Blizzard announced previously that they were going to rework Doomfist into a tank for Overwatch 2 and now they offered a glimpse into how this will work.
Overwatch 2 is going to get rid of one of the most annoying backline poppers as Doomfist will no longer have three medium-size jumps, besides the disappearing act with the ultimate. Instead, he will have one big jump for diving and a few tools to harass squishes, provided he is played correctly but landing shots on Talon's shot-caller will no longer be as hard.
Overview of Doomfist changes for Overwatch 2:
- Role changed to tank
- Now has 450 HP
- Hand Cannon (primary fire)
- Ammo recovery every 0.4 seconds, was 0.65
- Damage per pellet is now five, used to be six
- Power Block (New ability)
- Blocks frontal attacks, blocked damage empowers Rocket Punch
- Rising Uppercut removed
- Rocket Punch
- Charge time halved
- Impact damage is 15 to 30 (was 50 to 100)
- Wall hit damage is 20 to 40 (50 to 150 previously)
- Empowered Rocket Punch deals more damage, travels faster and longer
- Seismic Slam
- Now functions almost the same as Winston's leap (yes, with that jump range)
- Enemies near the landing zone are damaged and slowed
- Meteor Strike
- Slows all enemies hit
- Outer ring damage reduced to 100 to 15 (was 200 to 15)
- Activation time is halved
Overall, the changes look like they will make Doomfist beefier at the cost of his agility. However, you can still block a bunch of damage to empower your punch, leap into the enemy backline, splatter someone all over a wall and jump back into your team. However, the defensive measure of the enemy team will be more lethal now that you can't evade them every second or so.
Lowered activation time on Rocket Punch is bound to be dangerous to just about everyone on the field now as Doomfist's opponents will generally have a very low window of time to react.