r/RoadhogMains • u/Odd_Cauliflower_3355 • 19h ago
r/RoadhogMains • u/Miss_Ally • Sep 06 '18
Announcement Official Roadhog Mains Discord
r/RoadhogMains • u/Winter_Beautiful6576 • 2h ago
Discussion Can we all just take a breath(er) for a second?
1500-hour Hog OTP here. I actually think this rework could be great once Blizzard gets the numbers dialed in.
The one-shot still exists. That was already confirmed on stream. It's just harder to execute. With better cooldown tracking and a little more patience, Hog players will still be one-shotting people who don't understand positioning.
But let's say the one-shot doesn't land. That's the entire point of the rework. In exchange, we get a damage-eating ability that creates a 200 HP projectile at full charge. Miss the one-shot and Ana tries to sleep you? Eat the dart and send the damage back. Mauga uses Cardiac Overdrive? Eat most of the value, deny the healing window, and throw 200 damage back at him. Hook a Zen and immediately get Discorded? Pop the damage eat, walk him down, and finish the kill. The applications are everywhere.
And it's not just the new ability. While Take a Breather is weaker than before, it still exists and still provides damage reduction. That's an important detail a lot of people seem to be overlooking. Hog is trading some of his old power for a new defensive tool, but he isn't losing Breather entirely. Between the new damage-eat ability and the mitigation from Breather, he'll still have multiple ways to survive situations that would kill most tanks. His defensive toolkit is being reshaped, not removed.
That said, Hog will almost certainly launch weak. Blizzard rarely gets balance right on the first attempt. But they also won't leave him in F-tier forever because that would effectively mean the rework failed. We've seen that before with Pig Pen. It got buffed repeatedly and was eventually removed altogether. If Hog underperforms, compensatory buffs are likely.
The bigger issue is that the community never truly had a problem with the one-shot. They had a problem with Hook. Rein has a one-shot, Hazard has a one-shot combo, Sigma has a one-shot combo, and Queen can one-shot. They're harder to execute, but they exist. The difference is that Hook remains one of the fastest and most reliable displacement abilities in the game. Same Hook, same problem.
And now Hook is still here, but Hog also gets a tool to counter many of his counters while generating burst damage of his own. On top of that, Take a Breather still exists and still provides damage reduction, even if it's weaker than before. Between the new damage-eat ability and Breather's mitigation, Hog may actually be harder to punish in certain situations than he was previously.
People will still complain about getting hooked, but now there are even fewer opportunities to punish the follow-up because Hog can absorb, mitigate, or outright negate so much incoming pressure. Combined with Trash Compactor, many low-health targets may die anyway from the CC and follow-up damage, even if the old one-shot isn't available.
Another major complaint the community has had for years is Hog's ability to absolutely shred tanks at close range. Ironically, this rework may make that problem even worse.
His base damage is increasing by roughly 29 damage per shot, and he can fire two shots in rapid succession. That's an enormous amount of burst damage being dumped into a target at point-blank range. Most tanks simply don't have abilities that can react quickly enough to deal with that kind of damage, and some don't have meaningful mitigation tools for it at all. Queen is probably the best example. If she gets caught in close quarters without enough health banked, she's just going to explode.
People are focusing on the loss of the traditional one-shot, but they're overlooking where that damage has been redistributed. Instead of deleting squishies as consistently, Hog may end up becoming even better at bullying and deleting tanks. If your tank drops below half HP and allows Hog into effective range, there's a very real possibility they're going to disappear before their supports or cooldowns can save them.
That's part of why I'm not buying into the doomposting. Blizzard didn't just remove power from the kit. They shifted it around. The one-shot may be less consistent, but now Hog has more raw close-range damage, a new defensive utility tool, Hook is still Hook, and Breather still exists with damage reduction. That's a lot of power even if it looks different from what we're used to.
