What if Doomfist was a tank?

His current design leaves him very vulnerable while diving enemies as he’s wide open during his slam, after an uppercut and whilst escaping with his punch, plenty of time to get shot down by a McCree for say. On top of that, if he gets stunned out of any one of his 3 abilities during a dive he either a) doesn’t kill his target or b) dies in the process. If doomfist was a dive tank (similar to how Winston works) these issues would be resolved. He could use his slam-uppercut to take out a good portion of the enemies health but need more time to finish them off than what he does now (due to obvious damage cut backs). This would also remove some of the frustration of dying due to one stun, if doom had more health and less damage, he might not kill his target but he’d at least not die trying.

He’d probably have his passive reworked, so that he gets shield on kill, rather than on damage. Then he’d have more health, and less lethality.

His power would come from his combos, no one shot needed.

No

NOOOOO

NUUUUUUUU

I worked too hard to make him a support already :sob: but I’ll make another reply to try and tankify him I won’t try as hard though. He’ll be nerfed to the ground for being another cc/hypermobility tank

He totally will get nerfed lmao but support doom is acc a really cool idea, can u drop the workshop code?

Ehem

CEO of listing an unnecessary amount of hero changes coming through

Doomfist

Adds an armor pool of 100

**New total health:armor = 250:100 for a total of 350 hitpoints_

The Best Defense (Passive)

  • Shield gain from abilities is increased from 35 to 75
  • Shield decay is increased from 3 to 5 shields per second

Hand Cannon

  • Damage per pellet increased from 6 to 7
  • Ammunition reload time increased from .65 to .8 seconds
  • Ammunition count increased from 4 to 11
  • Number of pellets per shot increased from 11 to 14

Rocket Punch

  • Maximum impact damage reduced from 100 to 60
  • Maximum wall damage reduced from 150 to 90
  • Cooldown time increased from 4 to 6 seconds
  • Movement speed penalty reduced from -50% to -30%
  • Charge time increased from 1.4 to 1.5 seconds
  • Stun duration increased from .5 to .65 seconds
  • Knockback and external slow effects are reduced by 30% while casting
  • Recover 1 additional ammunition for every .5 seconds of use

Seismic Slam

  • No longer propels Doomfist but instead immediately smacks the ground for a flat 90 damage.
    • Each enemy hit reduces active cooldowns by .5 seconds not including this one
  • Adds a .4 second cast time
  • Recovery time increased to .3 seconds
  • Cripples all affected enemies
  • Cooldown is increased from 6 to 7 seconds

Rising Uppercut

  • Area of effect is doubled and can affect multiple targets
    • Air lock duration for victims increased from .6 to 1 second
  • Cooldown is increased from 6 to 7 seconds
  • Recovery time is removed

Meteor Strike

  • Cost reduced by 9% (1680 to 1540, on par with shatter and primal)

  • Inner ring maximum damage decreased from 300 to 195

  • Outer ring maximum damage decreased from 200 to 125

  • Enemies within the outer radius are crippled for .75 seconds and have all momentum redirected and magnified at an upward velocity, relative to the world

  • Enemies at the epicenter are additionally stunned for an extra .15 seconds and rooted for 1.5 seconds

  • Doomfist gains an additional 200 shields when landing

Well…I haven’t made it…

But for a reason!

The changes I listed…a lot I can’t actually do. But there are a lot of workarounds that I can do. If you want, I’ll totally make him, but the reason I didn’t bother was because the freedom of support Doomfist was that I could make this melee character less clunky and a lot more fun and fast paced at the cost of his damage since his healing is mostly passive in rotating his cooldowns instead of trying to burst enemies.

  • There is a lot I can’t do on my end to make him feel smoother on the workshop, but I will totally make the support Doom if you want me to :slight_smile:

As for this tank Doom? I just listed stuff lol, I can’t do anything but the cripple/root effects

He’s largely in good shape. Most of the weaknesses you listed are just elements of risk associated with his character and the relative power associated with what he can do. Should he be successful with hits - even if he doesn’t kill - he does pick up a level of shield health that keeps him moderately bulky enough to maintain aggression or get out.