Doomfist deletes everything

It’s the era of Doomfist mains, and they are tilting me. He feels generaly unfair to play against. As an support I get rekt so many times, without being able to do anything back, it’s frustrating. Like with a tracer or sombra there is a sort of a dual. But against doomfist duals are non-existing. It’s like run and die, engage and die or just spam a d and die. Nothing matters, accept the reliability of your team peeling. But still than there is a 90% change you will die.

Please fix this blizzard.

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So you’re a annoyed that as a support hero you are being focused down and that just happens to be Doomfist? I mean that’s a valid tactic to go for the healers first, your team should be helping you.

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Whats screwed up is Mcree Vs Doom. Mcree is supposed to be anti flanker. But if doomfist lands only one ability IE uppercut or slam.

I shot a doom body shot for 70, he ground slams right in front of me. I flash bang and headshot. Doom uppercuts (Why is he still alive>?) and 1 shots with the shotty.

This is more a rant about how bad mcree is.

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Well, it’s more like his oneshot potential makes it difficult for my team to help me. Seriously, even if my team tried to peel, it’s still not going to matter in 9/10 times. I play with GM levels, so they know how to help. It’s more that doomfist is an instoppable force getting so much solo potential on picks, it’s riciculous. Really there are quite some games I can’t play the game. He’s just not balanced, but I think I have great insight on how to balance him well. It would be best to balance him out in a way he requires more teamcoordination, like all the other dps heroes.

Rocket Punch:
I think his 4 second cooldown on his instakill ability which requires not that much of an aim, is quite Overpowerd. Cooldown is good, but reducing the damage of the wall impact and increasing the damage of the punch with a lower knockback, would be wonderfull to keep the combination damage on the same levels. The knockback now is 10 meters and with the small levels of Overwatch it’s quite unforgiving, meaning a 250 damage oneshot on a 4 second cooldown. By reducing the knockback to 7 meters at max power, the knockback will be more forgiving and easier to play around. Also it’s a bit silly that tanks have the same amount of knockback than squisies, but I think that’s just part of the game. And yes, I know that most Doomfist mains use this ability to escape.

Uppercut
His uppercut is mechanically weird. The travel distance is 10 meters, so it’s like a lucio boob, but better, because the distance is guaranteed, regardless of the enemy moving forward or backward. Being incapable of moving after being hit is so akward. Like there should be some forgiveness when he makes an enviromental, otherwise you’ll just give him another 1 shot potential in maps like Illios, Nepal & busan.

Meteor Strike
I think they should rework the meteor strike to something like Rein his Earthshatter. Give a 100 damage in the full radius, with a temporary stun of 1.75 second stun on those who are hit. Like it’s quite easy to land it on one or multiple targets and the fact it’s guarenteed, makes it very powerfull. Like it could be a strong counter against for example goats.

Primary fire
The fire rate of his primary is quite insane. There is literally no delay inbetween shots and you are able of emptying it for a total amount (66 body dmg) of 400dmg output on for example a tank. A minor delay would be appropriate.

What do you guys and girls think?

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This is my biggest issue, Doom makes all the time I put into McCree feel like a waste. Imagine if McCree didn’t have to aim perfectly to get a OHK up close, or his abilities gave him shields so he can win a losing fight even when playing sloppy.

I’ve been killed by Rocket Punch around corners, he doesn’t even have to see you. Just aim in the general vicinity and profit. Dumbest ability in the game. No character should have an ability that strong. Anyone who is even close relies on precision.

Flash + fan + melee

Dead

yea and everybody knows df is bugged and under powered even if he’s the only hero that disappears during ultimate or the fact that he is an otk hero and one of the most played dps. please contain your complains if they are not about brigitte hanzo or mercy rework.

I don’t think its appropriate that you tell me to contain my complaints about other hero’s than Brigitte, Hanzo & Mercy. Which clearly means you have issues on those hero’s. The fact that I opened this discussion doesnt mean I believe every other hero is perfect. In fact, I argued along on a lot of forums about brigitte. Blizzard even implementated some ideas I had on her.

