Ow2 players will never understand the pain off getting hacked as doom and not being able to do anything for like 7 seconds except tickling the enemy’s with you shotgun
They should add a perfect block mechanic, so if u time the block with a cc you have a chance to deny it. Imagine catching a sleep dart the way doom catches tracer in the short
Would certainly fit with his schtick of being a fighting game hero. But that doesn't really work in OW where they use 'favor the shooter' latency mechanics. You can't make abilities so pinpoint like that in this game.
@@Deusaga I mean theres probably work arounds for that, I imagine they could just apply those compensations less to certain abilities. The easy fix would be to make it work like the literal perfect block from smash bros for example. Start block and instantly unblock, damage taken (or cc in this example) is negated. You could put in the 'block flash' startup animation if this is done normally, and if it makes contact with cc or even damage it transitions to 'perfect block'. This widens our window for the perfect block to occur cross latency, since you would have the existence of the 'block flash' animation period, which could act as player-server-player override in the same way things like cc do for movement etc. It doesn't need to be super consistent (I mean its doom come on have we ever needed him to be consistent) but at lower ping you could deffs be able to pull off a perfect block on lots of abilities. Hell, if you needed to help with the latency issue, increase the startup hitbox of block so our perfect block can catch things easier. And finally, if nothing else, it would just be sick. I need doom montages of them swatting away sleep darts mid-air.
Not a day goes by when I'm playing Overwatch where I don't think about him. Tank Doom is still kinda fun but nothing will ever compare to DPS Doom. Of course a character in the wrong genre of game is gonna be fun as hell, especially if they're movement based. But unfortunately ability combos don't exist anymore as you just have block and a non-chargable slam which is lame as fuck.
@@ivanych6231 his was instant, theirs isnt. his could instant kill squishes, theirs cant. his gave him more freedom of where to reposition, theirs lets them move 2 feet to the left and then they pop out. so yeah, not equal at all
I started playing Overwatch with OW2 in 2023. It took me 5 months to realise why Doom felt weird. He'll never feel like a tank to me because he was designed and made with the DPS role in mind, and he feels like a DPS with a bit of armour to me.
I think this is maybe a misunderstanding of what the tank role is. if you think it's holding shield in the middle of the map as reinhardt then sure, he feels like a DPS, but if you understand how tanks tend to make space vs how DPS tend to use that space or follow up on it you quickly realize Doom (and I would say in many ways Mei) have always played kinda more like tanks. they're not exactly consistent with how they design characters so whatever who really cares.
The Alpha-Beta test Doom Slam is the best Slam out of all the Slam iterations. Sure your DPS Doom Slam has a unique slam meter, and the current tank Doom Slam is basically if canceled you get more reach Winton leap. But with Alpha Beta test Doom Slam, you literally turn KANSEI DORIFTO You become a Toyota AE86 drifting like an anime madlad with that version of Seismic Slam it was so good.
As for Block, making it a parry sort of ability that can 'parry' CCs is a better way to go. Also with block having what is it 10% slow? Take that out, Tank experience is already miserable enough adding a slow effect on a sustain ability that isn't even that good at protecting the player using it is just dog turd. Maybe the block is like Brig Shield where you're given an option to either put the block on or right click and the block parries. What if if you don't parry you get empowered punch but if you do, you get uppercut.
@@Skycube100I don’t think he needs all that. First of all, empowered punch is lame. Even if all of doom’s slam techs from the beta, he would still remain a punch bot because of empowered punch. It’s also cheesy. I’d say, remove empowered punch, increase the base damage of punch a bit more, add a parry mechanic where for the first 0.25s or so of power block, you ignore any CC, and if you block 100 damage or more, you reset both your Rocket Punch and Seismic Slam cooldowns.
Speaking from experience as someone who played dps doom during the final years of OW1, I can definitely say that the rework was a MASSIVE minus for me. Tank Doom felt more like winston to me and the new slam punch launch was so powerful that it COMPLETELY muted the viability of Doom's movement tech. While you can still do edgeflings, why would you when you have a button to go in? While I do find Venture incredibly similar, the lack of that skill ceiling stemming from completely rethinking the way you see maps really hurts my enjoyment. I do appreciate the different projectile though - being able to apply pressure during downtime on dives is welcome, but man its just not the same without edgeflings. If only Moira was actually good for more than just healbotting and they didnt change moira's fade jump, I probably would've been playing Moira in OW2 for the sole reason that she's the only other hero in the game that has edgeflings.
I'm sorry I'm so late I've even watched this video before but you know brig still has them? And I'm pretty sure they help her play style a lot, good luck! They are more like diags though I guess.
Word combo used loosely. Because it was a punch in punch out. Ez asf to use and on a 6 second cooldown then run behind tank. Srry but you guys are delulu.
As a doom player from ow1. The reason he got swapped to tank is they needed an excuse to nerf his unholy amount of damage. Which is completely fair because old doom hit like a god damn truck
I thought it was the cc I'm pretty sure they didn't want a DPS hero holding a tank still in the air for 3sec with slam holding them still at first as well and then if they hit a wall towards the end of the punch out of the uppercut it would be quite unfair and a long stun, but imo the swap to less cc didn't work because what's left of it has become more oppressive due to support keeping the tank in a loop of cc, I think the fact they had to remove doom was proof enough from the beginning 5v5 was going to be worse for tank players.
hit like a truck but was hard countered by like half the roster. people would just rather complain about doomfist instead of swapping to his hard counters. and thats why we have tank doom, who’s a shell of his former self with most of his uniqueness and personality gone.
As a doom one trick when I first played OW2 doom i genuinely felt he was ruined. Like absolutely trashed on never the same again. The more I’ve played and gotten used to his new kit I have to say I like him a lot more now. I miss the uppercut and the slam damage but throughly enjoy his slam range and block now. I have a lot of fun with his new kit regardless if his punch isn’t as good. I find his shotgun way more useful now while the charged punch is a really great strat when done right
I still to this day will never understand why people complained about Doom one shotting squishies when Rein, Dva, Hog could do the same thing and they were just a buffed version of Doom (back then... and still is).
With the exception of hog the reason people didn't care about rein and dva is because those are either more risky in rein's case (risking getting swarmed after the kill and dying) or more skill based for dva (as you have to actually aim the projectiles for a few seconds). Punch was literally just hold a button and kill then run away behind tank every like 6 seconds
@@fakename1474yeah I can see that but you still had to close the gap and charge it making noise, so compared to other heroes at that time he wasn't any more oppressive, unless you used diags but I like the idea of players having to avoid well known diag spots in ow1 and in my level of gameplay I had players out play the crap out of me every time I walked around trying to punch off CD, in ow2 doom diags can be oppressive and gross due to the gameplay loop and the fact he can escape with no repercussion after, In my opinion the worst part about overwatch one doom was his ult because after he confirmed kills which Should get him killed as well, he could then just escape to safety making him high reward and no risk when he had ult, of course one shots helped with this because you could kill him before he reacted with it
They couldn't force you into their arena, and were more interactive once you were. Sure doom has counters, and requires execution, but the receiver doesn't get to interact with if you fuck up your execution or not. Nor do most people want to have to counterswap
Sry but you cant compare a slow Reincharge (He could barely Swap direction) and df Punch every 6 second spaming IT and jumping IT Out . Ow 1 Rein die after that 90% of time
The thing is, DPS doom would have been completely broken at ow2's launch, when they actually did what they said and took out most cc and one shots from the game, but now, when they've added tons of immortality, tons of cc back, and have one shot combos like Venture's, DPS doom may have been just as bad as he was before ow2's launch... just a thought.
he would be worse now. He cant bully tanks like he used to. He can oneshot 250 heroes. Bigger hitboxes means its easier to kill doom. CCs like hinder destroy him. Immo abilities like suzu,grip,lamp also make him worse. Sombra deletes him because of 0.65 cast time hack.
