Before changes:
6 shots x 150 damage over 4.2 seconds. 900 damage
After the changes:
5 shots of 175 damage in 4.25 seconds. 875 damage
This means that the total damage and the time it was applied did not change.
BUT each shot has become more powerful, but we shoot less often. That is, we used to do 300 damage for 1.4 seconds, and now we do 350 damage in 1.7 seconds. For destroy Brigitte shield we want old fire rate, for example
The developers explained with their decision that they want to strengthen the Chain Hook Combo. And they really did it. Only the implementation raises … questions.
So, for example, if you have a CD on Chain Hook, then you would prefer the old rate of fire if the character is at least a couple of meters away. Also breaking Sym / Torb turrets has become more problematic.
Instead, we got the ability to break the Zarya Bubble with a shot and Melee, which is also cool and sometimes necessary. Well, the possibility of killing 200 Hp at close range with the same combination. We also got the ability to kill Ana (before it was more of a miracle), simplified killing Sombra / Moira (these characters could sometimes survive), simplified killing 250 hp people, as well as the ability to kill even Brigitte and Torb.
Separately, I would like to note that the new rate of fire feels VERY hard and for quite a long time roadhog players will not play very effectively when they have hook on cd
And the goal is not always easy to kill. There is not always time to step. the target is not always in a convenient position for you (for example, being on high ground before the target was much HARDER to kill) and if it is on your head (doomfist)?
So this is definitely a buff hook and nerf primary fire.
However, roadhog already dominates mainly due to hook, and not primary fire. It’s a matter of time to get used to it
oneshootes without hook are rare and not worth considering. just happening. Ultra random
Doomfist loves the high ground. and not only him. And when the goal is on your head, then … a headshot is out of the question. Also doomfist likes to use rising appercot. And even if you catch him, there is a chance that he will be too high and you will not reach his head.
Unfortunately, RoadHog is not Widow to keep your shot on a better target. You shoot at the shield and look for a target for Hook, but at the same time making it so that the ammo is for the kill.
I think that’s what Flankhog is for and why Hogball is played. I’ve got the Hog throw or win to a science. Destroy the shields or go around them or make them turn.
I see this as the second option and not the main option. Moreover, this cannot be done on an ongoing basis, at least on High Rank. And for Flank Hog, nothing changes and even improves - he dropped Hook, pressed Heal and ran away.
What is much worse is that now it takes longer to finish off the enemy, as well as to break the shield, for example, brigitte.
At my mediocre rank, I probably survived 50%(or better) on getting hooked as a full Sombra.
I only played for an couple hours post patch, but that percentage is going to go way down.
I think it’s a good change for the bulk of ladder, don’t think it will ultimately help him much at the top levels of play, but he needed something.
Hopefully being more consistent will help, cause I silently groan every time we get a Hog. It’s bad enough I’m running Sombra, a team doesn’t need two of the worst heroes in game on the team.