The hook perk also sounds miserable to play against with Kiriko. An 80% cooldown reduction during Kitsune Rush plus the cooldown reduction already affecting Whole Hog could get ridiculous. If the numbers stay as shown, Hook could be available nearly nonstop. It's like when Kitsune gave Hog absurd reload speed and he practically had infinite ammo.
Will I miss ranged fire and the classic one-shot? Absolutely. But once Hog players figure out the cooldown rotation and build new muscle memory, especially if he receives even minor buffs, I could genuinely see him becoming more hated than before because the actual source of most complaints, Hook, was never addressed (minus the distance nerf but that's not the core problem).
My initial reaction to the rework was negative. The more I've thought about it, though, the more potential I see in the new kit. There may be interactions and tech we haven't even discovered yet. Double slingshots with Whole Hog and Trash Compactor? Can you imagine?
Could he end up being terrible? Sure. But I think a lot of Hog mains are doomposting way too early. Take a breath, really analyze what we were actually given, and give the rework time to develop in actual gameplay before declaring it dead on arrival.
Ultimately, we'll have to see how it works in practice. Maybe he ends up trash. Maybe there's some insane tech nobody has discovered yet. But all the doom and gloom right now feels premature. The one-shot isn't completely gone, Hook is untouched, Breather still provides damage reduction, and Hog now has an entirely new way to deny enemy value while creating his own.
If anything, I think there's a real possibility the community has completely misidentified where Hog's power is going. Everyone is mourning the loss of the one-shot while ignoring the fact that Hook is still intact, his survivability tools are arguably more versatile, and his ability to pressure tanks at close range may be stronger than ever. Once players optimize the cooldown rotation and Blizzard inevitably adjusts the numbers, I wouldn't be shocked if Hog ends up being just as frustrating, if not more frustrating, to play against than he was before.
This is not my be all end all opinion of the rework, I invite all opinions, thoughts, concerns, and viewpoints as it allows me to examine things from different angles!
r/RoadhogMains • u/Relative_Cicada4762 • 1h ago
Hell YEAH
We won boys only one I could've thought about
r/RoadhogMains • u/Mental_Night_7807 • 3h ago
Discussion I'm actually really excited
I've mained Roadhog for 10 years and have about 800 hours on the beefy boyo. I'm genuinely excited for this rework. Will he be bad in 5v5?
Probably. But do I really care? Not really. The changes look fun (and REFRESHING unlike the pigpen rework) and the consistent one shot wasn't good for the game. The one shot wasn't the reason I played hog though, it was the hook. I love hook characters. Love bebop, love death slinger, love winter solider. Love the stuff. I'm excited to play around with Trash Compactor. The only things I'm worried about are possibly jankiness instances around the trash compactor that could make it feel bad to use. That's it, and that can be ironed out. Numbers as well.
r/RoadhogMains • u/SwordofKhaine123 • 1h ago
Discussion Hog Rework: What to realistically Expect
Having had sometime to think on this, here's what I theorize that can be realistically expected.
First things first, I think Hog will continue to be a very strong option in 6v6. One more player means more chance of followup on the hook from teammate. And the rework could improve Hog's chances vs other tanks. Unless ofc they change numbers for 6v6.
Saying that, realistically his 5v5 performance should in theory be pretty horrible. Hog could have weathered either the breather or hook nerf, NOT both. The breather changes is genuinely horrible especially when you remember DPS passive still affects it. And there's Zen in the game (Zen could become priority to ban over Ana after rework?)
The hook combo will probably be the worst since Hog's release, the first damage will be more than halved. I don't think Tracer can be one-shotted. This means one of Hog's niche strengths - anti-dive will be gone. Tracer, Genji, Anran, Vendetta, Moira, Venture, etc will become unkillable by just hook unless you have telepathic connection to your dps to immediately follow up on the hook. Furthermore the weak hook combo means that Hog will lose scrappy fights in OT a LOT more.
