble would avoid.

At the same time still requires to take damage to his actual health, to get the most out of his signature tool. Something that he doesn’t have control over, or the tools to really catch people mid duel like a bubble on a teammate can.

It doesn’t feel good to use, even tho I like having the fist charge be on another ability.

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Once more blizzard animation team strikes with lazy work.
They didn’t want to make assets, or do work

So they made df move his fist up.

They made him look like facepalm at their effort and called it powerblock.