A lot of people are forgetting that a fully charged doom punch into a wall did exactly 250 damage. With the buffed health pools for every character and a slower charge time (started off at 1 second, got changed to 1.4, my suggestion would be 1.8 for a full charge) doom could only reliably 1 shot the very squishy characters. For everyone else even the slightest bit of heals or a punch at like 90% charge would save them from a 1 shot. With immortality abilities like suzu and lamp, the huge hitboxes now, CC like Cass Nade OW1 DPS doom would most definitely not be broken in 5v5, but would absolutely be way more fun to play
@@SpiritedFalconI don't think the one shot needs to be removed simply because other 1 shots exist. Widow can still 1 tap from across the map and so can Hanzo... DF has to fling his large ass hitbox at people to get the 1 shot plus it has a very easy to see wind up.
you... do know that dooms punch is literally his thing? due to the fact they made the lore around the fist so powerful... they kinda locked themselves into making his punching his core work around. this issue here is that blizzard tries to work around the lore of the hero making their abilities centred around it, when they made the animated short they kinda played themselves by heavily focing on the damage that punch can do, thus locking themselves into the idea of punch being powerful and them having to work around that ability as a core mechanic. tbf this idea was solely placed on the idea of doom being a dps, so now their stuck because if they nerf the punch.... they are gonna piss off alot of doom players especially the pros
Could just give him a quick ult and thats his powerful punch. From a design POV you can tell the team is either afraid to mix it up or CANT mix it up. There are so many ways to improve the game (bap immort-is his ult, ALL snipers have 175 health, Aoe healing is made into linear heals etc etc...) but its like they want the game to have these uncanny mechanics. Why do we not have a single hero who has a "weak" ult but they get it 50-75% quicker and thats built into their kit? Why haven't we toned down tanks and have an "off" tank already? At this pont everytime i get back to the game something has fundamentally changed and i cant help but feel like the balance team has zero clue on how to fix OW2 and they just continue changing the core game to fix various issues that refused to be addressed.
I feel like most doom players would be happy as long as those slam techs return, and it's not like punch is going to be completely garbo with my suggested changes. It would still have its charged multiple target hitting, speed, knockback, and damage. Could even buff some of those aspects slightly if it feels bad. The punch in it's current state is still seen as fairly annoying to play against by many from what I've heard. My goals whenever I suggest changes is to just make sure both sides can have a good time with the character, but not completely lose their identity.
It was interesting to see Doom as a tank, and it can be fun to now have multiple enemies (if not the whole enemy team) being smacked around with rocket punch. Though I still miss his DPS kit, I was more used to it than his tank kit. I think he should still be a tank to keep his power block, but still have his uppercut and seismic slam, just simply have his ability 1 as his uppercut, and his slam activated in the mid-air, or at least use it as the crouch button (Like with Wreaking Ball) as a different option.
@@TeddyChrupcalaI think that is the worst take I've seen. First, you leave him in a position where he can actually deal zero damage because his gun is recharging. Second, why on earth does primary become block? Every other person with a shield has it either on right click or an ability.
If they brought back 6v6 Doom would be an amazing off-tank. Kind of the same thing as some of the other hybrid role characters like Illari, and Brig (somewhat) seeing as they are kind of Support/DPS, Support/Tank hybrids respectively. Doom would be a Tank/DPS hybrid. Too bad Blizzard hates fun. I kind of just want to see Doom-Zarya again.
I miss the old Doomfist, straight from the 'Go Doomfist Fist up supports Doomfist, set on his kills Doomfist I hate the new Doomfist, the bad tank Doomfist The always nerfed Doomfist, throw the game Doomfist I miss the good Doomfist, fist up supports Doomfist I gotta to say at that time I'd like to be Doomfist See I played Doomfist, it was so many Doomfists And now I look and look around and there's so few Doomfists I used to love Doomfist, I used to love Doomfist I even had the Formal Skin, I thought I was Doomfist
Honestly, I think it'd be cool if he got reworked into a "Tempo Tank" like Ram, where his normal state is about blocking and displacing and have shift to enter an aggressive mode where he has his upper cut, slam, and punch like OG Doom. Sadly the issue with reworking, changing, buffing, or doing anything with doom is all the sweaty players who are good at doom will only become even sweatier.
Holy sh*t that’s an amazing idea remember the shout doomfist would do during his mirrorwatch version when using rocket punch that could be the sound he makes whenever he goes into his aggressive stance he is a fighter after all as well.
I spent hundreds upon hundreds of hours learning all the dps doom techs, digging through GQO's discord, brandito's, zbra etc, watching clip after clip, tutorial after tutorial until finally I got to the point I could bounce off of any object, diag off of anything and essentially just freestyle an entire map without touching the ground... Then they reworked him, and I've probably spent less than 200 hours on OW2 in TOTAL. I played since day 1 release of OW1...yeah it completely killed my interest in the game.
I got to doom late in ow1 and only got about 100 hours on him the reason I started main"ing him was because who I played with a lot told me to main the hero I hated dying to the most, after I learned him only a little I didn't mind dying to him as much when I played other heros and it was the most fun I've ever had in any pvp game, I've got to say it genuinely made me good at the game too, but now that he's gone I keep trying to relive what little I got, playing doom sumo and learning what little tech other heroes have in this game, but I've basically milked what I feel is the most enjoyment I can reach unless he comes back, I've just become a player who has no hero at this point, although now I have more time on tank fist then any other hero I still can't accept him as my main and his hero identity feels so different from the analytical genuine antagonist that I had for only a while before ;_; not to mention this community feels so dead compared to how overwatch used to be. Maybe I'm just unlucky but I get death threats or ego rants from players via xbox messages nonstop rather I win or lose, it makes the game feel just like playing bad person emulator instead of a team based hero shooter with unique interactions, that they won't stop removing..
Honestly, they should swap venture and Doomfist's roles; Doomfist feels SO much better as a DPS, and Venture fits right in with the dive tanks thanks to her passive and damage mitigation by digging.
I always saw Doomfist as a great DPS for bursting enemy DPS or Supports while providing control for Tanks he couldn't burst. I still wish though that they made him a Melee Core Character where his Primary was a 3-Hit melee combo with slightly ramping damage (40, 60, 80 - Or a minor mix up of 60, 40, 80) where the final hit would deal minor knock up. Of course with the minor knock up, the 3 swings would be slow (Taking maybe 1 second for each swing and thus being 3 seconds before the full knock up for 0.75 seconds) I figured having a mini shotgun felt out of place when the guy already had a massive armor capable of destroying anything
F*** the block I want the upper cut back and I want more versatility in his play styles. I I would be able to deal with aerial enemy's better better combos
Doomfist is difficult. He rewards very high skill, but he also becomes insanely powerful when that happens. It sounds well-designed but in practice it somehow doesn't work. Similar to Sojourn's situation, balancing off skill alone is frustrating for both sides. If you keep certain techs, it rewards time played on that Hero, but it depends on their reasonability to counter or time to react. The stair one is clunky and personally I think it shouldn't be a thing. The slam through certain doorways just doesn't have reasonable time to react to it. Imo, Doomfist is one of those characters you don't want to add again. Niche, frustrating to play/play against, and difficult to balance due to needing very high skill expression. I'm okay with this tbh. I never liked facing Doom, but I respect the idea of his design. I just don't think it will ever satisfy either side unless you completely change the character, or lean into the frustrating elements when you face him.
I think the biggest change that happened was that his role became alot more important, typically the tank doesn't need to jump into the backline and kill, and if they do it just lets the enemy team walk into your own. If he was a DPS then he could go ham without his team feeling abandoned like Genji or Tracer can
@@jimmyjab8744it would work well if they buffed his passive so he had more ways to mitigate damage through that, but I would rather have them add a 0.25s parry window to the initial cast of his block where he can cancel any CCs. It would fit his theme a lot more too.
OW1 Doomfist was impossible to balance. He had the easiest oneshot ability on paper, yet the hardest to use as soon as you got into platinum rank because of his huge hitbox and being predictable. Because of that, he was hated in lower ranks where players don't have the knowledge to counter him, and he was a meme in higher ranks because people could just cheese him (unless you mastered him like crazy, and even then...). However, Doom mains can relate the fun they had in OW1. He felt like "Doomfist". Right now he is more of a "Doomflick" especially when you watch pro players finishing targets with a quick melee more often than with the most dangerous weapon in the world. His movements do feel great, but nothing compared to the feeling of playing like an assassin in OW1 in my opinion. There was a constant risk, but when you played well, it felt so good. Yet, I can understand why many players especially supports hated him for not being able to do anything if they didn't play a counter. Now if I had to choose, I'd still want DPS Doomfist back, just for fun plays. I still like him as a tank but it doesn't feel as good.
