There are a GAZZILION of Bugs Plaguing Doomfist

Even though a lot of doomfist bugs were fixed, and are still being fixed(thank you blizzard a lot for that!), there are still a lot of bugs left on him.

All the bugs listed here, a CURRENTLY LIVE. Any fixed bugs are marked as FIXED, the post gets updated every time there is a new bug found, or bugs get fixed.

Reddit thread: https://redd.it/7qk793

Bug 1
Zarya bubble <-> rocket punch interaction - zarya’s bubble can’t be punched, doomfist goes through it instead. This has been the case since release, even when the rocket punch hitbox was massive.

If doomfist punches a bubbled zarya directly into her model, the bubble takes damage instead, which means doomfist punched the bubble. But if he tries to punch the bubble that surrounds her, it goes right through it. It should either ignore the zarya bubble in all cases, or none of them, like it is with all other shields.

  • 1.1 https://gfycat.com/CluelessJampackedAfricanrockpython

Bug 2
Rocket punch <-> uppercut interaction - uppercutting a doomfist that is charging RP will make him stay in place on release if doomfist is still affected by uppercut

  • 2.1 https://gfycat.com/BarrenForkedBanteng

Bug 3
Rocket punch <-> D.va interaction - the amount of knockback dva takes from rocket punch depends on whether she is shooting or not, which makes no sense.

  • 3.1 https://gfycat.com/PlaintiveAccurateDeinonychus

Bug 4
Rocket punch <-> Orisa interaction - the amount of knockback Orisa takes from rocket punch depends on whether she is shooting or not, which makes no sense, again.

  • 4.1 https://gfycat.com/QuarrelsomeWeightyCarp

It isn’t applied only to doomfist’s RP knockback, all knockbacks depend whether orisa/dva is shooting or not, here is a live example vs winston ult:

  • 4.2 https://clips.twitch.tv/BloodyDarlingAxeJonCarnage

Mercy is slowed down while rezzing but she is knocked back fine.
Rein is slowed down when holding the shield but he is knocked back fine.

Shooting itself doesn’t change the knockback amount on any other character beside orisa/dva, so it is the slow down effect, but the slow down effect itself is not consistent with rein/mercy either. So it is a bug.

Bug 5
Lucio aura <-> RP interaction - while being in healing aura, lucio is knocked back a little bit farther by rocket punch, than while being in speed aura. It should be the same.

  • 5.1 https://gfycat.com/DifferentDetailedIndigobunting - till boop sign in healing aura, not reaching boop sign in speed aura ¯\_(ツ)_/¯

Bug 6
Rocket punch can be jumped over - it is possible to jump over rocket punch if the jumping target is even on the smallest slope, sometimes even on flat ground. Even though this has been claimed to be fixed in a recent patch note, the footage is taken on the patch on which it has been claimed to be fixed.

  • 6.1 - https://gfycat.com/DecisiveHiddenHummingbird
  • 6.1.1 https://www.youtube.com/watch?v=KEAmhLdHa8A - youtube slowed down version, use cog below to set .25 speed
  • 6.1.2 https://gfycat.com/ActiveDimpledAplomadofalcon?speed=0.125 - gyphy slowed down version
  • 6.1.3 https://i.imgur.com/BC3NoBw.png - one frame, doomfist’s head is in rein’s !@#. Not funny.
  • 6.2 https://gfycat.com/AromaticGorgeousAsiaticgreaterfreshwaterclam - RP being jumped over on flat ground.
  • 6.3 https://clips.twitch.tv/TangibleFantasticGarlicDancingBanana - blatant ghost punch

Bug 7
Wallride <-> uppercut interaction - uppercutting a wallriding lucio sends him into the stratosphere instead of hovering him at doomfist’s height. It knocks him up more than it knocks up characters that are uppercutted in the air/on the ground, even considering the height difference between lucio and doomfist. It isn’t consistent with how uppercut affects grounded or aerial targets, so i assume it is a bug. Maybe it is related to Bug#12.