This forum was made to figure out if more players experience the same issue on doomfist. You can agree or disagree, or tell me what your experience is of playing on or against a doomfist.

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New torb will be good against doomfist. New mccree buff will help mccree vs doomfist. He really isn’t that strong. People seem to forget he requires actually mechanics and game sense to play, not saying using rocket punch is hard but living as doomfist and getting his potential value isn’t free. He’s still required to get right in your face and at the mercy of a stun and a little bit of focus fire.

On a side note, mccree stun and fan the hammer is a one shot against all squishy hero’s and nobody is really bothered. It’s not quite comparable for obvious reasons but the utitlity is there and not hard to use. IMO widow is far more anti fun. She is by far the most brain dead hero in the game. Click and win but she seems to get a free pass from most the community because “she requires skill” as a pose to hero’s like doomfist and tracer who people are always crying about

I have been thinking it over and arguing with friends and we found the perfect solution.

Rocket punch
His rocket punch is the main problem. The huge hitbox requires a global direction & the fact that its an instakill ability on a 4 second cooldown, makes it too OP.

If Blizzard would alter his rocket punch in the same way as seismic slam. For example if a fully charged punch hits an enemy within 5m it will result in a damage penalty on impact, like if the punch was charged for 2 bars. That is around 125 damage with wall impact. But if he would hit an enemy on more than 15m it would give a damage bonus (150 + the 150 on wall Impact). This would mean doomfist players has to think through on how to use it rather than to spam it into a group and I will hit something on the way. A skilled punch from great distance gives more risk of getting stunned or to get shut down before impact and should be more rewarding. So rewarding it would bring a tank on low hp.
Also, if an enemy dps, like genji, would dual a doomfist close quarter, it would be a more fair dual.

Uppercut
At the moment, there is a movement restriction after doomfist hits an enemy with uppecut. But for example, if doomfist hits Lucio from highground into a pit, Lucio will fall down 20m without being able to move during the whole fall. It would be better to set a timer on the movement restriction, so If people get knocked of highground, they still can move after for example 1.4 seconds. This would make it in a way, that the knockback isn’t always a guaranteed 10m knockback. Depending of the hight of the fall and the depth of the pit it will give the opponent a chance to move after the temporal restriction. Kinda in the same way, you would normally move when you are jumping off highground. This would give the uppercutted player a fair chance to survive after the fall, but will give doomfist players a fair chance of making enviromentals.

every time DM hits with a skill, he builds up shield, he can achieve 400 total hp i think.

So thats why mccree won’t kill him.

not to mention that spicy e from ledges that can deal up to 100 dmg in a single hit. LEL

Your team, or you, is/are bad then.

Your post is bad. You have no clue.

3 Likes

go on an highground

  • Wait
  • press e and do 90+ damage by pressing one button
  • press RMB to oneshot the target while he is soft stunned.
  • if you have the ult, press q to be invincible.
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I’m far from being a good sombra player but with her I can easily ruin the fun even for the best doomfist players.

just ask one of ur dps to just go sombra hack him when u see him try to dive then ur done u dont even need to kill him if you just hack him and congrats he literally just saved one of ur teammates

I was playing a match yesterday where my first five deaths were all to Doomfist.

Doomfist and Brigitte are two of the most unfun heroes to play against in this game. He throws people into the air, leaving them unable to move, and he stuns people and one-shot kills them. He’s the embodiment of everything that is not fun to play against: stun, one-shot kill, and moving people against their will.

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Everything is frustrating and unfun to play against when you don’t know how to counter against it. I personally enjoy the diversity of hero abilities. Makes the game more challenging and fun.

Being thrown into the air or stunned are unfun. As unfun as being headshot by a widow. If you got into that situation then you and/or your team have already done something the wrong way. These things require preventative measures.

Sleepdart him with ana, fly away with mercy, shield bash him with brig and whip him away, push him away with lucio. Anyway you should stay with your team so he isnt so inclined attacking you.

Sorry but you don’t understand the game, DF has been like this for like 6+ months, there have been some changes but nothing OP (+5 HP on skills and ult changing from 150% speed to 200%).

And back then he was considered like a trollpick, so…