I used to spend hours learning doomfist stall spots on every map, dps doom had so much depth to his kit. Now all that old knowledge has gone to waste, god I miss him so much
Also, you should get a cool-down reduction when you cancel abbilities into eachother. It shouldnt be anything insane maybe even just like 1 second. Just something to insentevies you to continue cancel ing and being the fighting game character in an fps
would be cool if they added a parry to the block to deal with certain cc like you have to time a left click while blocking to backhand a sleep dart away and maybe giving you a powered punch for timing the parry or a one attack defect but it cancels your block
I admit that what would have to be given back a Skill to Doomfist would be "the higher you fall, the more damage you do" and something to add to it would be that when he covers himself he could generate Overheal if he is not killed and only if the duration runs out of the Blockade, like the Doomfist of "Mirrorwatch", it would be a more than efficient Champ, although the current Doomfist is very good, at least he is not like Winston or Reinhardt who needs a Rework to at least be used more (and I say this as Main Reinhardt, Mauga and Venture are SHREDERS)
I just want them to add back old hero kits for custom games. I miss Level 3 torb turret. Bastion tank form and shield. 500 hp dva with super powerful baby dva gun. V1 roadhog. 6 turret sym. Doom parkour was a game in itself. Even hanzo scatter. Etc. Just let us play with them. Heck even throw og mass rez in there for the veteran mercy mains. I love the new reworks but it would be so fun to mess around with og kits. Having fights between new and old versions with friends would be so fun too
I never played Ow1 but I have 400 plus hours on doom and tbh he’s my fav character. I’m a big fan of what he is now. I hope they keep him the way he is and just make small changes.
Yeah I've definitely seen more Doom's modern day compared to DPS Doom's. His skill floor got lowered a ton so more people enjoy him now is my guess, I don't think he should be changed that massively either. Still hope those techs return at least for higher skill ceiling.
@@RockSkull its sad to think such a siginficant thing for doom players like techs isn't likely going to be changed or wont be for ages. I imagine theres similar things for other heroes too that they really need but just won't get because they're slightly too niche for it to be a priority.
@IIgREyIIwaRdENII He's definitely high skill but nowhere near what he was. Modern ball is probably peak skill rn, and ow1 doom was about equal to that. At least in a t500 setting.
I wouldnt even say his current playstyle is farming empowered punch. Even when you get it, there usually isn't much you can do with it that will be impactful. I'd say his playstyle is farming your ult asap if you aren't able to get into their backline. If you can then farm your punch and/or bully the supports. Against most comps this isn't very sustainable. So you just farm your ult so you can actually use your punch without getting hard punished.
Dps doom was my most played hero, I maybe have 2 hours on tank doom. There's just something about tank doom that I don't like, it just doesn't feel fluid to me like dps doom did. Dps doom was high risk high reward, he was an absolute assassin, but if you made one mistake you would get immediately cooked by 6 players. He also had pretty nice duels with the majority of the heroes, because of his massive hitbox, you would just get beamed if you took a duel wrong, but if you saw anyone throw out a careless cooldown or step too far from their team then you could jump on them so quickly and take advantage of that mistake.
I do still really miss upercut and assassin doom playstyle, on the other hand if we keep him a tank I feel he needs more ways to… actually tank? standing in the frontline to soak up damage may not be the most fun play as doom, but it is kinda what tanks are supposed to do, and unless we get 6v6 back the off-tank playstyle isn't quite as viable
The only reason I would like dps doom is for the old playstyle. If they do bring him back, they should mainly: •Buff slam damage from 125 to 175 •Tighter hand cannon spread •Lower duration ability cast after using uppercut •Nerf full charge punch damage on wall impact from 250 to 215
I remember the day doomfist first came out, I was in a call with like 5 friends and my brother, and the servers were so fucked no one (atleast none of us) could even open the game.
I don’t play overwatch anymore since it was rebranded to OW2 and Blizzard canceled the PvE, but when I did tried Doomfist out the change from DPS to Tank was more of a struggle to play, especially since you can only have 1 Tank on a team. In my opinion he didn’t feel like a tank compared to the others, it’s like he’s in limbo between the two classes with his kit change
I think they should make his slam like 70-75 damage and keep his black the same cause it wouldn’t be a one second block that makes no sense they’re better off adding another ability and I think they should make his shotgun fist like 70-75 damage
They remove tech cuz they want to keep the skill floor relatively low. That’s also why they reduced healing and increased projectile size and hitscan size across the bored. You don’t have to worry as much about killing healers first or about even being able to hit your shots. All about making the game more braindead
I have more problems with his whole "Tank Role" thing. Like apart from very strange block he doesn't have any tank abilities that can possibly help/protect his team. So I suggest the Mirrorwatch updates. (Not that cracked up of course) Reinhardt-like shield Block and also make small percent of Doom's overheal apply on the closest teammates. Not very big changes, but they will give this "tankiness" to Doom, which he clearly doesn't have at the moment.
ive played both, im a tank doom enjoyer, the amount of mobility and juking you can do is insane. what I would want from tank doom is the beta techs back and the ability to shoot during slam, would increase his skill ceiling a lot. also i would much rather his ult be more lethal rather than the devs forcing it to be used as a second life to reset cds. if you needed to nerf him i would say you can reduce how far the empowered punch knocks back
He’s better for the game as a tank and is legit super fun as a tank, I need to see him in 6v6 before a definitive answer is made, but I miss being able to play my main for more than 20% of a match, now it’s counter watch, and you cannot hard run a tank anymore or you are throwing
This right here, though, ever since the orisa nerf, it's always funny to me when they counter swap to her and still get their butt kicked. Basically just saying "yeah you were the better tank"
if i can, i usually go for the enemy backline, prioritising snipers and healers. I harass the team at the safe distance from behind them, until i can see a good chance. Its really satisfying flying across the map, and flattening the widow in her little sniper spot with a charged fist.' The biggest issue is how easy it is to hard counter doom (mainly sombra from my experience). I can live with other counters, but sombra just ruins my enjoyment when they only single me out for hacks all the time.
I miss old Doom Damage hated the lack of health cause he was big and, Love New Doom Health and sturdiness but hate the lack of damage empowers and unpowered
How about just like how wrecking ball pile driver cooldown is disabled until you are far from the ground than available. When doomfist gets empowered fist 👊 his uppercut ability is no longer disabled
Dps doom had no team util or frontline presence Had very little carry potential Wasn't very flexible Was very skill intensive And VERY frustrating and oppressive to play against
I think my main issue isn't even him becoming a Tank now. It's the block. I don't care that his damage is reduced, but standing around doing nothing to absorb damage with his hands is the least Doomfist you could pick for a tank ability. He's an aggressive warrior, he doesn't like passivity, even now he still remains as a dive character, I do agree that he fits better as a tank than as a DPS, but the way they implemented it doesn't work for his character. If you watch his announcement trailer you can see how much pressure he imposes on his opponents, how he seems like an indestructible wall and even when he has to stay in the defensive he does so violently and efficiently. I think in-game he should be more like Roadhog, Mauga or even Orisa to a degree, make his primary focus being aggression with his survivability being more passive than anything. Like giving him big damage resistance and a good chunk of armor when he charges his punch, making it so his skills regenerate his health, perhaps bring back Reaper's old gimmick and make him heal whenever he scores a kill, or if you really want to remove the uppercut at least make his new skill be that of self-healing or something like Fortify, something that gives him passive survivability. He should be the kind of tank you shoot countless times yet never seem to be able to truly hurt, a charging bull you are desperately trying to bring down before it gets to you yet it seems nearly impossible to do so. Hell, Ramattra honestly feels like this when he's on his Nemesis form, that is the vibe tank Doomfist should've had!
Doom is significantly better in terms of overall hero strength and having a more fair gameplay loop on both ends his gameplay loop back then was super unfun most times on both ends of the coin u either got ccd and died instantly or u 1 tapped someone and got out and that coin flip was what made him fun but also incredibly volatile and unfun for both sides aswell this version is alot more nuanced and fluid
MY fix for tank doom: Block: 5 second cooldown, it heals you 100 HP, 25 per sec passively, if you get partially charged its 1.5x and full charge is 100 HP instantly, knock back received is reduced 25% Punch: increased maximum damage(210), increased maximum cooldown(7s), if you punch earlier than max charge, damage and cooldown are proportionate. Stun duration max punch on tanks: 0.8s Stun duration max punch on dps & supp: 1.3s (this might be controversial if the last two werent) Leap: 8 second cooldown, if used directly on another enemy or teammate, they get pinned and come with you, if they are landed on or hit into a wall, they lose 25hp (its OP enough he can pin you with him) Meteor Strike: increased ultimate cost, no CC when landed on, no immunity frames, 3 second in-air time(also not immune to fire/poison/lingering damage), direct hit dps is 1000, splash damage is 75, everyone hit is sent into the air 1 meter, teammates are also sent. When casted directly on a teammate or enemy, you take them with you into the sky. Tanks: cancels the ultimate, are brought to the sky barrier with Doom. DPS / Supp: Ultimate continues as normal, when you land with them, they take 50 damage and are stunned for 0.5s. all received lingering healing and passive healing continues whilst grabbed. I hope this makes doom a much more fun hero to play as, though i guarantee this much CC would certainly piss people off, thats why there is a lot of necessary timing changes needed done to see what feels right, but i think if blizzard takes only one thing from this, its the ultimate. its his worst ability and only used for a get-out-of-jail-free card.