  • 7.1 https://gfycat.com/GrayFakeDormouse

Bug 8
Genji’s Dash <-> RP Interaction - Genji’s dash ignores the stun and the knockback effect, and continues to travel until it stops by itself.

  • 8.1 https://streamable.com/dlyoh - dash ignores the stun and the knockback continuing along its path
  • 8.2 https://streamable.com/f5jct - genji pins himself into a wall after ignoring the punch stun and knockback, because his dash ended near a wall

Bug 9
Lucio boop <-> Seismic slam interaction - if lucio boops doomfist just at the same time as he is about to trigger the wave from the slam, the wave appears but has no effect, no damage or soft CC from it.

  • 9.1 https://clips.twitch.tv/RespectfulImpossibleAlfalfaPeanutButterJellyTime
  • 9.2 https://streamable.com/zf4rq
  • 9.3 https://streamable.com/8lbds
  • 9.4 https://streamable.com/7mp6c
  • 9.5 https://streamable.com/njwbj
  • 9.6 https://streamable.com/ia1j6 - 4 tries, 1 and 4 bugged, 2 and 3 worked

Bug 10
Call mech <-> rocket punch interaction #1 - if D.va is in call mech animation, her mech is immune to knockbacks of any kind.

  • 10.1 https://gfycat.com/LinearHonoredKoodoo
  • 10.2 https://clips.twitch.tv/SpotlessRealNuggetsPeoplesChamp

Bug 11
Seismic slam cancel bug - sometimes slam gets stuck on objects and is just canceled completely. No wave, nothing, it just goes on cooldown. While it has been claimed to be fixed in patch notes, it still happens all the time as if it wasn’t fixed at all. All footage is taken after it was claimed to be fixed.

  • 11.1 https://clips.twitch.tv/CoyBusyOpossumOpieOP
  • 11.2 https://gfycat.com/InnocentFearfulBorderterrier
  • 11.3 https://gfycat.com/GrizzledEducatedDogfish
  • 11.4 https://clips.twitch.tv/PrettiestLightHareMrDestructoid
  • 11.5 https://clips.twitch.tv/HelpfulAntediluvianSpiderRalpherZ
  • 11.6 https://gfycat.com/TerrificSlushyCassowary
  • 11.7 https://clips.twitch.tv/FrozenBovineBananaWTRuck

Bug 12
Uppercut <-> wallclimb interaction - uppercut doesn’t disconnect enemies from the wall, even if they are uppercutted away from the wall. It is as if the knockback from the uppercut doesn’t exist.

  • 12.1 https://streamable.com/wragk

Bug 13
Orisa halt <-> seismic slam interaction - if doomfist is caught by halt during his slam animation, the slam will trigger the floor wave in the air, hitting nothing, or will just cancel.

  • 13.1 https://clips.twitch.tv/BoldCalmOryxFloof
  • 13.2 https://gfycat.com/JaggedBogusHuia
  • 13.3 https://gfycat.com/MasculineTatteredCreature

Bug 14
Bastion tank transform <-> uppercut interaction - if bastion is uppercutted while transforming, he won’t be knocked up at all.

  • 14.1 https://gfycat.com/GleamingPlushLeafwing
  • 14.2 https://clips.twitch.tv/LaconicHyperCaterpillarPanicVis

Bug 15 (fixed by patch 1.20.0.2.43435)

FIXED

Dva call mech <-> RP interaction #2 - when dva calls mech, the mech hitbox is there before the actual model is there, which means RP hits the mech and doesn’t cancel the call mech ult.

As seen in the examples below, if dva is punched before her mech is dropped down, her ult isn’t interrupted by the stun, because not the mini dva is hit, but the invisible mech hitbox, the mech that isn’t dropped yet. But if she is hit from behind in the same moment of her call mech animation, it interrupts the ult, because the invisible mech is not obstructing the punch.

The bug is her mech being there before it is actually there. The mech hitbox shouldn’t be there before the actual mech model is there, it is just misleading.

