I feel like that’s quite literally the picture perfect balance…
Sure it’s not hard, but if you mess up his cycle he loses a lot of HP and puts himself in a bad position that allows your team to capitalize on it. It’s what separates good Doomfists from bad ones.
Even if he gets out alive, he got nothing of value because you messed up his cycle.
You also have 4 teammates, which is why it’s not necessary to discuss a hypothetical like that. He’s in your backline where you have the advantage. He’s isolated and a single trip up will cost him his life and his team the point.
Bad hero design is making a character who is invisible be allowed to turn off other characters abilities within a split second from 15m of range.
In comparison to that, Doom is just a straight mobility-damage cannon.
Yes, this is fine, but that isn’t really what I’m talking about. No one hero should be as dominant as Doom can be in the right hands.
This is the problem. You have to turn to shoot him because he’s in the back line, not with his team who is now shooting you in the back because you have to focus on Doom. It takes the entire team to kill him.
Sombra is a necessary evil because of heroes like Doom.
There are far more dominant heroes who require far less skill/precision than Doom does. He’s not even close to the top.
That’s just not true. I’ve killed him on my own plenty of times, but at the very most you’d need 2 people to kill him.
I have never once felt pressured by a Doomfist, unless I’m playing as Doom against another doom and their team has full Doom counters. Even then, it’s mostly because of the counters and not the enemy Doomfist.
That’s unfortunately true. Some heroes just designed in that way for some reason. They play like a single player game and makes the game far worse for everyone. Devs do nothing to solve these issues unfortunately. It’s like allowing group players to gang bang on solo que players. It’s allowed at the expense of others. Devs are disrespectful to their own playerbase and they are more worried about numbers which creates a negative loop for their game.
yeah what ever it is. IDK the exact numbers I just mean if I get dove when I react to it and get him down to “one” (figuratively) and I’m calling on my team for help one moment, the next moment he hits his next ability and it feels like he has another 200 HP and he is definitely not “one” lol.
My real gripe with doom is that he’s a tank. I always liked him as a DPS where his ‘counter’ was just being better at your own hero and interupting his roll out or just diffing him in the damage department like he was meant to be played. Tank doom… I mean I suppose he’s working as intended - not meant to be a 50/50 fight with any 1 dps or even a hope for a savvy support.
He’s the lowest healthpool of all the tanks and no armor, with a single mitigation ability on a fairly long cooldown. He’s extremely squishy and goes from full to zero within the space of Sombra’s hack lockout, literally one second nowadays, when focused.
Hilarious you say that, because if memory serves me right, that was originally the plan. Players demanded him so much that they said screw it and made him a playable character
My problem with dooms is they are always smurfing, you see a doom in metal and they are either going to make the game miserable for both teams or the doom will throw the game to deliberately derank so they can bully bronzes
Literally the most killed hero in the game quite regularly. We see this on public stats. We’ve seen the devs confirm this. This holds true at high levels of play.
Doom is many things- “tanky” isn’t one of them. He’s objectively fragile.
He of course makes up for it by being mobile and can position readily into locations that are ideal for him-