СС less prevalent? I get countered all the time as a doom. Ana, Mcree,Sombra, Kiri, Brig ult(at least only ult), Hog, Mauga, Sig, Rein and the list goes on. And the worst part of it is not the counters, but the endless bugs you get. And his tiny hitbox for the punches...The amount of time i miss emp punches on guys who i should have hit is insane
"wow the new doom slam is so good because of all the new techs we can do now!" "oh so you like the techs?" "yeah?" "great! we're going to remove them now."
Unpopular opinion: tank doom is actually really fun. knowing the 5ish subtleties of empowered punch and how to use them effectively will have u spawn camping in no time
They probably won’t put back the height thing with slam because you could just look up and slam to get max damage, and if empowered punch didn’t secure kills, it would make Doom secondary to other tanks like Winston. That’s my biggest problem, he’s too tanks to be a dps, but does too much damage to be an effective tank. That would be fine in ow1 cause of the second tank, but now picking Doom is like picking a third dps. Unless you play chokes very defensively, which makes him even more map dependent and annoying than dps Doom while being way less fun.
The biggest issue to me with Doom's transition to tank, was the fact they didn't change his ultimate. An ult that A. Leaves your team vulnerable with no tabk for a few seconds, and B. Got mega nerfed to never get any kills, isn't healthy. They should've reworked his ult to he an actual tank ult, or just left him as a DPS
As someone who plays against doom, I think the rework was relatively successful in a few important matters. Mainly that the instakills are mainly a product of poor decisions as opposed to feeling random. Yeah it can suck to die to a doom your team charged up but depending on the situation you can try and adjust and reposition. In the case of stuns, it pretty much is reversed now. Doom went from being dead as soon as he got stunned to having the most reliable form of stun left in the game in his punch. The other issues you bring up I can see being very valid and concerning in some ways. I think this doom in 6v6 would be incredible since he could commit more. He would also be less susceptible to counterswapping in 6v6 as well. His main problem is that his abilities can land so quickly that it's hard to make them balanced through proper cooldown cycling. Old doom could literally kill you in a blink if you didn't see him come from Narnia because he can hit two massive abilities in slam and uppercut while mixing in primary fires as well very quickly. Doom has been so buggy it's actually insane. I'm pretty sure if doom had all his bugs patched in ow1 as dps doom, then he would easily have been the best hero on the roster. This is simply due to how many times the punch doesn't land to a bug, or the enemy slid off the wall and didn't take damage, or staircases interacting strangely with any of his abilities anyway. I feel like the sheer amount of reliability doom players would have with him would have broken him if he was actually working properly.
RIP DPS Doom my beloved. Personally, I never cared about punch, playing as or against him. I understood it was an issue for less aware players, especially in lower ranks where you could get away with just fully charging it out in the middle of 6 people, but I've never really cared much about the "the identity of a hero should be reflected in their kit" thing. Sure, that makes it easier for new players to understand what's going on with a character faster, and it should be a thing to keep in mind (not following established genre guidelines is what killed Concord, change my mind), but I think OW should've taken more artistic license with this one, especially considering that exceptions are actually fine, so long as the rules are followed generally. I always wanted a higher movement speed/faster charging punch, screw the damage. Make it 1 damage (or 50 direct and 50 wall impact damage, if we're being more realistic), for all I care -- it's still useful as a stun, mobility, and boop combined, especially on a 4 second cooldown. "Oh, but it can level skyscrapers . . ." Yes, and Zarya's grav should weigh as much as Neptune just based on how big it is (I quite literally did the math), so I think we can safely say that the combat tech in OW is straight up magic bullshit. Also, bringing back uppercut and OG slam would be perfectly fine in OW2, I think. The devs said "but he needs a block ability/an ability that reduces incoming damage to feel like a tank" -- and then they introduced Mauga, which shows beyond a shadow of a doubt that merely giving Doom -50% damage taken for the duration of his movement abilities would be enough to make him "feel like a tank", especially considering his overhealth gain. I just want any motivation to actually _use_ the tech put back in OW2. As it is, you're better off punch-botting, a playstyle *no one wants!* What is and is not a "tank" is, was, and will always be horribly inconsistent across the role. By Ram/Mauga standards, the only reason Cassidy isn't a tank is that roll doesn't block stuns, Mei/Brig are tanks, and Doom/JQ/Hog/Ball are DPS characters. Revert slam and uppercut, no damage resist in _any_ part of his kit, Doom is still a tank by JQ/Ball standards -- but then, by JQ/Ball standards (up to the April 2024 patch), Venture/Torb are tanks. The OW team seem to be moving towards a consistent definition of "should have one ability that blocks damage for teammates without physically body-blocking for them" -- but then Doom/Hog/Orisa don't have that ability. Another, longer definition could be "should have one ability that blocks damage for teammates without physically body-blocking the damage, or a remote stun to reactively peel for a teammate" -- but then Doom stands alone, because I don't really think punch can be called a "remote stun" or "reactive", especially with that cast time. Yet another, shorter definition could be "one ability that blocks damage, no mobility-related side effects" -- but then JQ is out, because speed boost. Thank you for coming to my TED talk. I'll be here all week.
I dedicated my whole life to og doomfist and the tank change ruined my whole fun he was still good but he had even more counters and now i have dedicated my life to venture since i get the same feeling like og doom
Ow2 players will never understand the pain off getting hacked as doom and not being able to do anything for like 7 seconds except tickling the enemy’s with you shotgun
i love ticklefist
7s?
@@Ahrone1586 sombra used to lock out your abilities for a solid 6 seconds if i remember correctly
turns out OW2 players can finally feel this pain next week.
*water gun
They should add a perfect block mechanic, so if u time the block with a cc you have a chance to deny it. Imagine catching a sleep dart the way doom catches tracer in the short
Would certainly fit with his schtick of being a fighting game hero.
But that doesn't really work in OW where they use 'favor the shooter' latency mechanics. You can't make abilities so pinpoint like that in this game.
@@Deusaga yeah you're probably not wrong tbf. I think theres just more they can do with the character other than just making him a punch bot
PARRY
Or make it so that if you block, your next ability within like 10 seconds is immune to CC
@@Deusaga I mean theres probably work arounds for that, I imagine they could just apply those compensations less to certain abilities.
The easy fix would be to make it work like the literal perfect block from smash bros for example. Start block and instantly unblock, damage taken (or cc in this example) is negated. You could put in the 'block flash' startup animation if this is done normally, and if it makes contact with cc or even damage it transitions to 'perfect block'. This widens our window for the perfect block to occur cross latency, since you would have the existence of the 'block flash' animation period, which could act as player-server-player override in the same way things like cc do for movement etc.
It doesn't need to be super consistent (I mean its doom come on have we ever needed him to be consistent) but at lower ping you could deffs be able to pull off a perfect block on lots of abilities. Hell, if you needed to help with the latency issue, increase the startup hitbox of block so our perfect block can catch things easier.
And finally, if nothing else, it would just be sick. I need doom montages of them swatting away sleep darts mid-air.
I loved og doom
Miss him every day
Not a day goes by when I'm playing Overwatch where I don't think about him. Tank Doom is still kinda fun but nothing will ever compare to DPS Doom.
Of course a character in the wrong genre of game is gonna be fun as hell, especially if they're movement based. But unfortunately ability combos don't exist anymore as you just have block and a non-chargable slam which is lame as fuck.
Same, I think he would be amazing in this new overwatch
I hope marvel rivals gets a doomfist alike character
He was a doomfist then now he is doomedfist
And dey say
and dey say
and dey say
and dey say
and dey say
And dey say
And dey say
"Venture is DPS doom"
Nah man, Venture is a legally distinct Chomper.
No freaking wonder I don't like Venture!
she’s doom if he was balanced
@@duel2803definitely NOT. His immortality button is ult, her is a cooldown. Not equal already
@@ivanych6231 his was instant, theirs isnt. his could instant kill squishes, theirs cant. his gave him more freedom of where to reposition, theirs lets them move 2 feet to the left and then they pop out. so yeah, not equal at all
I just got off gw2 and had a really bad game with a hotrod and this is first comment I read 💀
I started playing Overwatch with OW2 in 2023. It took me 5 months to realise why Doom felt weird. He'll never feel like a tank to me because he was designed and made with the DPS role in mind, and he feels like a DPS with a bit of armour to me.
Sure but he also feels kind of like Winston and D. Va
@@Nico_Canalesexactly he literally feels like Winston, ball, and dva all of them are also dive tanks
I think this is maybe a misunderstanding of what the tank role is. if you think it's holding shield in the middle of the map as reinhardt then sure, he feels like a DPS, but if you understand how tanks tend to make space vs how DPS tend to use that space or follow up on it you quickly realize Doom (and I would say in many ways Mei) have always played kinda more like tanks. they're not exactly consistent with how they design characters so whatever who really cares.