  • 15.1 https://streamable.com/fsngb - from the front it hit the invisible mech
  • 15.2 https://streamable.com/44pqt - from the back it interrupts the ult, but it still has no knockback

Bug 16
Incorrect ult landing - the landing indicator and the actual landing positions are incorrect near height differences in terrain.

  • 16.1 https://gfycat.com/SkeletalCandidClumber
  • 16.2 https://gfycat.com/ElasticDirectBooby
  • 16.3 https://clips.twitch.tv/TangentialModernPlumberPhilosoraptor
  • 16.4 https://clips.twitch.tv/PunchyPolishedPorpoisePanicBasket
  • 16.5 https://gfycat.com/ConventionalBrownIndochinahogdeer

Bug 17
Ult UI getting “stuck” - if you die shortly after activating your ult, the ult ui can remain on your screen after respawning.

  • 17.1 https://streamable.com/80rng

Bug 18
Junkrat ult <-> any DF skill interaction - none of the skills seems to affect junkrat, no knockback of any kind. It is weird because there was a patch in which junkrat was displaced by RP. However, this is not the case on PTR 1.19.1.0.42530

  • 18.1 https://gfycat.com/AffectionateWhichDugong

Bug 19
Slam no reg - slam doesn’t register sometimes.

  • 19.1 https://gfycat.com/EvenEthicalAmericanredsquirrel
  • 19.2 https://gfycat.com/PlumpDeafeningHorsefly
  • 19.3 https://gfycat.com/BoldBarrenAmurminnow
  • 19.4 https://gfycat.com/MessyDarlingAnnelida
  • 19.5 https://clips.twitch.tv/ExpensiveProudCaribouPrimeMe
  • 19.6 https://streamable.com/5xnfr
  • 19.7 https://gfycat.com/FluffyFoolishFlamingo - on flat ground with no corners, slam just didn’t affect soldier
  • 19.8 https://gfycat.com/UntidySpecificBichonfrise
  • 19.9 https://gfycat.com/DearestGargantuanAmberpenshell
  • 19.10 https://gfycat.com/UncomfortableSimplisticCowbird

Bug 20
Rocket punch <-> jump pad interaction - if rocket punch ends at a jump pad, doomfist gets bounced in a non intuitive way

  • 20.1 https://www.youtube.com/watch?v=-d7ndikTwOA

Bug 21
Rocket punch <-> lucio boop interaction - added with the patch 1.19.1.3.42563. If lucio boops doomfist just before rocket punch gets released after charging, doomfist get’s “stuck” in place, just like bug #2 in this same thread.

  • 21.1 https://streamable.com/e6rq4
  • 21.2 https://gfycat.com/DecisiveAcclaimedIberianbarbel

Bug 22 (fixed by patch 1.20.0.2.43435)

FIXED

Rocket punch has no environmental kill credit - added with the patch 1.19.1.3.42563. If people get knocked into a pit with rocket punch, no kill credit is granted.

  • 22.1 https://streamable.com/npvwk
  • 22.2 https://streamable.com/7ydzb

Bug 23
Rocket punch <-> rocket punch interaction - added with the patch 1.19.1.3.42563. Two doomfists rocket punching each other don’t get knocked down sometimes, but instead knock each other back.

  • 23.1 https://gfycat.com/ColorlessFrighteningFunnelweaverspider

Bug 24
Rocket Punch Stun Ignore - added with the patch 1.19.1.3.42563. Sometimes characters can do actions(skills) right after they are rocked punched, which makes no sense since RP has a slight stun.

  • 24.1 https://streamable.com/pznue
  • 24.2 https://streamable.com/6jy2w - tracer blinks right after getting punched, which should be impossible
  • 24.3 https://youtu.be/40fmBY_NNwQ?t=11 - moira doesn’t take wall impact damage, even though she hits the wall and leaves a splat decal there.
  • 24.4 https://clips.twitch.tv/AthleticHelplessStarThunBeast - tracer gets punched, then she immediately blinks forward and flies bacwards from the knockback. Her being able to blink when the stun is active is the bug.
  • 24.5 https://youtu.be/7RNcQGvqBA0 - tracer blinks during the stun

Bug 25
Sliders are back - added with the patch 1.19.1.3.42563. Sometimes punched characters slide if they are knocked back against a wall that isn’t full character height, or hit it just at the right height where the wall doesn’t cover the full character height in the position of collision. This was a pin before the patch, which can be proven by the bot in the training ground as a control subject.