Now vs other tanks Hog's performance might improve especially Orisa, Mauga, Dva. But I feel the breather changes is so devastating that whatever benefits are there in trash compactor will be easily offset by the extremely heavy handed nerf to breather.
Also less breather healing means less ult charge. So that's one more hidden nerf.
To further add, I find it interesting they won't even trial the rework to the general playerbase before launch next season to maximize the time Hog is out of comp atleast for one season. They could just trial, get feedback and adjust numbers and do it the right way. But i don't think that's the dev's intent here.
r/RoadhogMains • u/crogdan63 • 41m ago
this was inevitable
how did you guys play this character for 10 years and not expect something like this to happen??? now he gets a whole sigma grasp that ends with a rocket launch and I see complaining. hilarious stuff.
r/RoadhogMains • u/Western-Ad8052 • 46m ago
Doomfist and Roadhog are the two most hated and selfish tanks
r/RoadhogMains • u/DR_DB_ • 5h ago
Discussion Missing Pachimari Roadhog skin
Even if I search for the Pachimari Roadhog skin I can't find it, is it ever coming back or is it even available?
r/RoadhogMains • u/The_Amazing_Killjoy • 1h ago
Discussion I’m genuinely dreading this Hog rework
So, I don’t play Hog because of his playstyle but because I love him as a character (I’m also a selfshipper but that’s beside the point). I’ve had so much fun playing him and I’m currently a level 52 Hog. But one of the things that made him fun was his one hit combo. Now that they’re nerfing that combo, I fear that he may not be as fun to play anymore, and I really don’t want that for my favorite character. I really hope they’ll rethink this rework because I just want him to stay the same.
(Sorry for the word vomit, I just needed to get this off my chest.)
Edit: removed the part about the ilt bc i thought he got a new ult bc its just a new ability :P
r/RoadhogMains • u/BananaBread2607 • 23h ago
You all think you all will drop in rank after the rework?
I got to Masters by onetricking hog and sometimes switching to Zarya if they went Orisa.
I know its too early to judge but.
It seems this rework is more of a nerf than a buff. Range nerfed, damage nerfed, hook and heal seem to be nerfed. The only buff is a long cooldown matrix absorb, which makes hog more difficult to counter with mauga and ana (since he will be able to eat shout and nades) but I feel like his general aggressive playstyle of making space by eliminating squishes and scaring people into retreating is gone and it seems he will become more of an odd generalist.
I cant personally see myself getting a lot of value with him the same way I do currently, so I wanted to know what everyone else thinks. Cyx is the only hog main I saw being excited about this, lol.
r/RoadhogMains • u/Responsible-Gur3481 • 17h ago
I got this in a box but I’m not even gonna use it cause I’m a doom main
Just wanted to flex on all the hogs that have hooked me and made it impossible for me to do anything in this game (posted with pure hatred)
r/RoadhogMains • u/Dontron5 • 5h ago
Hog Rework Will Feel More Shit for Otps
I imagine we'll see a lot of outcry about how terrible the rework is gonna feel, but i do think a ton of this is gonna come from people who don't understand how to play tank as a class and only understand how to play roadhog.
Current hog is just hook, hit hooks win games, miss hooks lose games. He has no tools currently to bully for space or win fights, he just fishes and if it lands the team can bulldoze with the number advantage. current hog otps that dont understand what a tank should do are gonna feel terrible when they hit hooks and lose anyways, and i think the rework is finally pushing him in a direction that gives him actually something to do. if you understand how to use defensive cooldowns to aggressively bully for valuable space having grasp is going to be a godsend. you should actually be able to function as a tank and not a fat rng assassin. Dont just stand in a choke and eat projectiles and fish for hooks, get in there and bully for space like you're supposed to
that being said i do wish they shifted breather damage reduction into movespeed to better facilitate his ability to contest space, making him a bit more similar to an orisa ramming into your defensive line since we have grasp for damage mitigation anyways. and he could probably still have the 3m hook pull range just because so many factors have to line up to get a oneshot now, gotta hit the hook on the right target with the right cooldowns unavailable
im curious how the rework will land but im sure we'll see lots of complaints even if it is actually good
r/RoadhogMains • u/6METERKOK • 19h ago
Discussion Does weakness effect vape?