@@Nico_Canaleshe feels like Winston if Winston had to perfectly land on an enemy every time to get worth, or he feels like Dva if she didn’t have DM.
The Alpha-Beta test Doom Slam is the best Slam out of all the Slam iterations. Sure your DPS Doom Slam has a unique slam meter, and the current tank Doom Slam is basically if canceled you get more reach Winton leap. But with Alpha Beta test Doom Slam, you literally turn KANSEI DORIFTO
You become a Toyota AE86 drifting like an anime madlad with that version of Seismic Slam it was so good.
As for Block, making it a parry sort of ability that can 'parry' CCs is a better way to go. Also with block having what is it 10% slow? Take that out, Tank experience is already miserable enough adding a slow effect on a sustain ability that isn't even that good at protecting the player using it is just dog turd.
Maybe the block is like Brig Shield where you're given an option to either put the block on or right click and the block parries. What if if you don't parry you get empowered punch but if you do, you get uppercut.
rip beta doom
@@Skycube100I don’t think he needs all that. First of all, empowered punch is lame. Even if all of doom’s slam techs from the beta, he would still remain a punch bot because of empowered punch. It’s also cheesy. I’d say, remove empowered punch, increase the base damage of punch a bit more, add a parry mechanic where for the first 0.25s or so of power block, you ignore any CC, and if you block 100 damage or more, you reset both your Rocket Punch and Seismic Slam cooldowns.
Speaking from experience as someone who played dps doom during the final years of OW1, I can definitely say that the rework was a MASSIVE minus for me. Tank Doom felt more like winston to me and the new slam punch launch was so powerful that it COMPLETELY muted the viability of Doom's movement tech. While you can still do edgeflings, why would you when you have a button to go in?
While I do find Venture incredibly similar, the lack of that skill ceiling stemming from completely rethinking the way you see maps really hurts my enjoyment. I do appreciate the different projectile though - being able to apply pressure during downtime on dives is welcome, but man its just not the same without edgeflings. If only Moira was actually good for more than just healbotting and they didnt change moira's fade jump, I probably would've been playing Moira in OW2 for the sole reason that she's the only other hero in the game that has edgeflings.
Definitely have sorta felt this too. It's why I hope slam sorts gets it height mechanic returned so movement techs like this become more viable again.
I'm sorry I'm so late I've even watched this video before but you know brig still has them? And I'm pretty sure they help her play style a lot, good luck! They are more like diags though I guess.
OG doom takes the cake every time. I miss his combo
Word combo used loosely. Because it was a punch in punch out. Ez asf to use and on a 6 second cooldown then run behind tank. Srry but you guys are delulu.
@ 🤓
As a doom player from ow1. The reason he got swapped to tank is they needed an excuse to nerf his unholy amount of damage. Which is completely fair because old doom hit like a god damn truck
I thought it was the cc I'm pretty sure they didn't want a DPS hero holding a tank still in the air for 3sec with slam holding them still at first as well and then if they hit a wall towards the end of the punch out of the uppercut it would be quite unfair and a long stun, but imo the swap to less cc didn't work because what's left of it has become more oppressive due to support keeping the tank in a loop of cc, I think the fact they had to remove doom was proof enough from the beginning 5v5 was going to be worse for tank players.
hit like a truck but was hard countered by like half the roster. people would just rather complain about doomfist instead of swapping to his hard counters. and thats why we have tank doom, who’s a shell of his former self with most of his uniqueness and personality gone.
As a doom one trick when I first played OW2 doom i genuinely felt he was ruined. Like absolutely trashed on never the same again. The more I’ve played and gotten used to his new kit I have to say I like him a lot more now. I miss the uppercut and the slam damage but throughly enjoy his slam range and block now. I have a lot of fun with his new kit regardless if his punch isn’t as good. I find his shotgun way more useful now while the charged punch is a really great strat when done right
did you play beta of ow2 tankfist? im curious
I still to this day will never understand why people complained about Doom one shotting squishies when Rein, Dva, Hog could do the same thing and they were just a buffed version of Doom (back then... and still is).
I’m sorry ? What can diva do that one shots people ?
With the exception of hog the reason people didn't care about rein and dva is because those are either more risky in rein's case (risking getting swarmed after the kill and dying) or more skill based for dva (as you have to actually aim the projectiles for a few seconds). Punch was literally just hold a button and kill then run away behind tank every like 6 seconds
@@fakename1474yeah I can see that but you still had to close the gap and charge it making noise, so compared to other heroes at that time he wasn't any more oppressive, unless you used diags but I like the idea of players having to avoid well known diag spots in ow1 and in my level of gameplay I had players out play the crap out of me every time I walked around trying to punch off CD, in ow2 doom diags can be oppressive and gross due to the gameplay loop and the fact he can escape with no repercussion after, In my opinion the worst part about overwatch one doom was his ult because after he confirmed kills which Should get him killed as well, he could then just escape to safety making him high reward and no risk when he had ult, of course one shots helped with this because you could kill him before he reacted with it
They couldn't force you into their arena, and were more interactive once you were.
Sure doom has counters, and requires execution, but the receiver doesn't get to interact with if you fuck up your execution or not.
Nor do most people want to have to counterswap
Sry but you cant compare a slow Reincharge (He could barely Swap direction) and df Punch every 6 second spaming IT and jumping IT Out . Ow 1 Rein die after that 90% of time
The thing is, DPS doom would have been completely broken at ow2's launch, when they actually did what they said and took out most cc and one shots from the game, but now, when they've added tons of immortality, tons of cc back, and have one shot combos like Venture's, DPS doom may have been just as bad as he was before ow2's launch... just a thought.
he would be worse now. He cant bully tanks like he used to. He can oneshot 250 heroes. Bigger hitboxes means its easier to kill doom. CCs like hinder destroy him. Immo abilities like suzu,grip,lamp also make him worse. Sombra deletes him because of 0.65 cast time hack.
You'd have to nerf his CC and remove his one punch for him to work in 5v5, IMO. If left as is, then yes, he'd probably be too strong.
A lot of people are forgetting that a fully charged doom punch into a wall did exactly 250 damage. With the buffed health pools for every character and a slower charge time (started off at 1 second, got changed to 1.4, my suggestion would be 1.8 for a full charge) doom could only reliably 1 shot the very squishy characters. For everyone else even the slightest bit of heals or a punch at like 90% charge would save them from a 1 shot.
With immortality abilities like suzu and lamp, the huge hitboxes now, CC like Cass Nade OW1 DPS doom would most definitely not be broken in 5v5, but would absolutely be way more fun to play
The hit boxes are the same tho. Only the bullets got bigger....for some reason. True Blizzard moment
@@SpiritedFalconI don't think the one shot needs to be removed simply because other 1 shots exist. Widow can still 1 tap from across the map and so can Hanzo... DF has to fling his large ass hitbox at people to get the 1 shot plus it has a very easy to see wind up.
you... do know that dooms punch is literally his thing? due to the fact they made the lore around the fist so powerful... they kinda locked themselves into making his punching his core work around.
this issue here is that blizzard tries to work around the lore of the hero making their abilities centred around it, when they made the animated short they kinda played themselves by heavily focing on the damage that punch can do, thus locking themselves into the idea of punch being powerful and them having to work around that ability as a core mechanic.
tbf this idea was solely placed on the idea of doom being a dps, so now their stuck because if they nerf the punch.... they are gonna piss off alot of doom players especially the pros
The animation didn't really seal the deal, the whole DOOM fist and DOOM gauntlet and being the biggest antagonist in the game has more to do with it
Could just give him a quick ult and thats his powerful punch. From a design POV you can tell the team is either afraid to mix it up or CANT mix it up. There are so many ways to improve the game (bap immort-is his ult, ALL snipers have 175 health, Aoe healing is made into linear heals etc etc...) but its like they want the game to have these uncanny mechanics. Why do we not have a single hero who has a "weak" ult but they get it 50-75% quicker and thats built into their kit? Why haven't we toned down tanks and have an "off" tank already? At this pont everytime i get back to the game something has fundamentally changed and i cant help but feel like the balance team has zero clue on how to fix OW2 and they just continue changing the core game to fix various issues that refused to be addressed.
I feel like most doom players would be happy as long as those slam techs return, and it's not like punch is going to be completely garbo with my suggested changes. It would still have its charged multiple target hitting, speed, knockback, and damage. Could even buff some of those aspects slightly if it feels bad.
