How to Make Roadhog Fun

Take A Breather

  • Now heals for 200hp.

  • Hog can now throw his Breather at an ally healing them for 100hp (same trajectory as Anti-Nade).


Chain Hook

  • Hook length shortened from 20m to 17m.

  • When an enemy tank is hooked, the enemy tank is not dragged to Hog. Instead, Hog can swing the tank around the end of his hook from the 9 o’clock position to the 3 o’clock position for 2.1s. During this time, Hog is unable to move, he can only turn. The length of the Hook is as far as he is from the target. At 17m he can swing them on a 17m tether. If the chain contacts any map geometry, the chain breaks off. Enemy tanks on the end of the Hook are permitted use of their cooldowns. D.Va Boosters, Rein Charge, Winston Leap and Orisa Fortify will now drag Hog along at 75% their normal speed if he is hooked in to them.

  • When an enemy Support is hooked, Hog’s Hook retains momentum as he drags the hero toward himself. The enemy flies past Hog for 5m after getting hooked.

  • Chain Hook functions exactly as it does now for DPS, allowing Hog to remain a functional DPS duelist, his most important capacity.


Whole Hog

  • No longer knocks back enemies.

  • Now knocks back Hog at a speed of 18m per second (currently knocks back enemies at 14ms). Can lift Hog off the ground.

  • Now cancellable.

I believe these changes would make Hog this incredible team meme, instead of the oppressive clown he is now.

2 Likes

way to make an ability that’s slightly overtuned way too convoluted.

just nerf it’s range and give him a compensation buff on his shotgun/ult. That’s all he needs.

Also, it’s shocking that a doom main wants the other “free picks for existing” character to get nerfed.

5 Likes

LMAO not a Doom main.

Rein/Ball 2-Trick.

DF isn’t even my most played DPS. He’s not even in my top 5 heroes.

But keep assuming you know what’s up.

I am not in favor of these changes. It seems that people have a problem with hook, so why not make it more skillful by making the hit box much smaller.

This would make it more of a skill shot.

This is mildly geared for balanced.

What the title says is “How to make Roadhog Fun”…

1 Like

yes but having hog speedrotate like ball around your tank or yank your healer even deeper into your own team sounds so fun for every other non-hog player in the lobby.

also, whole hog flying sounds fun but definitely makes this a trolge post.

Except for the part where a.) Hog cannot move once he’s hooked in, and b.) Enemy tanks can activate certain CDs.

As of right now, you get Hooked on Monke, you likely die. Imagine being able to leap back into your team with a Roadhog in tow, or Charge him back around the corner, or Boost tow him to high ground.

Anything is better for tank players than the current outcome of getting hooked, which is frequently instant death.

1 Like

Tanks are the only players that can survive a Hog hook, and this post let me know that you must be silver or below. Basically, if Hog hooks you, he has denied his team a pick on a squishy instead and has brought the most threatening player (the tank) into the fray.

Winston main here… jump out.

Hog is already super fun i would leave him as it is.

Ah yes, the classic “rank shaming” tactic.

Because I disagree with what you’re saying and therefore there’s no way you’re better at the game than me.

The only place tanks don’t die on the end of a Hog Hook is below 3k. Otherwise there’s too much coordination in play, or you’re a Ball main. But you don’t know this because you aren’t playing at those elos, truly evident by saying “just jump out on Winston”.

You’ll never engage with full HP in a +3k lobby. You don’t understand this because you’re not there. So you don’t understand Hog feeds on heroes like Rein, Winston, and Zarya all day. D.Va can survive the 1v1 as can Ball at the expense of their CDs. And Orisa and Sigma is a CD matchup. If Sig doesn’t have Kinetic Grasp, he’s dead on the end of Hook. Same goes for Orisa without Fortify.

But again, this is all knowledge one gains through experience at higher ranks. Only in Silver is a Monke surviving a Hook.

If you don’t like the changes, just say that. They aren’t geared for balance, they’re geared for fun. But don’t try and rank shame people when clearly you thrive on assumptions and actually know very little.

2 Likes

Sounds good to me. 18m hook and allow cancel in whole hog and perhaps remove the knockback increase from last year in whole hog.

Or 18m hook and allow breather to cleanse anti-nade with first 150 HP it provides then hog gets the other 150.

This post isn’t about balance, it’s about fun.

And FTR, giving Hog the option to cleanse Anti-Nade is the furthest thing from balance the hero can get.

It’s the only ability in the game that can consistently check him.

As a Roadhog main myself. No.

so if he accidently hits a tank with hook (which is pretty common) he gets self rooted and becomes an easy target

1 Like

The problem with Hog isn’t him being able to out-duel squishies. The problem is his ability to out-duel every tank in addition to out-dueling Squishies.

Hog should be punished for poorly timing his Hook and poor Hook accuracy. “Accidentally” hooking a tank is poor timing and accuracy.

Hooking tanks now only serves as a means of displacing them, not insta-klling them.

there’s been countless times where i’ve seen a tank get hooked because a squishy dodged it and the tank just happened to be behind them

If you really want to make tanks more displaced rather than being killed then just make it so he has to hold S so he can pull a tank with a slower pull rate

If you run the risk of rooting yourself, then across the board less Hooks will be thrown, which makes the game better.

What you fail to accept is the current state of Hog, where pretty much whatever he currently Hooks dies, barring a solid DM by a D.Va or a perfectly timed Zarya Bubble.

As a main tank, tank main, I’d venture say the vast majority of tank players would rather get displaced than insta-killed. So yes, give me displacement along with more counter play options vs the current model.

Again, these changes are purely for fun. I think it’d be hilarious for Hog to be twirling tanks around like a streamer, only for him to then get dragged/lifted up by them.

1 Like

There’s a paladins character called VII

He has a hook and it works differently on tanks

On squishies he hooks them and it pulls the target towards him but on tanks it instead just deals massive damage rather than moving them

Take this with a grain of salt cause he’s not a tank but instead a DPS with extreme mobility but yeah, maybe this is a concept

1 Like

At the very least I’d prefer Hook not pull in tanks. Let it displace them so you can rip that Rein shield out of the way, but getting to put them into your most effective range is what is gatekeeping heroes like Winston and Rein ATM.

The support Hooks are just a fun suggestion, but I’m fairly serious about changing tank/hook interactions.

my problem with hog is his high damage and his hooks who goes through walls and floors
like the 6,6 damage buff was the biggest mistake they ever made
he is a 600 hp dps with selfheal and people dont accept that this design as a ,tank´´ is broken ;(((