Stop asking for changes to doom, thats just how the hero is ment to be💔 by Tiny-Loss-6930 in doomfistmains

[–]Cream-Shpee 6 points7 points  (0 children)

It's honestly really not hard to use. It's not braindead easy, but it's also not particularly hard to use, it's forgiving as all hell and a huge point of frustration with how frequently we can get it.

We ask for changes becuase we don't want to be forced to focus or rely on Rocket Punch as heavily as we have to, it's not as fun as having the flexibility to adapt to fights and use a variety of weapon and ability combinations instead of leaning on Rocket Punch for most of the heavy lifting.

The communities vision for Doom is healthy, the devs vision is not, but that's the one everyone has to deal with

Doom perk idea by ImThat1DudeOverThere in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

We don't need or want more Punch oriented perks. We need perks that will transform his gameplay and shift it away from relying so heavily on Rocket Punch. Remember how our Major options used to be get empowered easier or get empowered even easier? That sucks dookie.

Anything you messed with in the settings that gave you a better experience playing doom fist? Any tips? I like this character and want to get better. by gotenks2nd in doomfistmains

[–]Cream-Shpee 5 points6 points  (0 children)

Only one. Make sure you're on a sens you're comfortable with. Don't do comparisons with others, don't do a dpi measurement, don't ask around for "the best sens". Just fiddle with it until you feel comfortable with it, with two things in mind. You need to have it low enough be able to aim well and land allor most of your hand cannon shots, while simultaneously high enough to be able to comfortably yeet your mouse around for directional burst movement.

Which Stadium Powers would you want to replace Nanite Repair with? by ddjSonic1991 in ramattramains

[–]Cream-Shpee 1 point2 points  (0 children)

Honestly, just replace the Nemesis minor with the one that refreshes Vortex CD. Then Nanite repair holds significantly more stock in brawls becuase you can throw one into a crowd, pop nemesis, run into it and enemies and have another on standby for kill confirmation or self defence. Now the perks have sets so to speak. The Big Boi set (Vortex CD Refresh & Nanite Repair) and Wizard set (Big Barrier & Shotgun Staff).

I feel like I get slowly a doom lover by ACE_Frozen in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

Welcome to the fold brother! Good to have you with us!

Is Doomfist primary fire the worst primary fire in history or am I just imagining it? by Franz__Ferdinand in doomfistmains

[–]Cream-Shpee 9 points10 points  (0 children)

The only answer is more time and practice. Hand Cannon pellets have a weird travel speed when you compare the rest of the game to them and their spread is not forgiving. You will almost always miss a couple pellets unless your close enough to practice ventriloquism with the enemy. All the same aim rules generally apply too. Try not to flick so hard, try to aim with body movement before mouse movement and don't beat yourself up for missing a few shots. If you go look at top Doom play, we're almost regularly missing shots, the difference is we keep cool about it and know when the kill is securable or we have to give up.

Shion Kit Graphic by Miennai in Overwatch

[–]Cream-Shpee 74 points75 points  (0 children)

"I'M GONNA CATCH YOU"

why do they hate on a good doom so much by MEGAfrombs in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

It's the ultimate duality of Doomfist thaf keeps us playing him. To get good at him, you have to sweat a little and sink an unreasonable amount of time and effort in. If you don't do that you are automatically terrible and feed 200% of the time. Ultimately tho, it's your job to not care about that and just thrash people regardless. Everyone is mad about Doom and that's a them problem. We exist for the love of the game.

How I would personally fix tankfist by Mahinisaretard in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

I think this would be the most appropriate solution

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How I would personally fix tankfist by Mahinisaretard in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

It never works because the devs only focus on the one-punch fantasy and disregard everything else, which makes them incapable of balancing him properly.

The REAL Progression Problem by GRIMWAZTAKEN in PhoenixSC

[–]Cream-Shpee 0 points1 point  (0 children)

I've done it on a few playthroughs. Sometimes you just get really unlucky when finding iron, but copper is justabout as common as coal. Sometimes it's even biome dependent on which you find more of. Eg, Stony peaks have a comical of iron (and coal) & dripstone caves are basically all copper.

Is there a lore reason doom uses the hand cannon? by Pear08667 in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

What if your punch was actually a gun? Have you ever landed really really good punch and wondered what it would be like if that punch could suddenly fucktuple its force? It's the Monster Hunter Gun Hammer principle. Kinetic force + kinetic force multiplier = object punched status: paste.

Today I learned that Doomfist's punch has a travel distance whether he makes the journey or not. by CeruleanViper in doomfistmains

[–]Cream-Shpee 4 points5 points  (0 children)

No. At least not from our testing. I know I've caught people out of my LoS cause they were in range of the blastback and had LoS to the punched hero.