The punch in it's current state is still seen as fairly annoying to play against by many from what I've heard. My goals whenever I suggest changes is to just make sure both sides can have a good time with the character, but not completely lose their identity.
He's doomprimaryfire now fr, basically jumping reaper, most valuable doom skill is shooting at heads point blank
@haron521 ur trash if u think that
It was interesting to see Doom as a tank, and it can be fun to now have multiple enemies (if not the whole enemy team) being smacked around with rocket punch.
Though I still miss his DPS kit, I was more used to it than his tank kit.
I think he should still be a tank to keep his power block, but still have his uppercut and seismic slam, just simply have his ability 1 as his uppercut, and his slam activated in the mid-air, or at least use it as the crouch button (Like with Wreaking Ball) as a different option.
Move hand cannon to melee, move power block to primary fire, give him uppercut back as an ability.
@@TeddyChrupcalaI think that is the worst take I've seen. First, you leave him in a position where he can actually deal zero damage because his gun is recharging. Second, why on earth does primary become block? Every other person with a shield has it either on right click or an ability.
this is makinge miss old overwatch, it had better detail and some better graphics
It really did imo funnily enough. Ow2 kinda feels more cartoony.
@@RockSkull Ow2 Is more of a downgrade than an upgrade
Ngl the graphics were worse in ow1, but everything else was better
dudes will lie just cus they nostalgic
@@ιτα-χ5ν lol i know right they just need to get over ow1 and move on
If they brought back 6v6 Doom would be an amazing off-tank. Kind of the same thing as some of the other hybrid role characters like Illari, and Brig (somewhat) seeing as they are kind of Support/DPS, Support/Tank hybrids respectively. Doom would be a Tank/DPS hybrid. Too bad Blizzard hates fun. I kind of just want to see Doom-Zarya again.
Boy do I have news for you
Unfortunately, the classic does not return old doom
@@evalyne1105 I was so disappointed 😭
I miss the old Slam he had.
same/: and the uppercut.
I miss the old Doomfist, straight from the 'Go Doomfist
Fist up supports Doomfist, set on his kills Doomfist
I hate the new Doomfist, the bad tank Doomfist
The always nerfed Doomfist, throw the game Doomfist
I miss the good Doomfist, fist up supports Doomfist
I gotta to say at that time I'd like to be Doomfist
See I played Doomfist, it was so many Doomfists
And now I look and look around and there's so few Doomfists
I used to love Doomfist, I used to love Doomfist
I even had the Formal Skin, I thought I was Doomfist
good comment
Honestly, I think it'd be cool if he got reworked into a "Tempo Tank" like Ram, where his normal state is about blocking and displacing and have shift to enter an aggressive mode where he has his upper cut, slam, and punch like OG Doom.
Sadly the issue with reworking, changing, buffing, or doing anything with doom is all the sweaty players who are good at doom will only become even sweatier.
Holy sh*t that’s an amazing idea remember the shout doomfist would do during his mirrorwatch version when using rocket punch that could be the sound he makes whenever he goes into his aggressive stance he is a fighter after all as well.
ow2 is sweatfree a lot more balanced no genjis or dooms running amock
I spent hundreds upon hundreds of hours learning all the dps doom techs, digging through GQO's discord, brandito's, zbra etc, watching clip after clip, tutorial after tutorial until finally I got to the point I could bounce off of any object, diag off of anything and essentially just freestyle an entire map without touching the ground...
Then they reworked him, and I've probably spent less than 200 hours on OW2 in TOTAL. I played since day 1 release of OW1...yeah it completely killed my interest in the game.
same
all over one character?
@stealthystudios4129 yeah, well that and my other main zarya just didn't feel as fun without a rein
I got to doom late in ow1 and only got about 100 hours on him the reason I started main"ing him was because who I played with a lot told me to main the hero I hated dying to the most, after I learned him only a little I didn't mind dying to him as much when I played other heros and it was the most fun I've ever had in any pvp game, I've got to say it genuinely made me good at the game too, but now that he's gone I keep trying to relive what little I got, playing doom sumo and learning what little tech other heroes have in this game, but I've basically milked what I feel is the most enjoyment I can reach unless he comes back, I've just become a player who has no hero at this point, although now I have more time on tank fist then any other hero I still can't accept him as my main and his hero identity feels so different from the analytical genuine antagonist that I had for only a while before ;_; not to mention this community feels so dead compared to how overwatch used to be. Maybe I'm just unlucky but I get death threats or ego rants from players via xbox messages nonstop rather I win or lose, it makes the game feel just like playing bad person emulator instead of a team based hero shooter with unique interactions, that they won't stop removing..
@@stealthystudios4129 almost as if he spent all that time mastering that character 🤯🤯🤯
Honestly, they should swap venture and Doomfist's roles; Doomfist feels SO much better as a DPS, and Venture fits right in with the dive tanks thanks to her passive and damage mitigation by digging.
I always saw Doomfist as a great DPS for bursting enemy DPS or Supports while providing control for Tanks he couldn't burst.
I still wish though that they made him a Melee Core Character where his Primary was a 3-Hit melee combo with slightly ramping damage (40, 60, 80 - Or a minor mix up of 60, 40, 80) where the final hit would deal minor knock up. Of course with the minor knock up, the 3 swings would be slow (Taking maybe 1 second for each swing and thus being 3 seconds before the full knock up for 0.75 seconds)
I figured having a mini shotgun felt out of place when the guy already had a massive armor capable of destroying anything
in terms of fun, dps doom is better, in terms of being a good and viable hero its easily tank doom by 500 miles
I agree.
F*** the block I want the upper cut back and I want more versatility in his play styles. I I would be able to deal with aerial enemy's better better combos
I love him as he is. The joy I feel when I succeed with him as the tank with the most movement and speed. There’s no other hero like him
Doomfist is difficult. He rewards very high skill, but he also becomes insanely powerful when that happens.
It sounds well-designed but in practice it somehow doesn't work. Similar to Sojourn's situation, balancing off skill alone is frustrating for both sides.
If you keep certain techs, it rewards time played on that Hero, but it depends on their reasonability to counter or time to react. The stair one is clunky and personally I think it shouldn't be a thing. The slam through certain doorways just doesn't have reasonable time to react to it.
Imo, Doomfist is one of those characters you don't want to add again. Niche, frustrating to play/play against, and difficult to balance due to needing very high skill expression. I'm okay with this tbh. I never liked facing Doom, but I respect the idea of his design. I just don't think it will ever satisfy either side unless you completely change the character, or lean into the frustrating elements when you face him.
I think the biggest change that happened was that his role became alot more important, typically the tank doesn't need to jump into the backline and kill, and if they do it just lets the enemy team walk into your own. If he was a DPS then he could go ham without his team feeling abandoned like Genji or Tracer can
remove block and emp punch, bring back uppercut, bring back beta slam techs
idk if uppercut would work well for tankfist or not but i would love to test it and agreed with the rest
>bring back techs
That would make the game too skill-based
@@jimmyjab8744it would work well if they buffed his passive so he had more ways to mitigate damage through that, but I would rather have them add a 0.25s parry window to the initial cast of his block where he can cancel any CCs. It would fit his theme a lot more too.
OW1 Doomfist was impossible to balance.
He had the easiest oneshot ability on paper, yet the hardest to use as soon as you got into platinum rank because of his huge hitbox and being predictable. Because of that, he was hated in lower ranks where players don't have the knowledge to counter him, and he was a meme in higher ranks because people could just cheese him (unless you mastered him like crazy, and even then...).
However, Doom mains can relate the fun they had in OW1. He felt like "Doomfist". Right now he is more of a "Doomflick" especially when you watch pro players finishing targets with a quick melee more often than with the most dangerous weapon in the world. His movements do feel great, but nothing compared to the feeling of playing like an assassin in OW1 in my opinion. There was a constant risk, but when you played well, it felt so good. Yet, I can understand why many players especially supports hated him for not being able to do anything if they didn't play a counter.
Now if I had to choose, I'd still want DPS Doomfist back, just for fun plays. I still like him as a tank but it doesn't feel as good.
I used to spend hours learning doomfist stall spots on every map, dps doom had so much depth to his kit. Now all that old knowledge has gone to waste, god I miss him so much
Love that Fat Juicy 125 slam and uppercut combo!
OG DoomFist DPS with Two tanks in front of him. Was tough.
DPS Doom was A MILLION times better than tank.
Yo that's hilarious I been having venture zoomies lately telling myself this is like dps doomfist and I wasn't the only one thinking that
it isnt
Also, you should get a cool-down reduction when you cancel abbilities into eachother.