There are also plenty of example of classic sliders against a full height walls.

  • 25.1 http://plays.tv/video/5a5581088c8a897235/no-more-railing-kills- - this was a pin every time before the patch
  • 25.2 https://streamable.com/7joyg - mei bounced upwards and firther back instead of being pinned
  • 25.3 https://clips.twitch.tv/FlaccidRenownedOwlPeanutButterJellyTime
  • 25.4 https://streamable.com/w4n5j
  • 25.5 https://youtu.be/iSo8fHsQF68?t=16
  • 25.6 https://gfycat.com/SeveralDelightfulDarwinsfox
  • 25.7 https://gfycat.com/OrdinaryWetCattle - not sure if it is related, but since it is a slider, i’ll put it here
  • 25.8 https://gfycat.com/UnlinedAdoredAmazondolphin
  • 25.9 https://gfycat.com/JointBarrenCurlew
  • 25.10 https://clips.twitch.tv/InspiringJazzyLouseKappaPride
  • 25.11 https://gfycat.com/ValidAmusingHoiho - slider even against a tall wall
  • 25.12 https://gfycat.com/PopularDefiniteGuineapig
  • 25.13 https://gfycat.com/NegligibleIllustriousFawn
  • 25.14 https://gfycat.com/UncommonUnevenElephantseal - this is a classic type of slider
  • 25.15 https://clips.twitch.tv/ObservantCarefulChamoisShazBotstix
  • 25.16 https://gfycat.com/WebbedIdioticFlee
  • 25.17 https://gfycat.com/OrdinaryIdealisticFerret
  • 25.18 https://gfycat.com/FragrantRespectfulDikkops
  • 25.19 https://streamable.com/06n9s
  • 25.20 https://clips.twitch.tv/SillyObedientCurryBlargNaut
  • 25.21 https://youtu.be/jDJ5SbPUSos
  • 25.22 https://www.youtube.com/watch?v=wj_xHYUlO7M
  • 25.23 https://youtu.be/nEt8Jz9mAtg

Bug 26
Ghost punch - instead of connecting, rocket punch goes through the target.

  • 26.1 https://clips.twitch.tv/FreezingCulturedChowderYouDontSay - This is some case of ghost punching, it happens less often after a few patches, but it still happens. When slowed down to .25, in the kill cam it can be seen that doomfist moves genji to the side while traveling through him, instead of hitting him. It is really odd
  • 26.2 https://clips.twitch.tv/EnchantingMushyFloofPJSugar - if looked at in .25 speed, doomfist moves winston to the left instead of punching him
  • 26.3 https://gfycat.com/PlasticFrequentArmyworm - going through it frame by frame, it looks like a fringe case but it still feels like it should be a hit
  • 26.3.1 https://i.imgur.com/Cbs1S9m.png - orisa takes half of his screen at point blank distance
  • 26.4 https://youtu.be/p9mUvf1YNAQ
  • 26.4.1 https://i.imgur.com/of4v8We.jpg
  • 26.5 https://www.youtube.com/watch?v=hWbcwKTJDH4

Bug 27
Rocket Punch isn’t fully breaking railings - if railing are being punched parallel, as in head on into their sides, they don’t always break.

  • 27.1 https://streamable.com/pj3bx

Bug 28
Rocket punch <-> torbjorn hammering interaction - if torbjorn gets pinned while hammering, his hammering animation bugs if left click is held.

