What do YOU propose we do for Doomfist?

Ayyyyy

God I hope it’s a 40 year old man from Lithuania

Doom needs to be fluid with a bit less power to make him still good but not feel oppressive also all the bugs he got need to be fixed to help

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i think people hate doomfist because they only understand that a good one will practically appear out of thin air and delete them with a combo and they kinda just have to pray that their teammates are as aware as they are of their imminent death.
i don’t think doom players really want to him to be easier, just for him to be more consistent
to that end, i think the best things that can happen would be to properly fix indicator slams and to add wordier voice lines instead of nondescript groans, some that would be easier to pick out in a fight to give people more time to react.
also make hand cannon recover ammo on a constant, uninterrupted cooldown like tracer’s blinks

To be honest I never played much against doom. If I play against good Doom I get completely rolled (Obviesly because I dont play good enough, not because of Doom)

I think what would help is making a single Doomfist engage less frustrating to deal with, but enable him to engage more

You could for example increase his mobillity in exchange for less damage, so a single abillity can mess you up so hard if you dont react properly, but as a tradeoff also give Doomfist more oppurtunities, for example by reducing his couldowns but reducing the damage of some of them

I feel like this would make Doomfists movement also more fluid again like in Doubleshield Meta

Doom is such a special case.

One could easily argue, a fight-game style character just frankly does not fit a FPS-hero shooter… but I like to think we can make him work.

The biggest issue is his mobility which in turn totally CC’s the target with very little counter-play. If Doom lands on you, you take damage, no opportunity, knocks you up then shoots you in the face… very little opportunity to counter-play. Doom RP’s you into a wall outside your LOS… little to no counter-play. Any changes to the kit need to address this fundamental problem.

I think he needs to be reworked to be a tank quite honestly. Rework RP to be a pile driver type attack through a line of characters like Rein’s charge, only more damaging. Remove wall damage entirely. That’s a good start.

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Very little opportunity for counter play??? You’re making it sound like you can react to bullets from hitscan heroes! You can physically see doom coming or predict where he’s gonna be with game sense and audio queues…
Having another support like brig peel for you or a dps like Cree makes him completely useless.
You have 1.5 seconds to not only shoot doomfist with a gun, hit him with abilities and strafe whilst he’s charging up rocket punch. For slam you can see him spamming towards you and that’s your chance to land an ability or shoot him and finally for uppercut you can stun/shoot him throughout uppercut whilst he has to wait 0.3 seconds to even do anything…
He’s really not hard to deal with once you have basic knowledge of the hero and start to think about where he could be, how he can get to you and what are you gonna do to stop him.

I am just giving the perspective on how it feels to fight against Doom, you are free to dislike it. OTOH, the point I am giving is on how the character is perceived which is a problem he has.

and no, often Doom can land on you at range with no sound effects. I have full audio, wear headphones, still in DM get landed on with zero warning. That being said, RP does offer warnings, but often in a melee no one can hear them in time.

I am not anti-Doom in the least, I think he is one of the most animation locked characters that there is. OTOH, the things people don’t like that continue to plague his acceptance are directly part of the kit. The problem is like Brig; once you are in his grasp its usually game over. People dislike that feeling a lot it seems.

I still say with is large hitbox and theme, a tank role would suit him better as everything he does is close in limited range damage like a tank.

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Nerf/remove passive and buff base kit. Also increase ultimate power and decrease radius.

Edit: Also, make punch damage distance based.

Someone suggested a really good tank rework a while back and it’s the only one I’ve ever liked. But you can combat doom with very little game sense, the “I can’t hear him slam over the roof” thing is stupid because you should be predicting him to do that anyway. I’ll have ana or zen players be constantly looking up at possible doom rollout spots in my games and this makes it practically impossible to play the rollout style and encourages a brawl style.
The rule of thumb against any flanker should be that if you haven’t seen them at all or in a while then they’re probably about to surprise attack you.

I would like to see the rework suggestion. OTOH, I disagree that Doomie’s just getting kills because the other player “lacks game sense”, that’s a little to narrow a view for my taste. I’ve even seen this defense used for Widowmaker which is laughable in many cases - you simply cannot be totally aware and predict where 6 enemy players are and track 5 more on your team constantly.

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I’d prefer they rework his ultimate from slam to a chain uppercut into a more narrow slam. Give the feel of an actual combo fighter attack while avoiding the pitfall of it being a melee High Noon.

Then you deserve to die to a hero if you completely ignore them…
that flanking hero is making space for his team via distracting you and taking your support away from your own team.

Bruh - no one is “ignoring them”. I mean with this kind of rhetoric you are just losing your ground on defense…

Anyhow, you know why people dislike Doom… it is what it is.

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You either ignore them and die or you deal with them and create space for the enemy team… it’s really quite simple

I think we are done here on analyzing Doom.

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Analysing all flankers…

Everyone knows why people hate Doomfist, it’s not a mystery

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A simple change would be to revert his uppercut recovery time nerf.

So from 0.35 back to 0.2.

Knowing Blizzard it will be closer to Recovery time to 0.33, and removed rocket Punch as an ability.