Overwatch's Roadhog will be getting a Hook nerf

Line of sight will now come into play before and after 'the hook.'

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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.

Contributing Editor
From The Chatty
  • reply
    January 4, 2017 11:34 AM

    John Keefer posted a new article, Overwatch's Roadhog will be getting a Hook nerf

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      January 4, 2017 11:42 AM

      i've been on both the giving and receiving end of bad hooks, so this is welcome news. i even apologize after i land a hook on someone who already left my line of sight

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      January 4, 2017 11:51 AM

      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.

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        January 4, 2017 11:53 AM

        And just to be clear, all heroes are shooting people who are already in cover on their screens, it's not a roadhog problem. It's just the nature of the hook that makes it so obvious.

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        January 4, 2017 12:26 PM

        So you want to break the laws of physics ?

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        January 4, 2017 1:11 PM

        Your Overwatch has a good video showing that the hook is actually hitscan, which makes those hooks make more sense.

        It would be nice if the nerf made the hook a projectile.

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          January 4, 2017 1:15 PM

          most people assume it's a projectile, too (me included)

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          January 4, 2017 1:29 PM

          It's not hitscan but it's the closest thing to it

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            January 4, 2017 1:32 PM

            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.

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              January 4, 2017 3:18 PM

              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

      • Zek legacy 10 years
        reply
        January 4, 2017 9:34 PM

        Overwatch's net code is quite good. There's no fixing the realities of the internet, at least not until everyone is on fiber. The problems with Roadhog were not just lag compensation, there were some legitimately funky things that happened with the hook.

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      January 4, 2017 11:55 AM

      Oh, really? https://gfycat.com/RecklessPowerfulIbadanmalimbe

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      January 4, 2017 12:27 PM

      Nerf!???

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      January 4, 2017 12:28 PM

      Nerf!???

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      January 4, 2017 12:44 PM

      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

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        January 4, 2017 12:58 PM

        I don't think they make any dva changes until after Ana is changed and the dust settles. D. Vas current dominance is really a result of how good Ana is right now. I think defense matrix is fine, it's her survivability with Ana heals that's the problem.

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        January 4, 2017 2:55 PM

        Sombra needs more damage, period. She doesn't do enough with a clip to be worth it.

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          January 4, 2017 4:01 PM

          That or the attack/hack time needs to be instant coming out of invis. She should also not be detectable by Symmetra/Torb turrets

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      January 4, 2017 12:52 PM

      NErf it until its no fun...thx Blizzard...just like you always do... morons.

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        January 4, 2017 12:56 PM

        His guy probably has 100 hours on roadhog.

        I don't think anyone that has played the game for very long would disagree with those changes. I never found the hook to be totally absurd, aside from its range, but these changes make sense.

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          January 4, 2017 9:00 PM

          The is almost a guaranteed kill- it's pretty powerful.

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            January 4, 2017 9:12 PM

            It's one of the most fun and satisfying abilities in the game though. If they ruin that and then keep it up with skill-less garbage like the symmetra buff....

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              January 4, 2017 9:21 PM

              It's a garbage instakill combo on any hero that isn't a tank. It has been awful for half a year, and they're just now bothering to fix it. playing him is the opposite of satisfying. It takes no skill nor is it fun to blindly hook shoot melee combo into a choke point.

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                January 4, 2017 9:30 PM

                Yup, RH is basically a mid-range 1-shot-kill sniper with that damn hook ability. Oh, and unlike Widowmaker, he also has 600 HP and can regenerate like crazy.

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                January 4, 2017 9:31 PM

                Like someone said above most complaints are due to the netcode and I doubt that changes. Even if they make it 100% projectile I bet people will still be bitching.

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                  January 4, 2017 9:39 PM

                  Yeah what they're changing only affects one of the issues with it. I think what really should happen is a cooldown on roadhogs weapons after using the hook so that he can't instakill combo. I also think genji needs a small cooldown after using his reflect skill, but that's a different issue.

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                    January 4, 2017 9:45 PM

                    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.

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                      January 4, 2017 9:49 PM

                      Yeah I don't disagree with the changes, but I don't think they're enough to actually balance him.

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                January 4, 2017 9:59 PM

                So remove mccree flash + headshot? Rein charge? Genji dash?

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                  January 4, 2017 10:02 PM

                  No

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                    January 5, 2017 2:44 AM

                    Most people have under 60% hook accuracy, and it will surely drop after adjustments. You can still escape in many cases.

                    Instakill is not the problem, at all.

              • Zek legacy 10 years
                reply
                January 4, 2017 10:17 PM

                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.

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              January 4, 2017 10:18 PM

              It's also the ability in the game that simply makes the game less fun for those on the receiving end. The range + inability to do anything about it makes it an absurd ability.

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                January 4, 2017 10:34 PM

                you could say the same for mei's primary attack. at least at low levels.

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                  January 5, 2017 5:25 AM

                  Nope. It isn't instant, several characters can get out of it, a team can coordinate to interrupt the beam so nobody gets frozen.

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                  January 5, 2017 5:45 AM

                  There is a big difference between a melee-ish range attack that takes a few seconds during which you can do something before stunning, and an instant, long-ranged, hide behind your team and don't even have to aim, disables heroes from retaliating (pretty much Mei and reaper can get out if you're full health and the latency lets you get off your skills before the combo is finished, but you're still alone and outnumbered likely), pulls them away from their team and into yours.

                  You can pretend some other ability is the same, but it's not. That combination of effects combined with the amount of damage he can output in half a second is just not balanced. Is the hook supposed to be for pulling someone out of position and coordinating with your team? Because that is not at all the case right now. It doesn't even matter who he hooks, so there is no need to be careful, or aim. It's the dumbest skill in the game, has been for 6 months, and needs a cooldown on his attack when using it, or his damage needs to drop.

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        January 4, 2017 10:38 PM

        I feel like I could substitute TF2 for Overwatch in this subthread and it would read the same.

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      January 4, 2017 1:07 PM

      None of these sound too bad too me as someone who plays Roadhog a lot. But I've also had the game less than a month so I'm not good enough to take advantage of issues like that.

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      January 4, 2017 1:09 PM

      No word on hooking junkrat's trap bug? =(

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        January 4, 2017 9:22 PM

        I haven't run into that. What is the bug?

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      January 4, 2017 1:38 PM

      Did they ever fix that stupid thing where hooking Genji or Tracer would cause them to show up behind or the side of you?

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      January 4, 2017 3:19 PM

      Thank God. That hook hit box is ridiculous

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      January 4, 2017 3:20 PM

      Now they need to fix the bug on the 3v3 map that lets Mei move people outside of the map. So fucking dumb. Everyone is doing it too.

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      January 4, 2017 3:21 PM

      I'm 75 away from 4000 playing symmetra hahaha

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        January 4, 2017 4:15 PM

        Symmetra is really good now lol. The shield allows players to press forward easier and some people just seem totally confounded by her turrets. Then she gets in close and it's all over.

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      January 4, 2017 4:11 PM

      They gonna tone down Reaper 76?

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      January 4, 2017 9:02 PM

      It's about damn time.

      Next on the chopping block, Biotic Grenade.

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      January 4, 2017 9:28 PM

      Yes, finally!! That damn hook ability is so frustratingly buggy and overpowered.

    • reply
      January 4, 2017 10:18 PM

      I wish he was getting a Nerf™ Hook instead.

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