  • 28.1 https://gfycat.com/GiftedSlimyEel - torbjorn pov
  • 28.2 https://gfycat.com/PiercingWarlikeBorzoi - doomfist pov
  • 28.3 https://gfycat.com/PlumpCheerfulLacewing - live match example

Bug 29
Slam considers other characters as floor - when it comes to deciding what version of slam to output, a grounded one or aerial one, it considers characters are floor.

Characters should not be considered as a platform that can be stood on, the only thing it does is it randomly makes the slam skill work not like it is expected it to work. The only deciding factor in choosing which version of E to output should be the altitude from the floor, ignoring characters.

  • 29.1 https://gfycat.com/JaggedCheerfulHerring - example with pharah, patch 1.19.1.3.42563
  • 29.2 https://gfycat.com/BlaringNegligibleBooby - example with dva, patch 1.19.1.3.42563
  • 29.3 https://clips.twitch.tv/CalmAmazonianTriangleFeelsBadMan - live example

Bug 30
Rocket punch <-> symmetra teleporter interaction - punching through a friendly teleporter has highly inconsistent results, sometimes it teleports doomfist, sometimes doomfist phases through the teleporter like it is not there.

  • 30.1 https://gfycat.com/JovialPlayfulAmericanblackvulture

Bug 31
Df skills <-> junkrat trap interaction - if doomfist RPs into a trap, his cooldown does’t start ticking until he is out of it. If he uppercuts into a trap, the cooldown timer shows nonsense.

  • 31.1 https://streamable.com/aypf1

Bug 32
Uppercut&RP <-> graviton interaction - graviton stops the cooldowns of rocket punch and uppercut from ticking.

  • 32.1 https://gfycat.com/ThirdHighlevelFieldspaniel

============================================================
Movement Changes Patch (1.19.1.3.42563) Broke Some Tech

There is tech on doomfist called jumppunch and turnpunch, and they both have been affected by the patch, turnpunch has been partially removed from the game(huge nerf).

Jumppunch Tech Explanation

Jumppunch is when doomfist cancels his RP with space to get extra distance. This tech has been affected by the patch in the following way: when space is pressed to cancel the RP, doomfist jumps out of RP a little bit later than before, and regains control of the character a little bit later too. This makes it feel more sluggish and unresponsive.

Turnpunch Tech Explanation and the Problem

Turnpunch is this: https://clips.twitch.tv/SavageAmusedLEDWOOP
Because turn punch is based on jump punch, it is now harder to do the turn punch, and by harder i mean it has more delay and feels a lot more sluggish, because the jump punch itself has more delay and is very sluggish.

But the most important thing, the turn punch that could be done before on early canceled rocket punches, is no longer possible to do, it’s tech removed from the character, which is a huge deal.

Turn punch is impossible to do on a rocket punch that is canceled early in the RP animation, as opposed to previous patch where it worked fine.

This is(was) a small turn punch:

  • https://youtu.be/l9vs0b6yqn8?t=414

After movement changes patch, it is impossible to do it anymore.

Here are a few other people reporting this same issue:

  • https://us.battle.net/forums/en/overwatch/topic/20760966249
  • https://us.battle.net/forums/en/overwatch/topic/20760768660
  • https://clips.twitch.tv/NurturingIgnorantBaconDoritosChip - movement patch day 1, direct feedback
  • https://clips.twitch.tv/ResourcefulAlertFloofMrDestructoid - movement patch day 1, direct feedback