It shouldnt be anything insane maybe even just like 1 second. Just something to insentevies you to continue cancel ing and being the fighting game character in an fps
would be cool if they added a parry to the block to deal with certain cc like you have to time a left click while blocking to backhand a sleep dart away and maybe giving you a powered punch for timing the parry or a one attack defect but it cancels your block
Remove empowered punch, slightly buff base punch, make the block a two part ability- block part 1, if fully charge he can uppercut on recast.
Tank Dooms tech removal like a month before ow2 release had to be the biggest kick in the balls I’ve ever felt playing this game
There were definitely some fun bits to the old doom I don’t mind the current doom but the old one was especially fun on total mayhem 😂
I admit that what would have to be given back a Skill to Doomfist would be "the higher you fall, the more damage you do" and something to add to it would be that when he covers himself he could generate Overheal if he is not killed and only if the duration runs out of the Blockade, like the Doomfist of "Mirrorwatch", it would be a more than efficient Champ, although the current Doomfist is very good, at least he is not like Winston or Reinhardt who needs a Rework to at least be used more (and I say this as Main Reinhardt, Mauga and Venture are SHREDERS)
I just want them to add back old hero kits for custom games. I miss Level 3 torb turret. Bastion tank form and shield. 500 hp dva with super powerful baby dva gun. V1 roadhog. 6 turret sym. Doom parkour was a game in itself. Even hanzo scatter. Etc. Just let us play with them. Heck even throw og mass rez in there for the veteran mercy mains. I love the new reworks but it would be so fun to mess around with og kits. Having fights between new and old versions with friends would be so fun too
I had no idea until today that Doomfists slam used to deal more damage the higher up he slammed from. ...Wow.
I never played Ow1 but I have 400 plus hours on doom and tbh he’s my fav character. I’m a big fan of what he is now. I hope they keep him the way he is and just make small changes.
Yeah I've definitely seen more Doom's modern day compared to DPS Doom's. His skill floor got lowered a ton so more people enjoy him now is my guess, I don't think he should be changed that massively either. Still hope those techs return at least for higher skill ceiling.
@@RockSkull that’s wild they lowered it because his skill floor is way higher than basically anyone on the roster.
@@RockSkull its sad to think such a siginficant thing for doom players like techs isn't likely going to be changed or wont be for ages. I imagine theres similar things for other heroes too that they really need but just won't get because they're slightly too niche for it to be a priority.
@IIgREyIIwaRdENII He's definitely high skill but nowhere near what he was. Modern ball is probably peak skill rn, and ow1 doom was about equal to that. At least in a t500 setting.
god i miss dps doom, i just started getting good with him as an assassin and then a month later. ow1 was gone :(
I can’t lie dps doom was the most fun I’ve ever had playing Overwatch I tried to get into tank Doom but I can’t get into it so I just play Genji now
I wouldnt even say his current playstyle is farming empowered punch. Even when you get it, there usually isn't much you can do with it that will be impactful. I'd say his playstyle is farming your ult asap if you aren't able to get into their backline. If you can then farm your punch and/or bully the supports. Against most comps this isn't very sustainable. So you just farm your ult so you can actually use your punch without getting hard punished.
OG Doomfist felt so satisfying. Tank Doom feels like a wet towel.
idea, charged gauntlet affects the slam too making the damage higher and the range farther, meaning itll add a new layer of techs to tryout
Dps doom was my most played hero, I maybe have 2 hours on tank doom. There's just something about tank doom that I don't like, it just doesn't feel fluid to me like dps doom did.
Dps doom was high risk high reward, he was an absolute assassin, but if you made one mistake you would get immediately cooked by 6 players.
He also had pretty nice duels with the majority of the heroes, because of his massive hitbox, you would just get beamed if you took a duel wrong, but if you saw anyone throw out a careless cooldown or step too far from their team then you could jump on them so quickly and take advantage of that mistake.
I do still really miss upercut and assassin doom playstyle, on the other hand if we keep him a tank I feel he needs more ways to… actually tank? standing in the frontline to soak up damage may not be the most fun play as doom, but it is kinda what tanks are supposed to do, and unless we get 6v6 back the off-tank playstyle isn't quite as viable
Doom was my main on OW1 and hearing the rework was my 9/11
THE EDITING THE VOICEOVER🔥
The only reason I would like dps doom is for the old playstyle. If they do bring him back, they should mainly:
•Buff slam damage from 125 to 175
•Tighter hand cannon spread
•Lower duration ability cast after using uppercut
•Nerf full charge punch damage on wall impact from 250 to 215
I remember the day doomfist first came out, I was in a call with like 5 friends and my brother, and the servers were so fucked no one (atleast none of us) could even open the game.
I don’t play overwatch anymore since it was rebranded to OW2 and Blizzard canceled the PvE, but when I did tried Doomfist out the change from DPS to Tank was more of a struggle to play, especially since you can only have 1 Tank on a team. In my opinion he didn’t feel like a tank compared to the others, it’s like he’s in limbo between the two classes with his kit change
good video and phenomenal outro
Too kind my friend, professional singer man Goofy Noofy also will appreciate the kind words about the outro.
I think they should make his slam like 70-75 damage and keep his black the same cause it wouldn’t be a one second block that makes no sense they’re better off adding another ability and I think they should make his shotgun fist like 70-75 damage
They remove tech cuz they want to keep the skill floor relatively low. That’s also why they reduced healing and increased projectile size and hitscan size across the bored. You don’t have to worry as much about killing healers first or about even being able to hit your shots. All about making the game more braindead
As a support player i don't miss old doom. Slam uppercut was almost always a death sentence
Wow Doom came out on my birthday that’s crazy I didn’t even remember the day he came out
I have more problems with his whole "Tank Role" thing. Like apart from very strange block he doesn't have any tank abilities that can possibly help/protect his team.
So I suggest the Mirrorwatch updates. (Not that cracked up of course) Reinhardt-like shield Block and also make small percent of Doom's overheal apply on the closest teammates. Not very big changes, but they will give this "tankiness" to Doom, which he clearly doesn't have at the moment.
Doom parkour was peak overwatch
Doom tank could work with his old kit and less damage in a 6v6 game it would be so fun
ive played both, im a tank doom enjoyer, the amount of mobility and juking you can do is insane. what I would want from tank doom is the beta techs back and the ability to shoot during slam, would increase his skill ceiling a lot. also i would much rather his ult be more lethal rather than the devs forcing it to be used as a second life to reset cds. if you needed to nerf him i would say you can reduce how far the empowered punch knocks back
as a zen main og doom just meant you did not get to play, it was mandatory swap
i felt that brig in my soul
*shield bashes your soul*
He’s better for the game as a tank and is legit super fun as a tank, I need to see him in 6v6 before a definitive answer is made, but I miss being able to play my main for more than 20% of a match, now it’s counter watch, and you cannot hard run a tank anymore or you are throwing
This right here, though, ever since the orisa nerf, it's always funny to me when they counter swap to her and still get their butt kicked. Basically just saying "yeah you were the better tank"
if i can, i usually go for the enemy backline, prioritising snipers and healers. I harass the team at the safe distance from behind them, until i can see a good chance. Its really satisfying flying across the map, and flattening the widow in her little sniper spot with a charged fist.'
The biggest issue is how easy it is to hard counter doom (mainly sombra from my experience). I can live with other counters, but sombra just ruins my enjoyment when they only single me out for hacks all the time.
I miss old Doom Damage hated the lack of health cause he was big and, Love New Doom Health and sturdiness but hate the lack of damage empowers and unpowered
How about just like how wrecking ball pile driver cooldown is disabled until you are far from the ground than available. When doomfist gets empowered fist 👊 his uppercut ability is no longer disabled
i can’t in good conscience bring back doom bodying my back line for free and walking out
Dps doom had no team util or frontline presence
Had very little carry potential
Wasn't very flexible
Was very skill intensive
And VERY frustrating and oppressive to play against
i just want them to bring back uppercut, but obviously with major tweaks (movement locking was nuts)
I think my main issue isn't even him becoming a Tank now. It's the block. I don't care that his damage is reduced, but standing around doing nothing to absorb damage with his hands is the least Doomfist you could pick for a tank ability. He's an aggressive warrior, he doesn't like passivity, even now he still remains as a dive character, I do agree that he fits better as a tank than as a DPS, but the way they implemented it doesn't work for his character.
If you watch his announcement trailer you can see how much pressure he imposes on his opponents, how he seems like an indestructible wall and even when he has to stay in the defensive he does so violently and efficiently. I think in-game he should be more like Roadhog, Mauga or even Orisa to a degree, make his primary focus being aggression with his survivability being more passive than anything. Like giving him big damage resistance and a good chunk of armor when he charges his punch, making it so his skills regenerate his health, perhaps bring back Reaper's old gimmick and make him heal whenever he scores a kill, or if you really want to remove the uppercut at least make his new skill be that of self-healing or something like Fortify, something that gives him passive survivability. He should be the kind of tank you shoot countless times yet never seem to be able to truly hurt, a charging bull you are desperately trying to bring down before it gets to you yet it seems nearly impossible to do so. Hell, Ramattra honestly feels like this when he's on his Nemesis form, that is the vibe tank Doomfist should've had!
