Kinda hard to play around doom when your opponent has 10 phase shift champs, and soul collection. So when do you get to any use out of your doomed champ.
I've felt the pain of doom before when the oppo has tons of stealth and are able to avoid contact while they apply it with relative impunity. But that slow play can be countered by a rush and there is a list no reason NOT to rush FW. So if you spearhead with that champ he'd prob be dying about that time anyway and just try to get the globe.
Doom is only good versus big guys. Or when you can somehow prevent the champ from doing anything for those turns. I mean you pay 40 nora for something that has a delayed impact. So you have tempo-loss which gives your opponent and advantage for the short-lived. If you rush your champ in and you can do something that's worth around 40 nora (depending ofc, not when you've got them sweet 120 nora super champs #value) you've already made the spell not worth it. And you probably can recover the nora globe as well. So people get punished for investing to much in 1 champ when playing FW who runs doom (spells like drown also punish you, vertical push maybe as well kinda). And they probably don't play correctly when their champ is doomed. Pls nerf doom it just rekked me. Without realising the drawback it gave your opponent the time between death and cast as well as not realising your opponent may actually have lost nora over the course of his actions in total because you got a lot of value out of your champ in those 6 turns. (oh btw I hardly play FW and I don't have doom in my rune collection).
I think you missed a comma in there. or not. perhaps there is a deeper complaint represented by this thread. that while you guys gutted champion abilities we never really got that 'spell/relic/equip' revamp. So all the powercreep in the non champ runeset is still alive and well and making a mockery of the champ revamp.