While I do agree that Rocket Punch needs a nerf, the new charge time is just, to put it plainly, too slow. The punch is the most crucial part of Doomfist’s kit, as it not only deals the most amount of damage, but is also key to his ability to be dynamic in a fight, moving in and out swiftly. Perhaps a slightly longer cooldown duration? Perhaps a charge time of 1.2 seconds (vs 1.0 on live, 1.4 on PTR)?
I was expecting them to nerf its knock back range, personally.
most annoying part is that it will mess up my muscle memory
no it s not it s a small nerf
in some situation it s even a buff because you can stay in the rocket punch threatening position longer to kill someone who s coming contesting area or taking more time to choose your target
getquakedon TOP 1 doomfist think the rocke punch change is a actually a buff for him
This. Very rarely do I find myself not having a surface 20 m behind me.
20 m is a very long distance. You are bound to hit something unless you were hit directly straight into an empty payload path.
I mean if enough of the community complain about it they usually cave in.
Its more nerf to your escape since you’ll drop down at ground level if you charge that fully.
So you’ll have to use it without fully charging it, meaning less distance.
We’ll just have to stick to the old adage “Get in from the Top, Get Out to the Top” more.
Know your high grounds and relearn your timing.
If you rely that much on Rocket Punch to kill, you’re not that good with Doomfist anyway, and it barely does anything to his escapability.
I would just like to add, if double Shield dies. Your Punch Bot days are over.
So it won’t matter if the RP charge got nerf or not, without protection while charging your just a big target.
So back to basics with the combo and be disciplined to use RP for surprise corners or drops only. Learn to follow RP with a quick primary fire for good measure.
No more charging in front of the enemy because of Shield cover.
I ain’t disagreeing with your 1.2 nerf btw but we must accept the 1.4 is the one going through.
I think doomfist players forget how good his other abilities are. And i dont think they touched his ult. Its not really hard to use, but then again neither is sym shield, emp, bob, blizzard, molten core, coalescense, valk, rally, minefield, boongo. You could say “every ult in the game is q to win” but some actually have consequences. High noon and visor are very likely to get you killed. Riptire gives you free kills but leaves you vulnerable to die. Shatter can be blocked. Trans and sound barrier often have to be anticipated.
I stopped talking about doom, my bad. His ult is ez
I think it’s underkill
Doomfist’s kit should be less reliant on rocket punch for kills.
Yet they nerfed every single one of his abilities, EXCEPT Rocket Punch, last year during the Winter Wonderland Event.
I blame Jeff…
Seriously thou, Doomfist’s Rocket Punch is primarily used for mobility by the majority of Doom mains… It’s just that there are many players who don’t know how Doomfist works, so they Rocket Punch into the enemy team.
Lol no.
No it’s not “overkill”
Rocket Punch is a potential (very high potential) OHKO on 4 second cooldown and doubles as high mobility
You can’t have a loaded ability like that on a 4 second cooldown with the context of his other high damage, high mobility cooldowns and not expect it to be rough around the edges
a lot of doom’s “BS-ness” comes from the fact that he can come from nowhere and one shot a hero. Rocket Punch isn’t a particularly hard ability to use, compared to a widow headshot (which i also find to be lowkey BS, but that’s besides the point". I think toning it down so that it’s used more for mobility/initiation rather than “hey let’s halt this character so that way doom can one shot the hell out of him”.
which is actually a great thing . its a nerf for low rank doomfists as they rely more on RP for killing rather than mobility like high levels do. wont affect high level play or as hypothesized might even be a buff.
OP, no.
“Highest damage part of his kit,”
- His primary fire is 520dps burst.
- His ability combo (full charge slam, headshot, uppercut headshot) is 325 damage. And it’s skill based. That combo is do-able and I have performed it numerous times.
- It’s lowering the number of punch, uppercut slam doom’s, which is a fantastic change. I am a Doom main, and watching other players just use punch and nothing else is deeply saddening. They only picked Doom to abuse the power of Punch.
I will run him on PTR and test today, been meaning to. I think the intention is that you cannot get full benefit all the time - you will need to “let go” on shots without full charge so this gives more opportunity for damage but not outright kills all the time. It may be that Blizz wants you to reserve full charges for high health targets of opportunity.
Well, that’s the issue! This particular change to Rocket Punch is counter productive.
There are several rollouts that will no longer be possible because of this increase in charge time.
They should have nerfed the damage or knockback instead.
Gooooooood
\20 chars of slam uppercut combo bs