You know what
Realistically, I may try a little something in workshop tomorrow
Doomfist
The Best Defense (Passive)
- Successfully landing an attack on an enemy heals allies within a 20 meter radius for 45 + 9% of their max health over 3 seconds //
(Does not heal Doomfist) - Passives not triggered by meteor strike will not stack or extend the duration but will restart the duration
- Has a 1.5 second cooldown
Hps for all current max health values
- 150 Max HP = 19.5 healing per second
- 200 Max HP = 21 hps
- 250 Max Hp = 22.5 hps
- 300 Max Hp = 24 hps
- 400 Max Hp = 27 hps
- 450 Max Hp = 28.5 hps
- 500 Max Hp = 31 hps
- 600 Max Hp = 34 hps
- Shield decay increased from 3 to 5 shields per second
Hand Cannon
- Damage per bullet reduced from 6 to 1
- Maximum ammunition increased from 4 to 9
- Can optionally do a full reload animation of a 1.35 second duration
- (Automatic) Reload time per shot decreased from .65 to .45 seconds
- Recovery between blasts reduced from .33 to .18 seconds
- Critical event multiplier for headshots is increased from 2x to 2.5x
- Minimum damage from fall-off is increased from 30% to 50%
- Projectile speed is increased from 80 to 100 meters per second
Seismic Slam
-
Minimum damage lowered from 49 to 5
-
Maximum damage lowered from 125 to 55
-
Damage scales 25% faster
-
No longer forces Doomfist to leap forward
-
Simultaneously grants allies within the targeted area of effect 50 shield health over 1 second decays for 25 shields per second after 4 seconds
Rocket Punch
- Minimum (impact) damage decreased from 49 to 20
- Maximum (impact) damage decreased from 100 to 20
- Minimum (wall) damage decreased from 49 to 5
- Maximum (wall) damage decreased from 150 to 80
- Passing through an ally heals them for a minimum of 20 health and a maximum of 60 health, based on the charge time
- Charge time reduced from 1.4 to .9 seconds
- Movement speed (maximum) reduced from 45 to 34 meters per second twice as fast as guardian angel’s movement speed
- Heal (self) for 35 health per second during cast
- Duration for which the punch can be held increased from .5 to 1.25 seconds
- Cooldown increased from 4 to 5 seconds
- Cooldown begins upon ability activation
kind of necessary to adjust the cooldown since his punch does stun the target
Rising Uppercut
- Area of effect damage application increased from 5 to 7 meters
- Now ignores barriers
- Damage decreased from 50 to 35
- Movement speed increased from 10 to 15 meters per second
- No longer knocks enemies in the air
- Sends out a burst magenta/gold/etc depending on the skin and weapon color ring/aura visible by all allies over a 20 meter radius
- Recovery time reduced from .35 to .1 seconds
- Air lock duration decreased from .6 to .5 seconds
- Increases the maximum lateral and vertical speed including jumps by 30% for 2 seconds for all allies within a 20 meter radius upon cast
- Cooldown now begins at the end of the ability’s duration instead of upon cast
Meteor Strike
- Ultimate cost increased by 24% (1680 to 2080) (may need to be adjusted as this is tremendously lower than sound barrier at 2940 and Rally at 2800 but it’s not like Meteor Strike is very strong)
Some math:
- At an ult cost 2080 and assuming Doomfist will average 11k healing and 4k damage per 10 in a good match as well as passive ult charge, minus a guestimate of roughly 2k healing that will be from his ultimate, Doomfist will average around 7 and half ultimates per 10. Less than Moira averaging over 8 coals per 10 but more Briggite averaging less than 6 rallys per 10 and Lucio averaging less than 5 beats per 10, depending on the comp he plays with and how he plays.
- This makes him superior to most supports in terms of predicted ult generation as Mercy and Zenyatta both average less than 7 ults per 10 depending on her management between healing and damage boost and Zen’s capability to deal damage to more than just barriers. It’s hard to say though, because I don’t know how much this version of Doomfist will be healing or damaging to properly gauge what his ult cost will need to be.
- Applies an upward crowd control effect on all enemies within the area of effect equivalent to Wreckingball’s pile driver in effect
- Damage is replaced with raw healing
- Epicenter radius increased from 2 to 3.5 meters
- Fall-off from the outer ring is decreased from a minimum of 10% to 50%
- Inner ring healing is decreased from 300 to 225 minimum of 225
- Outer ring healing is decreased from 200 to 150 minimum of 75
- Cleanses all allies within the epicenter of all crowd control effects
- Cast time reduced from 1 to .5 seconds
- Heal for 50 health per second over the duration
- Immediately trigger stackable ‘The best defense’ passives upon cast for allies and upon arrival when returning to the map
- Gain a maximum/minimum of 100 shield health regardless of enemies within radius upon completing the ultimate that will decay at the same rate as shields from ‘The best defense’
- Healing and crowd control can still be blocked by barriers
How does this sound?
It was hard, I’ll admit the most difficult rework I could think of. But uh…5 am me that hasn’t slept yet would appreciate it if someone would read some of it…
I tried
I already did I need to go to bed