============================================================

Hard to Replicate and Pin Down Bugs
  • A.1 https://streamable.com/ky3ts - a slider, even though sliders are almost non existent now, this footage is very peculiar and looks like a slider. Footage taken after sliders were fixed.
  • A.2 https://clips.twitch.tv/AmusedObliviousScallionStoneLightning - looks like if D.va boops doomfist with her boosters, the rocket punch doesn’t travel any distance upon being released. I tried to replicate it on 1.19.1.0.42530 PTR, but couldn’t do it, so it is either fixed or i’m doing something wrong while replicating.
  • A.3 https://clips.twitch.tv/OptimisticPoisedBurritoGrammarKing - if looked at in slow speed, doomfist releases his rocket punch, then he gets stopped by the reinhardt swing and moved to the side, then DF continues his rocket punch. It doesn’t look right, i tried to replicate it on 1.19.1.0.42530 PTR, but couldn’t do it. It is either fixed or very hard to replicate.
  • A.4 https://gfycat.com/OptimisticSecondhandAnhinga - the rocket punch refused to work at all
  • A.5 https://gfycat.com/ShockingUnpleasantBluet - questionable slider, footage after the slider patch
  • A.6 https://gfycat.com/BountifulScrawnyDassie - questionable slider again, footage after the slider patch
  • A.7 https://gfycat.com/LikableIllinformedAmurminnow - this doesn’t look right at all, A.9.1 is a frame by frame breakdown
  • A.7.1 https://streamable.com/lgc3t - looks like doomfist phases through rein’s back and gets into his pin zone, somehow.
  • A.8 https://gfycat.com/FairJaggedDassierat - rocket punch doesn’t travel any distance, it’s “stuck”
  • A.9 https://plays.tv/video/5a5673483ccf7ba78b/thx-blizzard - something weird happened here with doomfist ultimate, it didn’t kill mercy, when it should have killed her every time with that impact.
  • A.10 https://clips.twitch.tv/LachrymoseCheerfulLadiesKeepo - the shot didn’t register

============================================================

I really hope for the community’s help to keep this thread alive. Thank you everyone who participates!

============================================================

Edits:
  • 2018.01.08 - added examples: Bug 20, 20.1, 16.4
  • 2018.01.09 - added examples: 6.3, 19.5
  • 2018.01.10 - added examples: Bug 21, 21.1, 21.2, Bug 22, 22.1, Bug 23, 23.1, A.10, A.11
  • 2018.01.11 - added examples: 19.6, A.11
  • 2018.01.12 - added examples: Bug 24, 24.1, 24.2, Bug 25, 25.1, 25.2, 25.3, 25.4, 25.5, 25.6, 25.7, 25.8
  • 2018.01.13 - added examples: 25.9, 25.10, 24.3, 19.7, 25.11, 25.12, 25.13
  • 2018.01.14 - moved A.1 A.6 A.11 to Bug 26 as 26.1 26.2 26.3; added examples: 25.14, Bug 26, 26.3.1, 26.4, 26.4.1, 26.5, 25.15, 11.7, 19.8, 19.9, 19.10, 25.16, 25.17, 25.18, Bug 27, 27.1, Bug 28, 28.1, 28.2, 28.3, 25.19, 22.2, Bug 29, 29.1, 29.2, 29.3, 25.20, Bug 30, 30.1, 24.4, A.13
  • 2018.01.14 - added “Movement Changes Patch (1.19.1.3.42563) Broke Some Tech” section; added examples: 25.21, 25.22, 24.5, 25.23
  • 2018.01.25 - added examples: Bug 31, 31.1
  • 2018.02.09 - added: Bug 32, 32.1; Marked as fixed: Bug 15, Bug 22
  • 2018.02.18 - added: 16.5
36 Likes

Even the bugs that have been fixed seems to still be there. My seismic slam sometimes doesn’t hit people and I still ghostpunch a tons. It’s super annoying and the fact that he is countered super hard by 3/4 of the rooster makes playing him a chore. It makes me want to stab myself in the eyes.

Also seismic slam is SUPER weird to use? Sometimes the blue indicator is somewhere but activating it doesn’t land you there at all. Sometimes it appears but never activate .

I feel like they need to give him back some of his old mobility, getting on high grounds feels like RNG and so wonky.

3 Likes

These have not been fixed. From the whole list, there are 2 bugs that are marked as fixed. Every single one of them that isn’t marked, it is there, currently on live servers, working. I mean, bugging.

I know exactly what you mean. I feel you.

4 Likes

Thank you iSinner, I tried to repost my bug thread but it wouldn’t allow the links and there were too many to change.

2 Likes

Aren’t these getting addressed as they are buffing him a bit?

If there are really this many bugs why aren’t they reworking him.

