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.
I worked too hard to make him a support already 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
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
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.