What if Doomfist was a support?

Tell me more about this “punch of life”. I was not aware Cassandra Cain can punch people to life.

Also I miss Cassandra Cain.

Yes I love this idea. Lets also make Mercy into a DPS.

1 Like

Punching your own team to heal them?

I’ll take it :rofl:

2 Likes

I unironically would adore a support who literally beat the life into you.

2 Likes

I’ll take it!

Shoot healing syringes out of his hand cannon, upper cut then with with a handful of… gauze! Slam that seismic bandage on the poor injured fools and when the battles at its darkest, breaketh the dawn that is the METEOR POULTICE!

1 Like

While we’re at it lets make Tracer a tank.

Take away Blink and reduce Recall cooldown to 3 seconds.

I was so used to shooting at people to heal them as Ana that I did melee a teammate three times in an attempt to heal them…They died, naturally :+1: :rofl:

He’ll fist you into the wall to heal and rez your corpse with an uppercut. “An dey say, an dey say, an dey say chivalry is dead.”

1 Like

hahA ! But I’ve got BETTER !

Genji as a Healer.

1 Like

Since Doomfist Studied Martial Arts he should be kinda like the Shaolin Monk. Preliminary concept utilizing known techniques he currently has but more support focused:

Passive
Best defense>Iron Shirt Technique
Whenever Doomfist uses an ability he takes reduced damage and is immune to CC.

Primary
Same as it is now

Secondary
Rocket Punch>Palm strike
Damage reduced but the same principle applies. To help with mobility, he can aim at an angle to catapult himself to safety.

Ability 1: Chi-Healing
He will focus heal a single ally 2 meters from him it has the highest healing in the game outside of Ultimates and the target becomes CC immune. It has no limitations besides its ridiculous short range and channel.

Ability 2
Seismic Slam> “Hadoken” Energy ball
Releases an energy projectile that will block attacks and damage enemies.

Ultimate
Meteor Strike>Soul Strike
For a time, his primary is converted to punches that fire waves of energy. The waves will force enemies back, deal slight damage and provide temp shields (50) for each ally the waves pass through (up to 100 HP)

1 Like

Can someone workshop this?

I love the idea of baby d’va spamming I need healing then closing her eyes while bracing herself for a full power slam from Narnia followed by an uppercut and full charge punch slamming her into a wall back to full health.

1 Like

Rocket Punch should have no cool down too

2 Likes

Lore wise Doomfist joins Zenyatta group, there could have been someone who constructed a “Gauntlet of Life” or some thing like that too lol

If he worked exactly like he does now, but his abilities healed instead of damaged-

Team mates AND opponents would hate him.

Itd be amazing.

2 Likes

Well if he were a Support he’d keep the same exact kit. Instead his barriers would spread to his teammates over a medium AoE and maybe a mild 7hps heal over a huge AoE.

Oh, and, of course, his two side abilities will have 10 second cooldowns and his main punch will have a 12 second cooldown. All damage is cut in half. Yep. Sounds about right for a Support character with CC. Because despite Support being the best category for utility/CC… It’s just silly to have properly available CC in this game (as a Support)! DUH! SILLY GOOSES!!! :^)

1 Like

For real though I thought of this a few weeks back and I think it would be so cool.

He could easily fit in as a Brig-style support. Maybe reduce his damage and let his passive apply shields on teammates in a radius or something.
Would totally fit the whole “through conflict we evolve” thing he’s got going on too.

2 Likes

Uppercut raise the teamate’s hp bar to 100%, along with their jaw.

2 Likes

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
  1. 150 Max HP = 19.5 healing per second
  2. 200 Max HP = 21 hps
  3. 250 Max Hp = 22.5 hps
  4. 300 Max Hp = 24 hps
  5. 400 Max Hp = 27 hps
  6. 450 Max Hp = 28.5 hps
  7. 500 Max Hp = 31 hps
  8. 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 :sob: I need to go to bed

2 Likes

Well

Your idea sounds too easy, im proud that I over complicated my rework :sleepy:

A healer Doomfist would make his teammates punch drunk.

2 Likes

it’s already possible, just deflect ana, moira orbs, and soldier heals.