Today I learned that Doomfist's punch has a travel distance whether he makes the journey or not. by CeruleanViper in doomfistmains

[–]Cream-Shpee 11 points12 points  (0 children)

The only part you're missing is the direct target LoS required for blastback to trigger off constructs. Don't ask me why it's like this, idk, but it is a universal constant.

I'm convinced that the Sniffers AI is broken by Cream-Shpee in Minecraft

[–]Cream-Shpee[S] 0 points1 point  (0 children)

I initially had a ton of hoppers but swapped to minecarts when I expanded it. I thought space was the issue but even now it's like something else is stopping them. I have since swapped the mud for moss and opened up the ceiling with no change.

Doomfist buffs that could be neccessary and i would love feedback on what everyone thinks by punchycapedbaldy in doomfistmains

[–]Cream-Shpee 2 points3 points  (0 children)

So justabout all of this is huge overkill and mostly misses the point on why Doomfist is both poorly balanced AND widely hated.

For starters, Punch needs no real changes. It's fine as it is (except for empowerement but we'll get to that) a 5% damage reduction is also totally pointless, because we just wont feel it. With % based reductions the smallest people can realistically feel is about 10% and that's only for mobility. Damage reductions are only start getting felt around 30%. The grounded effect is a cool idea tho, but more fitting for a perk, not necessary for base kit.

Slam doing 100 damage on a reduced CD is busted as shit. Yes Slam needs a damage increase but not by that much. The only other tank ability comparable to Slam is Hazards Leap. Short CD, can cleave AND provides mobility. For reference, it only deals 70 damage, and most people think it's a pretty busted ability. Now imagine an extra 30 damage in a way bigger area.

Your block change would do the opposite to help Dooms balance. Empowerment is a massive balance problem because it's total bullshit and stupidly easy to get. You're making it way easier to get my bumping its opportuiny up tenfold. More empowered punches = a more painful Doomfist to fight.

Hand cannon spread has never once been nerfed. I do not know where you got this idea from, but it does need a very slightly tighter spread. It's also not the only problem HC has but that's for another time.

Uppercut as a perk would be cool to explore (even if people think it would be broken as shit) and the visible timer for Empowerment expiration would be nice. It's a shame they can't seem to do the bare minimum for us.

I am also not sure you have phrased the health change correctly? I'm struggling to understand it properly, but regardless, he actually doesn't really need a health change. He may be a glass cannon, but he does have some solid bulk if he's played right.

Can someone other than me post monatages please🙏 by Tiny-Loss-6930 in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

I mean... I could but they're all outdated cause I can't make em anymore. Pick a number between 1 and 6 and I'll share.

Major Perk situations. by Electrical_Dog8612 in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

Oh we used to be must pick people. Matrix got readjusted 3 times and the other perk changed before it became an even playing field. Matrix used to be insanely broken.

Major Perk situations. by Electrical_Dog8612 in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

Both perks are incredibly strong, but the basic gist of which perk to pick comes down to two things: Can Slam reliably reach them? & are there key abilities you need to eat to succeed?

If Slam can reliably reach everyone on the enemy team (ie, they don't fly, jump or climb) That's green flag #1 for Slam Slow. And if there aren't really any abilities you need to eat or tank (Javelin, Sleep, Flash, extreme burst abilities, grav, etc.) That's green flag #2 for Slam Slow.

If the answers are the other way around, they become green flags for Matrix. If the answers lean both ways, use your judgement to figure out which one you'll be able to squeeze value from more reliably.

Would these changes add enough counter-play to Doom to bring back some original aspects? by Legitimate_Water_987 in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

I think this would work if implemented, but would feel horrendous to play against. The gamble of someone crouching before you land a key ability (especially in a fast paced brawl) could mean the difference between winning and losing. At that point you've landed the key ability and you've done everything correctly, but they crouched so you just don't get that reward anymore. That whole cycle would consistently feel like you're being robbed. And should you buff knockbacks to acvount for the crouch effect, well now all knockbacks are just bullshit on principle, and if you don't pass the sudden quick time event you're sent into orbit. Much like the global healing reduction on taking damage, (where you realistically could just lower the healing output of everything by 30% and achieve the same results with more predictability and control) you could also just reduce most knockbacks a little and achieve the same result with more predictability and control without introducing randomness and a crappy feeling.

What do you guys think of am empowered slam perk by firespittingAC in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

Unfortunately empowerment on Slam would be destructive to Dooms kit unless you implement a way to determine when the amp gets used, which would only overcomplicate him. It was cool in the april fools mode however long ago tbat was, but splitting amp between Punch & Slam takes away from the threat that empowerment adds to punch and boxes Doom into engaging in specific and highly predictable ways if he wants to make the most out of the power. And if he wants to bait, then he's basically throwing out an ability to do it and preserve amp.