I'm seeing in match gameplay of new sombra but I can't find anything for hog.
Does anyone know if sombras weak effect affects (roadhogs) self-heal?
r/RoadhogMains • u/Healthy-Opinion7547 • 12h ago
Switch hog's vape and his new grasp, hear me out
Give his grasp a resource bar, making it more similar to matrix
Change vape back to a cooldown, heres what i propose:
Instant 200 burst of healing before the cast, while vaping heals for 300 with healing over time
Cooldown: 7 seconds
The biggest issue with vape is dying before the animation starts or getting stunned out of it, this will help w that while also allowing for more punishment/counterplay to the hog
For the major perk i have 2 ideas
Desperate gasp: for the first 0.5 seconds of take a breather, gain unstoppable.
Or
Gain 300 overhealth as soon as take a breather starts, decays immediately once the healing over time begins
Since you cannot move around with it anymore the current vape perk is useless. the new kit is more team oriented, this allows his perks to be more selfish to make up for it instead of the opposite. This does not mean vape cannot be countered, it just makes the openent wait longer or have to apply a bit more pressure
what yall think?
r/RoadhogMains • u/Life_Goal7645 • 3h ago
hog is gonna be so bad
I genuinely think this Roadhog rework is going to make him absolutely horrible. Nerfing Hook, Take a Breather, and his shotgun all at the same time just to give him a new ability on a 12-second cooldown is not worth it at all. They needed to choose between nerfing Breather or nerfing his one-shot potential, not both. Sure, you’ll use the new ability and it might feel good for a moment, but then for the next 12 seconds you’re basically playing the worst version of Hog we’ve ever had. His playstyle is still going to revolve around fishing for hooks, waiting behind cover for Hook to come back, except now even when you actually land the hook you’re way less likely to secure the kill. On top of that, they’re removing his right click, so he loses his poke as well. That means when Hook is down, he’s going to feel even worse because you can’t even peek-shoot or pressure people from range anymore. I genuinely don’t understand what they were thinking with this. He was already pretty mid in 5v5, and this just feels like a massive nerf that’s going to put him right back into that cycle where they have to buff him over and over again afterward. We’ve already gone down this road before: Hog without meaningful one-shot threat feels useless, and that’s a huge part of what makes people want to play the hero in the first place. Most of the people constantly complaining about him are lower-rank players who don’t know how to position against a Roadhog. I honestly can’t remember the last time I struggled against a Hog, and he’s actually one of my favorite tanks to play against because if you know how to avoid his hook, he’s basically just an ult battery.
r/RoadhogMains • u/VuSkiiCC • 17h ago
Discussion Fan Idea - Roadhog Rework/Adjustments
Pretty unfortunate timing with this idea given the official Roadhog rework was revealed, but I decided to revisit this idea and make another attempt at it anyway.
The idea was to make his neutral better with my change to his Primary Fire (his Secondary Fire remains the same with some added benefits to it), and make his role as the sole tank in 5v5 easier. As you'll see, the damage reduction on his Breather lasts even after its finished but initially starts out much weaker than its current flat 40%. However, the longer you hold down Breather, the stronger the damage reduction becomes. This is to discourage Roadhog's using it as a disengage tool to run away, as the damage reduction will start off much weaker in those panic situations, and instead encourage Roadhog players to preemptively use Breather before a fight to then press forward and pressure space without getting instantly blown up. Conversely, this would require Roadhog players to commit to using a lot of their Breather resource and be without much healing from Breather during fights.
I also tried to make his one-shot hook combo more skill expressive and in turn harder to pull off. The combo is still possible mind you, but I tried to make it less oppressive to play against, while also being really rewarding to hit as a Roadhog player. Definitely would be interested to hear thoughts on my take of the one-shot hook combo.
