But if the devs donât want to buff his shotgun, at all, then I got a fix for that:
Roadhog
Chain hook
Cooldown reduced to 6 seconds, down from 8 seconds.
Hooked targets instantly lose all sideways momentum.
Hook pulls targets the instant all preliminary LOS/Lag checks are completed
Passive: Thick Skin
Enemies gain 50% less Ultimate charge when damaging Roadhog
Would make it so using Roadhog is less of an Ultimate-Economy liability for your team, and is actually an asset for friendly Healers to gain Ult charge off of.
Would also return a lot of Roadhogâs threat presence. And create a decent damage loop of : Hook, firing off a clip of ammo, reloading, and then almost instantly have the hook ready to go afterwards.
Would give him a lot less downtime, more persistent threat presence, and a lot less opportunity for the enemy to farm him for ultimate charge.
It would be a huge buff to Roadhog to completely remove his shotgun and give him another weapon. ANY other kind of weapon.
Pellet-based guns are flat out inferior to every other kind of gun in the game. They have huge penalties to their ranged damage and to their damage against armor, but they arenât intrinsically better than other guns in closeâŠor in any other way. They have no advantages. Theyâre a straight downgrade.
Hook already instantly halts horizontal momentum, with the exception of dash abilities that disable physics (Swift Strike, Rocket Punch, etc.). The only reason you see them keep moving is because it waits to resolve the opponentâs position on the server, in order to prevent you from hooking people straight through a wall on their screen.
Same problem with D.Va since Day 1. Yeah, she can reposition. To what end? If she doesnât have strong attack or strong utility, being able to move around is meaningless. The response is, âreposition to do chip damage and hope you can eat an ultâ.
Yeah, it shows them keep moving during the delay, because they had already moved before you hooked them. Hook comes with an explicit delay for server-side hit detection now, to prevent the frustration from how it appeared to ignore walls with âHook 1.0.â
The target ultimately gets pulled to exactly the same location as where you hit them with the hook on your screen (as long as it resolves as a successful hook on the server), so the appearance of momentum makes no actual difference.