Overwatch's Roadhog will be getting a Hook nerf
Line of sight will now come into play before and after 'the hook.'
If you've gone against Roadhog in Overwatch, you know the frustration of being grabbed out of nowhere by his hook and dropped randomly behind, beside or in front of him. The dev team at Blizzard has been looking at modifications and apparently has hit on a few that could be on the PTR later this week.
Principal Designer Geoff Goodman took to the official forums to outline the changes that players have been expecting and dubbed Hook 2.0.
First, the victims of the dastardly snatch and grab "will now move in to the position directly in front of Roadhog, rather than just a straight line towards him," he said. "There is a cap on how far 'to the side' you can be pulled, so you can't just hook someone, spin 180, and dump someone off a cliff. This part (along with some other bug fixes) should generally make the hook feel more consistent as to where the victims get pulled."
Goodman added that there will now be a line-of-sight check as well based on Roadhog's position, not the hook's position, making it impossible for the character to grab victim's he can't see. The line of sight will be checked again after the hook lands to see if it maintained during the pull. "This means if you get hooked and move out of LOS quickly (either you dashed, were falling, were pushed, etc), the hook will now break early and not pull the target," Goodman said.
The change is expected to make Roadhog a bit weaker, but as always, Blizzard will re-evaluate the changes as testing continues before it hits the live servers.
-
John Keefer posted a new article, Overwatch's Roadhog will be getting a Hook nerf
-
Roadhog's hook just exposes how weak the netcode is in modern multiplayer shooters. The hero doesn't need a nerf the netcode and matchmaking need a buff. If I'm around the corner on my screen I should be around the corner on your screen too, just like in Quake and CS. Client side prediction is out of hand to the point of laziness.
-
-
-
https://m.youtube.com/watch?v=hSH5-dXm5q0
This is the video I mentioned. I've started treating it like hitscan and have landed more hooks. I'm a beast with soldier's rockets so I know how to lead a target. I've missed a lot of hooks trying to lead the target, so I really don't see how it's not hitscan.-
I mean the guy says its delayed hitscan in the video. its just semantics for me , when I think of hitscan I think of bullets like soldier's primary fire. I think roadhog hook is a very very very fast projectile, you do have to lead a super tiny bit, but definitely not as much as the hook animation seems.
If roadhog hook was like soldier's bullets itd be even more broken
-
-
-
Oh, really? https://gfycat.com/RecklessPowerfulIbadanmalimbe
-
My recommendations for buffs/nerfs on top of the hook nerf:
Ana biotic grenade heal-on-hit reduced to 75 (or thereabouts, so the healing is the same as if you kept shooting for the duration of the throw animation)
DVa defence matrix cooldown doubled
Phara ultimate can now be cancelled
Sombra hack channelling now only cancelled if the player takes more than 50 damage over the duration -
-
-
-
-
-
-
-
I actually just read all of the changes and I'm generally in favor of all of them. There's nothing more frustrating when playing roadhog and getting some janky pull where it puts the guy beside you or behind you. I still don't see this kicking roadhog off the best hero list and it still doesn't seem like Blizzard has a concept of what they want the meta to be. They're historically really, really slow though.
-
-
-
-
-
Speak for yourself, playing him is super satisfying. Buggy hooks aside, playing against him just requires a little awareness and caution. His suppression of enemy movement by forcing them to preemptively hide from his hook is his entire purpose, that's what makes him a Tank in lieu of any defensive abilities.
-
-
-
-
-
-
-
-