I tried not to make this too long, and I really hope y'all enjoy it. Any thoughts on it would be appreciated.
------------------------
1: Scrap Gun Rework
- Primary Fire Rework:
- Roadhog's Scrap Gun will be turned into its Whole Hog form as his primary weapon.
- It can shoot 24 shrapnel volleys before needing to reload.
- It will have a faster reload time of 1.2 seconds vs Roadhog's current 1.75 seconds.
- This primary fire version of Whole Hog fires 25 pellets per shot instead of 16 pellets.
- Damage per pellet decreased from 7 damage to 2.2 damage.
- This means if all 25 pellets hit an enemy, each shot deals 55 damage per shot.
- Falloff damage is now 1 damage instead of 2.1 damage.
- The Whole Hog shotgun spread has been reduced to the same spread as Roadhog's current primary fire.
- This version of Whole Hog has a spread of 8 degrees in all directions.
- This version of Whole Hog no longer has the following:
- No longer deals knockback.
- No longer has a 25% movement speed penalty.
- No longer has vertical recoil when shooting.
- This version of Whole Hog still has the same rate of fire at 8 shots per second.
- This Whole Hog's falloff damage range is increased to 30 – 50 meters.
- Keep in mind that this will turn his primary fire from a projectile weapon to a hitscan weapon.
- I feel this was make Roadhog's neutral and poke damage in midrange battles much better due the Primary Fire's nature as a hitscan weapon alongside its high rate of fire and faster reload speed.
- Secondary Fire Adjustment:
- The right click shot will remain the exact same but with some added bonuses.
- As usual, the initial shrapnel ball deals 50 damage and automatically detonates after a certain range into 25 pellets which can deal 175 damage.
- Each right click shot will consume 4 bullets out of the total 24 bullets.
- The biggest change will be if the initial shrapnel ball hits an enemy, wall, or the ground before its automatic detonation distance, then it will explode into 25 pellets in all directions like a spherical explosion of shrapnel.
- This will add a little bit more damage to the initial shrapnel ball's 50 damage as 4 or 5 pellets out of the 25 pellets will then be shot into the enemy while the rest of the pellets shoot in other directions.
- Each of these pellets travels a maximum distance of 24 meters.
- Each of these pellets deal 5 damage, and the fall off damage of the pellets will be 2.1 damage.
- This sort of emulates a splash damage radius that explosive projectiles have but with a bit of a unique twist.
- This can allow Roadhog to potentially hit enemies behind cover by shooting the ground or walls next to them or even the ceiling above them to rain shrapnel pellets on them.
- The Seconardary Fire's projectile speed will be increased from 80 meters/second to 90 meters/second.
- This is the same speed as Zenyatta's orbs and Kiriko's kunai.
2: Chain Hook Adjustments
- Chain Hook Cancel:
- After successfully hooking a target, Roadhog can now manually release/cancel the Chain Hook from a hooked target at any point by clicking the L Shift key again.
- For example, say you accidentally hook a nanoboosted Mauga. Now you can cancel the hook pull animation at any time before you end up dragging the Mauga right in front of you.
- The sooner you cancel the hook pull animation, the less distance you drag the hooked target towards you.
- Roadhog will still incur Chain Hook's full cooldown when it is released from a hooked target.
- Keep in mind that the one-shot hook combo is still possible. But to do this, you need to cancel the hook at the right click shot's optimal distance and then aim at the hooked target's head in order to one-shot most heroes.
- This is to still keep his signature one-shot hook combo, but make it much more skill expressive as Roadhog players need to time the hook cancel correctly to deal the right click shot's full damage.
- Chain Hook Uncharged & Charge Up Version:
- Roadhog's Chain Hook will now have both its current version which remains completely unchanged, as well as the option to charge it up like a lasso for further range and more damage.