Doom is significantly better in terms of overall hero strength and having a more fair gameplay loop on both ends his gameplay loop back then was super unfun most times on both ends of the coin u either got ccd and died instantly or u 1 tapped someone and got out and that coin flip was what made him fun but also incredibly volatile and unfun for both sides aswell this version is alot more nuanced and fluid
I can’t say for sure but he was 100% way more fun to play as a DPS
MY fix for tank doom:
Block: 5 second cooldown, it heals you 100 HP, 25 per sec passively, if you get partially charged its 1.5x and full charge is 100 HP instantly, knock back received is reduced 25%
Punch: increased maximum damage(210), increased maximum cooldown(7s), if you punch earlier than max charge, damage and cooldown are proportionate.
Stun duration max punch on tanks: 0.8s
Stun duration max punch on dps & supp:
1.3s
(this might be controversial if the last two werent)
Leap: 8 second cooldown, if used directly on another enemy or teammate, they get pinned and come with you, if they are landed on or hit into a wall, they lose 25hp (its OP enough he can pin you with him)
Meteor Strike: increased ultimate cost, no CC when landed on, no immunity frames, 3 second in-air time(also not immune to fire/poison/lingering damage), direct hit dps is 1000, splash damage is 75, everyone hit is sent into the air 1 meter, teammates are also sent.
When casted directly on a teammate or enemy, you take them with you into the sky.
Tanks: cancels the ultimate, are brought to the sky barrier with Doom.
DPS / Supp: Ultimate continues as normal, when you land with them, they take 50 damage and are stunned for 0.5s. all received lingering healing and passive healing continues whilst grabbed.
I hope this makes doom a much more fun hero to play as, though i guarantee this much CC would certainly piss people off, thats why there is a lot of necessary timing changes needed done to see what feels right, but i think if blizzard takes only one thing from this, its the ultimate. its his worst ability and only used for a get-out-of-jail-free card.
Bro’s onto nothing 🗣️🗣️🗣️
СС less prevalent? I get countered all the time as a doom. Ana, Mcree,Sombra, Kiri, Brig ult(at least only ult), Hog, Mauga, Sig, Rein and the list goes on. And the worst part of it is not the counters, but the endless bugs you get. And his tiny hitbox for the punches...The amount of time i miss emp punches on guys who i should have hit is insane
I think your block should block all cc for the first second of its duration, then for the rest of the duration act normally.
Love the outro
i wish they would make dooms punch like maugas charge, you could have some real power as a tank by pushing ANYTHING away from ur team
"wow the new doom slam is so good because of all the new techs we can do now!"
"oh so you like the techs?"
"yeah?"
"great! we're going to remove them now."
wish he was a grappler like a 3d Diablo from heroes of the storm, also he should just fight with only melee like rein
All those hours of practicing rollouts and doom tech and now, I don’t even need most of them to get to high ground anymore for a juicy slam. A shame
Unpopular opinion: tank doom is actually really fun. knowing the 5ish subtleties of empowered punch and how to use them effectively will have u spawn camping in no time
I hope in future they add uppercut on double jump and charged seismic slam (uppercut too if added)
They probably won’t put back the height thing with slam because you could just look up and slam to get max damage, and if empowered punch didn’t secure kills, it would make Doom secondary to other tanks like Winston. That’s my biggest problem, he’s too tanks to be a dps, but does too much damage to be an effective tank. That would be fine in ow1 cause of the second tank, but now picking Doom is like picking a third dps. Unless you play chokes very defensively, which makes him even more map dependent and annoying than dps Doom while being way less fun.
The slam meter should come back, but instead determine how much overhealth you get.
dps doom with an ana pocket was able to solo an entire team of 6 without any help
The biggest issue to me with Doom's transition to tank, was the fact they didn't change his ultimate. An ult that A. Leaves your team vulnerable with no tabk for a few seconds, and B. Got mega nerfed to never get any kills, isn't healthy.
They should've reworked his ult to he an actual tank ult, or just left him as a DPS
they only made him a tank to boost tank player numbers lol
I think his uppercut in the form of hanzo double jump might be good, mainly for movement and not to do too much damage
keep this shit up bro i already know you finna make it big one day trust
thank you
dps doom was such a wombo combo nostalgia
As someone who plays against doom, I think the rework was relatively successful in a few important matters. Mainly that the instakills are mainly a product of poor decisions as opposed to feeling random. Yeah it can suck to die to a doom your team charged up but depending on the situation you can try and adjust and reposition.
In the case of stuns, it pretty much is reversed now. Doom went from being dead as soon as he got stunned to having the most reliable form of stun left in the game in his punch.
The other issues you bring up I can see being very valid and concerning in some ways. I think this doom in 6v6 would be incredible since he could commit more. He would also be less susceptible to counterswapping in 6v6 as well.
His main problem is that his abilities can land so quickly that it's hard to make them balanced through proper cooldown cycling. Old doom could literally kill you in a blink if you didn't see him come from Narnia because he can hit two massive abilities in slam and uppercut while mixing in primary fires as well very quickly.
Doom has been so buggy it's actually insane. I'm pretty sure if doom had all his bugs patched in ow1 as dps doom, then he would easily have been the best hero on the roster. This is simply due to how many times the punch doesn't land to a bug, or the enemy slid off the wall and didn't take damage, or staircases interacting strangely with any of his abilities anyway. I feel like the sheer amount of reliability doom players would have with him would have broken him if he was actually working properly.
RISING UPPERCUT
RISING UPPERCUT
RISING UPPERCUT
Also Give Uppercut with Block
Dps doomfist was more fun
Tank doomfist is more healthy for the game
RIP DPS Doom my beloved. Personally, I never cared about punch, playing as or against him. I understood it was an issue for less aware players, especially in lower ranks where you could get away with just fully charging it out in the middle of 6 people, but I've never really cared much about the "the identity of a hero should be reflected in their kit" thing. Sure, that makes it easier for new players to understand what's going on with a character faster, and it should be a thing to keep in mind (not following established genre guidelines is what killed Concord, change my mind), but I think OW should've taken more artistic license with this one, especially considering that exceptions are actually fine, so long as the rules are followed generally.
I always wanted a higher movement speed/faster charging punch, screw the damage. Make it 1 damage (or 50 direct and 50 wall impact damage, if we're being more realistic), for all I care -- it's still useful as a stun, mobility, and boop combined, especially on a 4 second cooldown. "Oh, but it can level skyscrapers . . ." Yes, and Zarya's grav should weigh as much as Neptune just based on how big it is (I quite literally did the math), so I think we can safely say that the combat tech in OW is straight up magic bullshit.
Also, bringing back uppercut and OG slam would be perfectly fine in OW2, I think. The devs said "but he needs a block ability/an ability that reduces incoming damage to feel like a tank" -- and then they introduced Mauga, which shows beyond a shadow of a doubt that merely giving Doom -50% damage taken for the duration of his movement abilities would be enough to make him "feel like a tank", especially considering his overhealth gain. I just want any motivation to actually _use_ the tech put back in OW2. As it is, you're better off punch-botting, a playstyle *no one wants!*
What is and is not a "tank" is, was, and will always be horribly inconsistent across the role. By Ram/Mauga standards, the only reason Cassidy isn't a tank is that roll doesn't block stuns, Mei/Brig are tanks, and Doom/JQ/Hog/Ball are DPS characters. Revert slam and uppercut, no damage resist in _any_ part of his kit, Doom is still a tank by JQ/Ball standards -- but then, by JQ/Ball standards (up to the April 2024 patch), Venture/Torb are tanks. The OW team seem to be moving towards a consistent definition of "should have one ability that blocks damage for teammates without physically body-blocking for them" -- but then Doom/Hog/Orisa don't have that ability. Another, longer definition could be "should have one ability that blocks damage for teammates without physically body-blocking the damage, or a remote stun to reactively peel for a teammate" -- but then Doom stands alone, because I don't really think punch can be called a "remote stun" or "reactive", especially with that cast time. Yet another, shorter definition could be "one ability that blocks damage, no mobility-related side effects" -- but then JQ is out, because speed boost.
Thank you for coming to my TED talk. I'll be here all week.
I dedicated my whole life to og doomfist and the tank change ruined my whole fun he was still good but he had even more counters and now i have dedicated my life to venture since i get the same feeling like og doom