1 Like

THIS POST IS DISREGARDING HIS BUGS

To be fair, a lot of people agree with me that he is a weak choice. However, there has been a lot of people who think he is completely balanced as is. This thread is for those people. I’m going to attempt to do my best to explain my reasoning for believing he is in a bad spot.

1.) His original design philosophy

When Doomfist was first released he played much differently, Rocket Punch was his main damage tool and the other 2 abilities were his escapes. You may remember how large the hitbox for RP was back then, and how unfun it was to play against. I believe it was only because of his major exploitable weaknesses and large model hitbox that Rocket Punch was designed to be that powerful. To balance the power. However, the dev team swiftly shrank the size because everyone was (understandably) in an uproar. That’s all fine and good, but they nerfed Rocket Punch without doing anything about the reason it was allowed to be so powerful in the first place: Doomfist’s weaknesses. He was a flimsy knife with a sharp edge, they took away his edge and didn’t reinforce the body enough to make him a club. He’s just a useless piece of metal now, if that analogy makes any sense.

2.) Comparably Bad

This post I made comparing him to Genji/Tracer speaks my point:

"Say Doomfist was completely fixed and worked exactly as intended.You are in the hero select screen, you are equally good at Genji, Tracer and Doomfist. In what situation would you pick Doomfist over either of those 2? Let’s look at a few things:

What do they all have in common?
High burst potential, high mobility and heavy ability reliance.

What do Genji and Tracer have over Doomfist?
Small hitbox, More sustain (Tracer recall), More opportunities to escape (Genji reflect + dash reset), Ability to deal significant damage at medium range, Straight up higher value ultimates, More reliable damage as a whole, Many less counters, Abilities trigger faster, They both combo better with more heroes, Faster movement speed, and they both aren’t completely reliant on their cooldowns.

What does Doomfist have over them?
250 hp, A (POTENTIAL) 250 damage charge on a 4 second cooldown, Arguably more mobility, Faster burst than Genji, A way to gain (very temporary) shields, An ult that makes him immune to damage, and he has a lot of CC."

When you are looking to play a high mobility dps, in what situation would you see this comparison and say “Doomfist is the better choice”? If you know a scenario where he would be better than Genji OR Tracer tell me because I definitely can’t think of one, and I main the hero.

3.)Barely any sustain

I like the idea of his passive, it rewards good players for hitting their abilities consecutively. Sounds good on paper, but when you find out he only get’s 30 shields per hit and they drain faster than a dollar store battery, it becomes negligible in most situations. His passive has saved me a handful of times, don’t get me wrong, but more often it’s the case where it does virtually nothing. The problem is that after you get 30 shields they are already at 26 by the time someone shoots you from the natural decay, the majority of attacks in the game do more damage than the shields give, and most heroes can out DPS you before you get enough shields to matter. The only time his passive is worth anything is after his ult, but even then you are vulnerable for a second after you land. Even with 400 health I can still be bursted down in that brief period. Speaking of…

4.)His Ult is the worst DPS Ult in the game

Let’s examine everything Meteor Strike does:

Makes him invulnerable for 4 seconds, gives you 75 shields per enemy hit, let’s you move freely over the whole map, deals 300 damage at the center and less as it goes out, has a one second timer after you strike before you come down and finally, it leaves you vulnerable for approximately 1 second after you land.

Those first three functions of Meteor Strike are completely fine, but the last three are where our problems lay. 300 maximum damage is only 50 more damage than you could do with Rocket Punch and that’s on a 4 second cooldown. I know his ult has a lot more functionality for him, but only 300 maximum damage for an ult is pretty pathetic. The only thing it’s really good for is running away. Maybe you’ll say

“But Rightwardsky! His Ult isn’t really supposed to be used for damage, it’s supposed to be for quick assassination, escape, and for shields!”

You have a point, however, quickly assassinating a target is much more difficult than any other DPS Ult do to the easy escapes most heroes have, the low overall damage, and the brief period before you come down.

“Well you could always just get the shields and use your health to destroy!”