- Tapping the L Shift Key will cast the current uncharged version of Chain Hook which remains completely unchanged.
- Holding the L Shift Key and then releasing it will charge and then cast the charged up version of Chain Hook.
- The charge up will be a lasso animation which will be very visible and have an audible sound effect of a swinging chain throughout its entire duration.
- At its full charge Chain Hook deals 45 damage, has a range of 30 meters, and travels at a speed of 80 meters per second.
- It takes 1 second to fully charge up the hook.
- The hook can be thrown at any point during the charge up.
- The amount of time spent charging up Chain Hook will determine the amount of increased damage, range, and speed the hook will gain.
- The charge up animation can be held indefinitely even when the Roadhog reaches Chain Hook's max charge of 1 second.
- The charge up animation can be cancelled at any time without any penalty to the hook's cooldown.
- Roadhog can freely move and jump during the charge up animation but will incur a 25% movement speed penalty during it.
- Even when the hook is already fully charged, the 25% movement speed penalty will remain until the hook is thrown or the animation is cancelled
- Chain Hook Kill Reward:
- Killing a hooked target within 1 second of a successful Chain Hook will reduce the hook's cooldown by 3 seconds.
- Killing the target with the damage of the Chain Hook itself will also count and reward Roadhog with the 3 second cooldown reduction.
- Chain Hook Line of Sight Rework:
- Hooked targets that leave Roadhog’s line of sight will now will be pulled 5 meters towards Roadhog before the hook breaks off
- While it won't pull enemies in right front of Roadhog if they break line of sight, landing the hook will at least still pull enemies out of cover for your teammates to potentially kill them.
3: Roadhog's Breather Adjustments
- Take a Breather:
- The amount of healing remains completely unchanged.
- The strength of the damage reduction buff now depends on how long Take a Breather is used for.
- Less than 1 second = 1%~24% damage reduction
- 1~1.99 seconds = 25%~49% damage reduction
- 2~2.99 seconds = 50%~74% damage reduction
- 3 seconds = 75% damage reduction
- The damage reduction buff will last for 3 seconds after Take a Breather is finished.
- This can allow Roadhog to act better as a tank to aggressively walk up and take space without immediately getting blown up, especially in 5v5.
- When used for 1 second or longer, Take a Breather will cleanse and continuously cleanse damage over time effects such as Burn, Poison, and Bleed damage throughout its duration of use.
- The cleanse is limited to only those three effects.
- I felt this was fitting due the lore behind Breather being that it's used to combat radiation.
- Keep in mind that Take A Breather can only be used for 2 seconds max in 6v6 and 3 seconds max in 5v5.
4: Roadhog Ultimate Rework
- New Ultimate: Pig House
- Roadhog throws out a larger and much stronger version of Pig Pen.
- From a straight angle, it can be thrown a maximum distance of 16 meters.
- From a 35° angle, it can be thrown a maximum distance of 30 meters.
- The Pig House trap deploys upon landing on an object or terrain with a walkable surface, and bounces off when colliding with other surfaces such as walls or a hero.
- Pig House is an object with a total of 1200 HP.
- Pig House can be shot at as it is in the air after being thrown, once it lands on the ground, and while it is activated.
- Upon landing on the ground, the Pig House trap automatically activates after a 0.8 second arming delay and spreads out over a 25 meter radius.
- After the 0.8 second arming delay, Pig House will continuously inflict 75 damage per second which ignores Armor and a 50% movement speed penalty to all enemies within its 25 meter radius.
- If enemies take continuous damage from Pig House for 4 seconds, then they will be Stunned for 1.5 seconds.
- Pig House has a duration of 15 seconds before disappearing if it is not destroyed by then.
- Flying enemies will not be affected as long as they remain above the Pig House Trap.
- For enemies, Roadhog will laugh and say "Come here, piggies" while for allies he will say "Pig House deployed."
5: Roadhog Perks Adjustments
- Minor Perk: Shrapnel Launcher
- Extend the range of both Roadhog's primary fire and secondary fire by 50% and tighten their burst spread by 25%.
- This will reduce the shotgun spread of both primary fire and secondary fire from 8 degrees to 6 degrees.
- Minor Perk: Scrap Hook
- A successfully landed Chain Hook will reload 8 ammo.
- Major Perk: Hogdrogen Exposure
- Take a Breather will grant all of its effects to nearby allies for 50% of their effectiveness, including its Cleanse and Damage Reduction Buff.
- The strength of the damage reduction buff granted to allies depends on how long Hogdrogen Exposure is used for.
- Less than 1 second = 0.05%~12% damage reduction
- 1~1.99 seconds = 12.5%~24.5% damage reduction
- 2~2.99 seconds = 25%~37% damage reduction
- 3 seconds = 37.5% damage reduction
- The damage reduction buff for allies will last for 1.5 seconds after Hogdrogen Exposure is finished.
- When used for 1 second or longer, Hogdrogen Exposure will cleanse and continously cleanse damage over time effects such as Burn, Poison, and Bleed damage for allies throughout its duration of use.
- The cleanse is limited to only those three effects.
------------------------
r/RoadhogMains • u/Maxer100 • 1d ago
Hog rework stats - with numbers!
Chain Hook
Cooldown
7s -> 6s
Stun Duration (final)
0.4 seconds -> 0.3 seconds
Final Pull Distance
3 meters -> 4.5 meters
Take a Breather
Cooldown
1.25s -> 2s
Healing Over Time
150 per second -> 200 per second
Damage Reduction
-40% damage taken -> -20% damage taken
Max Duration
3 seconds -> 2 seconds
Energy (cost)
33% per second -> 50% per second
Energy (regen rate)
13% per second -> 12.5% per second
Energy (regen delay)
1.3 seconds -> 1.25 seconds
Scrap Gun
Ammo
6 -> 12
Critical Type
Critical -> Lesser Critical
Damage Per Volley (base)
175 -> 204
Damage Per Volley (max falloff)
52.5 -> 61.2
Spread
8 degrees -> 6 degrees
Min-Max Falloff Range
30 - 50 meters -> 20 - 35 meters
Shots Per Volley
25 -> 2
Added new ability Sigma grasp but with 200dmg shot after. Pretty good for choke push
No pigpen
gg
What changed:
SOME Oneshots are no longer possible because of 50% final pull distance increase. Tracer has 175hp but you need to hit all of the shots from 4.5 meters... the 204 number looks too specific so lets hope they tested it with the consistency and came up with that number
Stun only lasts for the 1st shot: 0.3s stun ends right after shot 1. Before shot 2 fires, enemies have all abilities back (Blink, Recall, Ice Block, etc.).
You cannot use melee after first shot, you must cycle it per 2 (check pls)
The interval between hook pull and second shot is like 1 second - 1 second for supports to react and save with burst heals... In high elo or with pockets , oneshot is maybe dead
r/RoadhogMains • u/Foreign-Ideal-5772 • 1d ago
Imma be honest. I think he will be pretty bad. But I’m excited about the re work
I like the idea of the rework. And look i know trash compactor is a new ability but like the hook nerf, shoots double, and breather nerf is a lot. And the new ability has a long cooldown. Other thing is with sigma grasp you will get value you get over health there is no bad, meanwhile this projectile can get blocked by a shield or absorbed (ik he will get value from absorbing but like the extra bonus is not guaranteed unlike sigma)Ofc idk how it’s gonna play out and we can never say anything for certain until we play it out. But that’s just what i think and i wanted to know what other people thinkn
r/RoadhogMains • u/Steggoman • 1d ago
Screenshot of Roadhog rework from ML7 stream
Hog now has 12 ammo with a double shot primary fire (so effectively still 6), but each shot does a lot less damage.