That’s when I would mention the moment of vulnerability after you land. If you miss and there is more than one enemy there, they can easily focus you down before you finish the Meteor Strike animation.

5.)Risk vs. reward

Doomfist has a very high risk to himself with very little reward to compensate. When he was first released, I would say the large hitbox on Rocket Punch WAS his reward to make up for the risk. Since it was shrunk, the amount of risk associated with trying to Rocket Punch an enemy has more than doubled with no extra reward to make up for it. Anybody who has played him for a few hours knows his shields from his passive barely do anything in most situations, so that doesn’t make up for the risk either. He could use Slam plus Uppercut to escape and make up for it, but the cooldowns of 7 seconds are just too long to be reliable.

If you look at Genji, the risk to himself is that he has to get close to the enemy to secure a kill. The reward for doing so is a reset on his dash to quickly make an escape. Doomfist has much of the same risk, but a bigger model, no cooldown reset, and no way to defend. Here is the part where I refer back to my 2nd reason, why would you ever pick Doomfist over Genji or Tracer?

All in all, he’s a hero that when mastered can feel unstoppable, but I hope that maybe some of my points may persuade you to believe that he really is in a bad spot. Thank you for your time. I will add more reasons why I believe Doomfist is underpowered in his current state as more come to me.

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You forget to mention one thing. In current meta, he have lots of counters and playing against his counters much harder than other heroes.

His kit seems so well fit for a displacement based tank but they had to make him an underpowered offense hero.

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I don’t know what is being addressed, but i’m marking what is fixed as the patches drop. So far, there have been 2 bugs fixed since i posted this, which was 1 month and a week ago.

The pace of it isn’t promising at all.

If they buff him in any way you can count on it taking several month. The slow pace is killing this game. I’m not even playing Quickplay or competitive anymore, I only play deathmatch because the regular game modes feels like “hot garbage” to me right now, I’m sick of it.

But anyway, I just wish I could play doomfist without face palming myself every 5 sec. It’s agonising.

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This is out of the scope of this thread. This thread focuses on his bugs and undocumented changes only.

It is already a lot of info, focusing on anything more would be cluttering the thread too much.

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I don’t play Doomfist, but I still hope the team can find a way to fix these bugs, they really stink : )

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what about this idea .

buff him first . fix the bugs later

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As always, incredible work that will continue to be ignored by the team. Doomfist remains a bug riddled mess and despite the astounding work from the community, far more than any other hero has while receiving attention I might add, he’ll likely remain untouched in this respect.

Hand cannon buffs are all we’re getting, it seems.

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I consider this a wrong approach. It would be like trying to build a home on a broken foundation.

Yes you can do that, you can rebalance him before fixing the bugs, but once you fix the bugs, the balance is all out of place and you need to re-balance him again, which kinda renders your previous buffs obsolete, or wrongly placed.

I would fix the foundation first, fix his most intrusive bugs first and with high priority. After you have done that, and there are no more huge balance-swinging bugs left, only minor ones, you can start re-balancing him. This approach seems more effective to me.

Devs themselves said they wanted to fix his bugs first before buffing him, i don’t know why are they not following their own direction.

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Well, my forum listing in extreme detail of why Doomfist is underpowered was just locked and I was redirected here.

Umm, not sure why. Maybe the forum has a check for similar text? was the post similar to what you left here?

I’m not sure why, sorry friend.

Huh, just saw that I posted that thing about the 6th reason here instead of on my now-locked thread. Must have redirected me. Weird.

what if symetra was bugged?

but she’s gonna get a rework soon .

why bother fixing bugs on heroes that are gonna get changed soon?

if doomfist gets buffed most of the bugs might not need to be fixed

Symmetra is a different case. She might get an overhaul, in which case you are right, no point in fixing bugs in skills that are going to be gone soon.

But this is not the case with doomfist, there was no overhaul mentioned by any of the devs at any time since his release. All doomfist received so far is number tweaks, and there is no plan to overhaul any of his skills. So fixing bugs is still very very relevant.

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