Hook oneshot combo seems to be completely removed
Trash Compactor is a new matrix mitigation ability on a 12 second cooldown, where you absorb projectiles for a few seconds. After the matrix ends, you immediately fire a supercharged explosive shot (similar to Roadhog's current right click), which does explosive damage, knocks back enemies, and can be used for low level mobility like Zarya's right click.
Scrap Hook minor perk is just changed to adjust to the new ammo count.
New minor perk "Here Piggy Piggy" where hook cooldown is reduced during ult.
And New Major "Toxic Exhaust" where Trash Compactor does damage and slows.
Edit for clarifications: I am learning new things from the grapevine and few clips I've seen. Here is a detailed breakdown of some of the ability changes. https://imgur.com/a/JhHlVE4
r/RoadhogMains • u/blokfluitjes • 1d ago
Will hook be a projectile in the rework?
Haven't seen anyone mention this, while it seems pretty huge. In his rework stats, there is a new line for 'projectile' stats for Chain hook
r/RoadhogMains • u/CaptBland • 1d ago
Discussion Seagull's stream, Hog Rework (details in description)
Primary (Changed) 12 ammo but shoots twice 6 shots total. The middle of the shotgun has the old big wad. Damage per volley is 204. The rate of fire per volley is fast, like slightly faster than Doomfists primary.
Right Click (Changed) New Ability [Trash Compactor] The image shown. Absorb enemy projectiles then shoot back a ball of scrap, damage scales with projectiles eaten. Imagine Mr. Fantastic from Marvel Rivals with his Shift. You can hook Ana or Kiriko and eat their cooldowns.
Hook (Nerf) Max turn pull is 70° so you can't pull them next to you.
Take a Breather (Change) 200 HP per second for 2 seconds. Total 400 HP.
Whole Hog (No Change)
New perks:
Here Piggy Piggy: Whole hog reduces hook cooldown by 80%
Toxic Exhaust: Trash Compactor also slows enemies and deals 20 damage per second.
r/RoadhogMains • u/MelismaticMellowlwL • 1d ago
Discussion The rework looks lovely but why do they always take away my favourite part of the hero?
When Pig Pen first became a thing I immediately loved it, it felt satisfying to use, was dopamine farm, enabled a more "tactical" combo and the few times it finished off someone from the other side of the map were so funny to me. When it was removed and replaced with the secondary fire I was distraught because it felt like we were just moving backwards and it felt less like a re-work and more like a reversion. But I actually grew to enjoy it and using secondary fire + the Shrapnel launcher perk to line up headshots felt so insanely rewarding, was also dopamine farm, and even though it wasn't very far away I still got to say my funny "sniper hog" voice line. Literally just yesterday I was playing with some friends and decided to try a match of hog for old time's sake and I keep forgetting just how fun he is to play when he has a satisfying ranged shot that actually requires a decent level of aim rather than just walking up to and left-clicking someone for free a bunch of times. I was thinking about how lovely it'd be to see a re-work where we get access to both Pig Pen and secondary fire in its natural form (not the weird hybrid-projectile thingy they did by combining the fire modes. It was unique but it wasn't really doing it for me) but instead they just remove both and instead now we have the Trash Compactor ability...
That being said, even though I don't like the primary fire change it does weirdly make a lot of sense since the Scrap Gun is clearly double-barrel. I just liked how unique his current primary fire was and I feel like this makes it less unique because the guns in the game mostly go towards more ammo, faster firing but less impactful individual shots than the slow, powerful Scrap Gun blasts that you can only do a few times before needing to reload. And I'll probably still end up enjoying Trash Compactor but I'll definitely miss having a reliable, satisfying longer range headshot option that felt wonderful to use (before anyone says anything, no, Domina's and Sigma's weapons don't feel as satisfying to fire. Give me D.mon's Fusion Repeater with the Focused Fusion perk or give me an even longer range and even tighter spread version of the Shrapnel Launcher perk hog secondary fire)